Merge branch 'master' into mapsyncs43293845982
This commit is contained in:
@@ -22,18 +22,16 @@ GLOBAL_LIST_INIT(gaslist_cache, init_gaslist_cache())
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/datum/gas_mixture
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var/list/gases
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var/temperature //kelvins
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var/tmp/temperature_archived
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var/volume //liters
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var/last_share
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var/temperature = 0 //kelvins
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var/tmp/temperature_archived = 0
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var/volume = CELL_VOLUME //liters
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var/last_share = 0
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var/list/reaction_results
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/datum/gas_mixture/New(volume = CELL_VOLUME)
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/datum/gas_mixture/New(volume)
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gases = new
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temperature = 0
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temperature_archived = 0
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src.volume = volume
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last_share = 0
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if (!isnull(volume))
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src.volume = volume
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reaction_results = new
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//listmos procs
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@@ -301,7 +301,8 @@ Pipelines + Other Objects -> Pipe network
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#define VENT_SOUND_DELAY 30
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/obj/machinery/atmospherics/relaymove(mob/living/user, direction)
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if(!(direction & initialize_directions)) //cant go this way.
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direction &= initialize_directions
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if(!direction || !(direction in GLOB.cardinals)) //cant go this way.
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return
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if(user in buckled_mobs)// fixes buckle ventcrawl edgecase fuck bug
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@@ -322,13 +323,12 @@ Pipelines + Other Objects -> Pipe network
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if(world.time - user.last_played_vent > VENT_SOUND_DELAY)
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user.last_played_vent = world.time
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playsound(src, 'sound/machines/ventcrawl.ogg', 50, 1, -3)
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else
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if((direction & initialize_directions) || is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
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user.forceMove(loc)
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user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>","<span class='notice'>You climb out the ventilation system.")
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user.canmove = 0
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spawn(1)
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user.canmove = 1
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else if(is_type_in_typecache(src, GLOB.ventcrawl_machinery) && can_crawl_through()) //if we move in a way the pipe can connect, but doesn't - or we're in a vent
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user.forceMove(loc)
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user.visible_message("<span class='notice'>You hear something squeezing through the ducts...</span>","<span class='notice'>You climb out the ventilation system.")
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user.canmove = FALSE
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addtimer(VARSET_CALLBACK(user, canmove, TRUE), 1)
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/obj/machinery/atmospherics/AltClick(mob/living/L)
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@@ -205,8 +205,26 @@
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/mob/proc/put_in_hands(obj/item/I, del_on_fail = FALSE)
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if(!I)
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return FALSE
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// If the item is a stack and we're already holding a stack then merge
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if (istype(I, /obj/item/stack))
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var/obj/item/stack/I_stack = I
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var/obj/item/stack/active_stack = get_active_held_item()
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if (istype(active_stack) && istype(I_stack, active_stack.merge_type))
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if (I_stack.merge(active_stack))
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to_chat(usr, "<span class='notice'>Your [active_stack.name] stack now contains [active_stack.get_amount()] [active_stack.singular_name]\s.</span>")
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return TRUE
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else
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var/obj/item/stack/inactive_stack = get_inactive_held_item()
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if (istype(inactive_stack) && istype(I_stack, inactive_stack.merge_type))
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if (I_stack.merge(inactive_stack))
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to_chat(usr, "<span class='notice'>Your [inactive_stack.name] stack now contains [inactive_stack.get_amount()] [inactive_stack.singular_name]\s.</span>")
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return TRUE
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if(put_in_active_hand(I))
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return TRUE
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var/hand = get_empty_held_index_for_side("l")
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if(!hand)
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hand = get_empty_held_index_for_side("r")
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@@ -386,12 +386,22 @@ All effects don't start immediately, but rather get worse over time; the rate is
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81-90: Extremely high alcohol content - light brain damage, passing out
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91-100: Dangerously toxic - swift death
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*/
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#define BALLMER_POINTS 5
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GLOBAL_LIST_INIT(ballmer_good_msg, list("Hey guys, what if we rolled out a bluespace wiring system so mice can't destroy the powergrid anymore?",
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"Hear me out here. What if, and this is just a theory, we made R&D controllable from our PDAs?",
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"I'm thinking we should roll out a git repository for our research under the AGPLv3 license so that we can share it among the other stations freely.",
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"I dunno about you guys, but IDs and PDAs being separate is clunky as fuck. Maybe we should merge them into a chip in our arms? That way they can't be stolen easily.",
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"Why the fuck aren't we just making every pair of shoes into galoshes? We have the technology."))
