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
This commit is contained in:
@@ -1,12 +1,14 @@
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// see _DEFINES/is_helpers.dm for mob type checks
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/proc/isloyal(A) //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
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for(var/obj/item/weapon/implant/mindshield/L in A)
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if(L && L.implanted)
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return 1
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/mob/proc/isloyal() //Checks to see if the person contains a mindshield implant, then checks that the implant is actually inside of them
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return 0
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/mob/living/carbon/isloyal()
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for(var/obj/item/weapon/implant/mindshield/L in implants)
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return 1
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/proc/check_zone(zone)
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if(!zone)
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return "chest"
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@@ -273,33 +275,11 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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return 0
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/mob/proc/abiotic(full_body = 0)
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if(l_hand && !l_hand.flags&ABSTRACT || r_hand && !r_hand.flags&ABSTRACT)
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return 1
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for(var/obj/item/I in held_items)
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if(!(I.flags & NODROP))
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return 1
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return 0
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//converts intent-strings into numbers and back
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/proc/intent_numeric(argument)
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if(istext(argument))
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switch(argument)
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if("help")
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return 0
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if("disarm")
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return 1
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if("grab")
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return 2
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else
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return 3
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else
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switch(argument)
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if(0)
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return "help"
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if(1)
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return "disarm"
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if(2)
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return "grab"
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else
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return "harm"
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//change a mob's act-intent. Input the intent as a string such as "help" or use "right"/"left
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/mob/verb/a_intent_change(input as text)
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set name = "a-intent"
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@@ -307,24 +287,44 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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if(ishuman(src) || isalienadult(src) || isbrain(src))
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switch(input)
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if("help", "disarm", "grab", "harm")
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if(INTENT_HELP, INTENT_DISARM, INTENT_GRAB, INTENT_HARM)
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a_intent = input
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if("right")
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a_intent = intent_numeric((intent_numeric(a_intent) + 1) % 4)
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if("left")
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a_intent = intent_numeric((intent_numeric(a_intent) + 3) % 4)
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if(INTENT_HOTKEY_RIGHT)
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switch (a_intent)
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if(INTENT_HELP)
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a_intent = INTENT_DISARM
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if(INTENT_DISARM)
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a_intent = INTENT_GRAB
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if(INTENT_GRAB)
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a_intent = INTENT_HARM
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if(INTENT_HARM)
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a_intent = INTENT_HELP
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if(INTENT_HOTKEY_LEFT)
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switch (a_intent)
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if(INTENT_HELP)
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a_intent = INTENT_HARM
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if(INTENT_DISARM)
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a_intent = INTENT_HELP
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if(INTENT_GRAB)
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a_intent = INTENT_DISARM
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if(INTENT_HARM)
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a_intent = INTENT_GRAB
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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else if(isrobot(src) || ismonkey(src) || islarva(src))
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else if(iscyborg(src) || ismonkey(src) || islarva(src))
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switch(input)
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if("help")
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a_intent = "help"
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if("harm")
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a_intent = "harm"
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if("right","left")
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a_intent = intent_numeric(intent_numeric(a_intent) - 3)
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if(INTENT_HELP)
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a_intent = INTENT_HELP
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if(INTENT_HARM)
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a_intent = INTENT_HARM
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if(INTENT_HOTKEY_RIGHT, INTENT_HOTKEY_LEFT)
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switch (a_intent)
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if(INTENT_HELP)
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a_intent = INTENT_HARM
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if(INTENT_HARM)
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a_intent = INTENT_HELP
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if(hud_used && hud_used.action_intent)
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hud_used.action_intent.icon_state = "[a_intent]"
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@@ -341,7 +341,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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if(!istype(M))
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return 0
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if(issilicon(M))
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if(isrobot(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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if(iscyborg(M)) //For cyborgs, returns 1 if the cyborg has a law 0 and special_role. Returns 0 if the borg is merely slaved to an AI traitor.
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var/mob/living/silicon/robot/R = M
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if(R.mind && R.mind.special_role)
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if(R.laws && R.laws.zeroth && R.syndicate)
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@@ -384,10 +384,6 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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return 1
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return 0
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/proc/get_both_hands(mob/living/carbon/M)
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var/list/hands = list(M.l_hand, M.r_hand)
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return hands
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/mob/proc/reagent_check(datum/reagent/R) // utilized in the species code
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return 1
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@@ -407,23 +403,28 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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A.target = source
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if(!alert_overlay)
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var/old_layer = source.layer
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var/old_plane = source.plane
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source.layer = FLOAT_LAYER
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source.plane = FLOAT_PLANE
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A.add_overlay(source)
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source.layer = old_layer
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source.plane = old_plane
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else
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alert_overlay.layer = FLOAT_LAYER
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alert_overlay.plane = FLOAT_PLANE
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A.add_overlay(alert_overlay)
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/proc/item_heal_robotic(mob/living/carbon/human/H, mob/user, brute_heal, burn_heal)
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var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected))
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if(affecting && affecting.status == ORGAN_ROBOTIC)
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if(affecting && affecting.status == BODYPART_ROBOTIC)
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var/dam //changes repair text based on how much brute/burn was supplied
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if(brute_heal > burn_heal)
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dam = 1
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else
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dam = 0
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if((brute_heal > 0 && affecting.brute_dam > 0) || (burn_heal > 0 && affecting.burn_dam > 0))
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affecting.heal_damage(brute_heal,burn_heal,1)
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if(affecting.heal_damage(brute_heal, burn_heal, 1, 0))
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H.update_damage_overlays()
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user.visible_message("[user] has fixed some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting].", "<span class='notice'>You fix some of the [dam ? "dents on" : "burnt wires in"] [H]'s [affecting].</span>")
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return 1 //successful heal
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else
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@@ -453,7 +454,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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poll_message = "[poll_message] Job:[M.mind.assigned_role]."
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if(M.mind && M.mind.special_role)
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poll_message = "[poll_message] Status:[M.mind.special_role]."
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var/list/mob/dead/observer/candidates = pollCandidates(poll_message, "pAI", null, FALSE, 100)
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var/list/mob/dead/observer/candidates = pollCandidatesForMob(poll_message, "pAI", null, FALSE, 100, M)
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var/mob/dead/observer/theghost = null
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if(candidates.len)
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@@ -467,3 +468,20 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
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M << "There were no ghosts willing to take control."
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message_admins("No ghosts were willing to take control of [key_name_admin(M)])")
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return FALSE
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//toggles the talk wheel
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/mob/verb/toggle_talk_wheel()
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set name = "talk-wheel"
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set hidden = 1
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if(isliving(src))
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var/mob/living/L = src
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if(L.hud_used)
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for(var/obj/screen/wheel/talk/TW in L.hud_used.wheels)
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TW.Click()
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/mob/proc/is_flying(mob/M = src)
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if(M.movement_type & FLYING)
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return 1
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else
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return 0
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