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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/obj/item/weapon/computer_hardware/card_slot
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name = "identification card authentication module" // \improper breaks the find_hardware_by_name proc
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desc = "A module allowing this computer to read or write data on ID cards. Necessary for some programs to run properly."
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power_usage = 10 //W
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icon_state = "card_mini"
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w_class = WEIGHT_CLASS_TINY
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origin_tech = "programming=2"
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device_type = MC_CARD
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var/obj/item/weapon/card/id/stored_card = null
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var/obj/item/weapon/card/id/stored_card2 = null
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/obj/item/weapon/computer_hardware/card_slot/Destroy()
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try_eject()
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return ..()
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/obj/item/weapon/computer_hardware/card_slot/GetAccess()
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if(stored_card && stored_card2) // Best of both worlds
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return (stored_card.GetAccess() | stored_card2.GetAccess())
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else if(stored_card)
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return stored_card.GetAccess()
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else if(stored_card2)
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return stored_card2.GetAccess()
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return ..()
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/obj/item/weapon/computer_hardware/card_slot/GetID()
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if(stored_card)
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return stored_card
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else if(stored_card2)
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return stored_card2
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return ..()
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/obj/item/weapon/computer_hardware/card_slot/on_install(obj/item/device/modular_computer/M, mob/living/user = null)
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M.add_verb(device_type)
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/obj/item/weapon/computer_hardware/card_slot/on_remove(obj/item/device/modular_computer/M, mob/living/user = null)
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M.remove_verb(device_type)
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/obj/item/weapon/computer_hardware/card_slot/try_insert(obj/item/I, mob/living/user = null)
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if(!holder)
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return FALSE
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if(!istype(I, /obj/item/weapon/card/id))
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return FALSE
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if(stored_card && stored_card2)
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user << "<span class='warning'>You try to insert \the [I] into \the [src], but its slots are occupied.</span>"
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return FALSE
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if(user && !user.unEquip(I))
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return FALSE
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if(!stored_card)
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stored_card = I
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else
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stored_card2 = I
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I.forceMove(src)
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user << "<span class='notice'>You insert \the [I] into \the [src].</span>"
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return TRUE
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/obj/item/weapon/computer_hardware/card_slot/try_eject(slot=0, mob/living/user = null, forced = 0)
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if(!stored_card && !stored_card2)
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user << "<span class='warning'>There are no cards in \the [src].</span>"
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return FALSE
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var/ejected = 0
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if(stored_card && (!slot || slot == 1))
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stored_card.forceMove(get_turf(src))
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stored_card.verb_pickup()
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stored_card = null
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ejected++
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if(stored_card2 && (!slot || slot == 2))
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stored_card2.forceMove(get_turf(src))
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stored_card2.verb_pickup()
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stored_card2 = null
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ejected++
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if(ejected)
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if(holder)
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if(holder.active_program)
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holder.active_program.event_idremoved(0, slot)
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for(var/I in holder.idle_threads)
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var/datum/computer_file/program/P = I
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P.event_idremoved(1, slot)
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user << "<span class='notice'>You remove the card[ejected>1 ? "s" : ""] from \the [src].</span>"
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return TRUE
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return FALSE
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/obj/item/weapon/computer_hardware/card_slot/attackby(obj/item/I, mob/living/user)
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if(..())
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return
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if(istype(I, /obj/item/weapon/screwdriver))
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user << "<span class='notice'>You press down on the manual eject button with \the [I].</span>"
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try_eject(0,user)
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return
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/obj/item/weapon/computer_hardware/card_slot/examine(mob/user)
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..()
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if(stored_card || stored_card2)
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user << "There appears to be something loaded in the card slots."
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