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GLOBAL_LIST_INIT(ballmer_windows_me_msg, list("Yo man, what if, we like, uh, put a webserver that's automatically turned on with default admin passwords into every PDA?",
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"So like, you know how we separate our codebase from the master copy that runs on our consumer boxes? What if we merged the two and undid the separation between codebase and server?",
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"Dude, radical idea: H.O.N.K mechs but with no bananium required.",
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"Best idea ever: Disposal pipes instead of hallways."))
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/mob/living/carbon/human/handle_status_effects()
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..()
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if(drunkenness)
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drunkenness = max(drunkenness - (drunkenness * 0.04), 0)
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if(drunkenness >= 6)
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if(prob(25))
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slurring += 2
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@@ -399,7 +409,22 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(drunkenness >= 11 && slurring < 5)
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slurring += 1.2
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if(mind && (mind.assigned_role == "Scientist" || mind.assigned_role == "Research Director"))
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if(SSresearch.science_tech)
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if(drunkenness >= 12.9 && drunkenness <= 13.8)
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drunkenness = round(drunkenness, 0.01)
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var/ballmer_percent = 0
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if(drunkenness == 13.35) // why run math if I dont have to
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ballmer_percent = 1
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else
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ballmer_percent = (-abs(drunkenness - 13.35) / 0.9) + 1
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if(prob(5))
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say(pick(GLOB.ballmer_good_msg))
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SSresearch.science_tech.research_points += (BALLMER_POINTS * ballmer_percent)
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if(drunkenness > 26) // by this point you're into windows ME territory
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if(prob(5))
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SSresearch.science_tech.research_points -= BALLMER_POINTS
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say(pick(GLOB.ballmer_windows_me_msg))
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if(drunkenness >= 41)
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if(prob(25))
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confused += 2
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@@ -807,6 +807,15 @@
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build_path = /obj/item/stock_parts/cell/emergency_light
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category = list("initial", "Electronics")
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/datum/design/packageWrap
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name = "Package Wrapping"
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id = "packagewrap"
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build_type = AUTOLATHE
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materials = list(MAT_METAL = 200, MAT_GLASS = 200)
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build_path = /obj/item/stack/packageWrap
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category = list("initial", "Misc")
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maxstack = 30
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/datum/design/holodisk
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name = "Holodisk"
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id = "holodisk"
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@@ -24,9 +24,7 @@
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stoplag(1)
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/obj/effect/proc_holder/spell/targeted/touch/can_cast(mob/user = usr)
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if(attached_hand)
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return TRUE
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return ..()
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return ..() && attached_hand
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/obj/effect/proc_holder/spell/targeted/touch/proc/ChargeHand(mob/living/carbon/user)
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attached_hand = new hand_path(src)
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@@ -20,6 +20,8 @@ GLOBAL_LIST(uplink_purchase_logs_by_key) //assoc key = /datum/uplink_purchase_lo
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/datum/uplink_purchase_log/Destroy()
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purchase_log = null
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parent = null
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if(GLOB.uplink_purchase_logs_by_key[owner] == src)
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GLOB.uplink_purchase_logs_by_key -= owner
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return ..()
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/datum/uplink_purchase_log/proc/MergeWithAndDel(datum/uplink_purchase_log/other)
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@@ -1,76 +1,71 @@
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/obj/vehicle/ridden
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name = "ridden vehicle"
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can_buckle = TRUE
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max_buckled_mobs = 1
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buckle_lying = FALSE
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default_driver_move = FALSE
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var/legs_required = 2
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var/arms_requires = 0 //why not?
