12/21 modernizations from TG live (#103)
* sync (#3) * shuttle auto call * Merge /vore into /master (#39) * progress * Compile errors fixed No idea if it's test worthy tho as conflicts with race overhaul and narky removal. * Update admins.txt * efforts continue Fuck grab code, seriously * grab code is cancer * Execute the Narkism Do not hesitate. Show no mercy. * holy shit grab code is awful * have I bitched about grab code My bitching, let me show you it * código de agarre es una mierda No really it is * yeah I don't even know anymore. * Lolnope. Fuck grab code * I'm not even sure what to fix anymore * Self eating is not an acceptable fate * Taste the void, son. * My code doesn't pass it's own sanity check. Maybe it's a sign of things to come. * uncommented and notes * It Works and I Don't Know Why (#38) * shuttle auto call * it works and I don't know why * Subsystem 12/21 Most Recent TG subsystem folder * globalvars 12/21 Tossed out the flavor_misc and parallax files * Onclick 12/21 as well as .dme updates * _defines 12/21 ommited old _MC.dm * _HELPERS 12/21 Preserved snowflake placement of furry sprites * _defeines/genetics reapplied narkism holdover for snowflake races. * Oops forgot mutant colors * modules porting 12/21 + Sounds/icons Admin, Client and most of mob life files ommitted * enviroment file * Admin optimizations ahelp log system kept * Mob ports 12/21 Flavor text preserved * datums ported 12/21 * Game ported 12/21 * batch of duplicate fixes/dogborg work Dogborgs need to be modernized to refractored borg standards. * moar fixes * Maps and futher compile fixes
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@@ -51,7 +51,7 @@
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bodies += M
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var/question = "Would you like to be [group_name]?"
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var/list/candidates = pollCandidates(question, "pAI", null, FALSE, 100)
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var/list/candidates = pollCandidatesForMobs(question, "pAI", null, FALSE, 100, bodies)
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while(candidates.len && bodies.len)
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var/mob/dead/observer/ghost = pick_n_take(candidates)
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var/mob/living/body = pick_n_take(bodies)
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@@ -83,3 +83,71 @@
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PoolOrNew(/obj/effect/overlay/temp/sparkle, M)
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M.forceMove(T)
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M << "<span class='notice'>Pop!</span>"
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/obj/effect/station_crash
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name = "station crash"
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desc = "With no survivors!"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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/obj/effect/station_crash/New()
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for(var/S in SSshuttle.stationary)
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var/obj/docking_port/stationary/SM = S
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if(SM.id == "emergency_home")
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var/new_dir = turn(SM.dir, 180)
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SM.loc = get_ranged_target_turf(SM, new_dir, rand(3,15))
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break
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qdel(src)
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//Luxury Shuttle Blockers
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/obj/effect/forcefield/luxury_shuttle
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var/threshhold = 500
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var/list/approved_passengers = list()
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/obj/effect/forcefield/luxury_shuttle/CanPass(atom/movable/mover, turf/target, height=0)
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if(mover in approved_passengers)
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return 1
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if(!isliving(mover)) //No stowaways
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return 0
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var/total_cash = 0
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var/list/counted_money = list()
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for(var/obj/item/weapon/coin/C in mover)
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total_cash += C.value
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counted_money += C
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if(total_cash >= threshhold)
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break
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for(var/obj/item/stack/spacecash/S in mover)
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total_cash += S.value * S.amount
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counted_money += S
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if(total_cash >= threshhold)
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break
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if(total_cash >= threshhold)
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for(var/obj/I in counted_money)
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qdel(I)
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mover << "Thank you for your payment! Please enjoy your flight."
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approved_passengers += mover
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return 1
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else
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mover << "You don't have enough money to enter the main shuttle. You'll have to fly coach."
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return 0
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//Shuttle Build
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/obj/effect/shuttle_build
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name = "shuttle_build"
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desc = "Some assembly required"
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icon = 'icons/obj/weapons.dmi'
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icon_state = "syndballoon"
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anchored = TRUE
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/obj/effect/shuttle_build/New()
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SSshuttle.emergency.dock(SSshuttle.getDock("emergency_home"))
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qdel(src)
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