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/obj/vehicle/ridden/Initialize()
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. = ..()
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LoadComponent(/datum/component/riding)
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/obj/vehicle/ridden/examine(mob/user)
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. = ..()
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to_chat(user, "<span class='notice'>Put a key inside it by clicking it with the key. If there's a key inside, you can remove it via Alt-Click!</span>")
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/obj/vehicle/ridden/generate_action_type(actiontype)
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var/datum/action/vehicle/ridden/A = ..()
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. = A
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if(istype(A))
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A.vehicle_ridden_target = src
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/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
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remove_occupant(M)
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return ..()
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/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
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add_occupant(M)
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return ..()
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/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
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if(key_type && !is_key(inserted_key) && is_key(I))
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if(user.transferItemToLoc(I, src))
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to_chat(user, "<span class='notice'>You insert \the [I] into \the [src].</span>")
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if(inserted_key) //just in case there's an invalid key
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inserted_key.forceMove(drop_location())
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inserted_key = I
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else
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to_chat(user, "<span class='notice'>[I] seems to be stuck to your hand!</span>")
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return
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return ..()
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/obj/vehicle/ridden/AltClick(mob/user)
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if(user.Adjacent(src) && inserted_key)
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if(!is_occupant(user))
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to_chat(user, "<span class='notice'>You must be riding the [src] to remove [src]'s key!</span>")
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return
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to_chat(user, "<span class='notice'>You remove \the [inserted_key] from \the [src].</span>")
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inserted_key.forceMove(drop_location())
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user.put_in_hands(inserted_key)
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inserted_key = null
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return ..()
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/obj/vehicle/ridden/driver_move(mob/user, direction)
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if(key_type && !is_key(inserted_key))
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to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
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return FALSE
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var/datum/component/riding/R = GetComponent(/datum/component/riding)
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R.handle_ride(user, direction)
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return ..()
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/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(user.incapacitated())
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return
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for(var/atom/movable/A in get_turf(src))
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if(A.density)
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if(A != src && A != M)
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return
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M.forceMove(get_turf(src))
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. = ..()
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/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!force && occupant_amount() >= max_occupants)
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return FALSE
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return ..()
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/obj/vehicle/ridden
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name = "ridden vehicle"
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can_buckle = TRUE
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max_buckled_mobs = 1
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buckle_lying = FALSE
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default_driver_move = FALSE
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var/legs_required = 2
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var/arms_requires = 0 //why not?
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/obj/vehicle/ridden/Initialize()
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. = ..()
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LoadComponent(/datum/component/riding)
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/obj/vehicle/ridden/examine(mob/user)
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. = ..()
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to_chat(user, "<span class='notice'>Put a key inside it by clicking it with the key. If there's a key inside, you can remove it via Alt-Click!</span>")
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/obj/vehicle/ridden/generate_action_type(actiontype)
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var/datum/action/vehicle/ridden/A = ..()
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. = A
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if(istype(A))
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A.vehicle_ridden_target = src
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/obj/vehicle/ridden/post_unbuckle_mob(mob/living/M)
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remove_occupant(M)
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return ..()
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/obj/vehicle/ridden/post_buckle_mob(mob/living/M)
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add_occupant(M)
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return ..()
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/obj/vehicle/ridden/attackby(obj/item/I, mob/user, params)
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if(key_type && !is_key(inserted_key) && is_key(I))
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if(user.transferItemToLoc(I, src))
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to_chat(user, "<span class='notice'>You insert \the [I] into \the [src].</span>")
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if(inserted_key) //just in case there's an invalid key
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inserted_key.forceMove(drop_location())
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inserted_key = I
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else
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to_chat(user, "<span class='notice'>[I] seems to be stuck to your hand!</span>")
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return
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return ..()
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/obj/vehicle/ridden/AltClick(mob/user)
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if(user.Adjacent(src) && inserted_key)
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if(!is_occupant(user))
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to_chat(user, "<span class='notice'>You must be riding the [src] to remove [src]'s key!</span>")
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return
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to_chat(user, "<span class='notice'>You remove \the [inserted_key] from \the [src].</span>")
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inserted_key.forceMove(drop_location())
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user.put_in_hands(inserted_key)
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inserted_key = null
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return ..()
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/obj/vehicle/ridden/driver_move(mob/user, direction)
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if(key_type && !is_key(inserted_key))
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to_chat(user, "<span class='warning'>[src] has no key inserted!</span>")
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return FALSE
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var/datum/component/riding/R = GetComponent(/datum/component/riding)
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R.handle_ride(user, direction)
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return ..()
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/obj/vehicle/ridden/user_buckle_mob(mob/living/M, mob/user, check_loc = TRUE)
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if(!in_range(user, src) || !in_range(M, src))
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return FALSE
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. = ..(M, user, FALSE)
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/obj/vehicle/ridden/buckle_mob(mob/living/M, force = FALSE, check_loc = TRUE)
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if(!force && occupant_amount() >= max_occupants)
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return FALSE
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return ..()
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Reference in New Issue
Block a user