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А11
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depoz0 authored Jan 20, 2024
2 parents f0095c1 + ad6d50b commit 205c6ab
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1 change: 0 additions & 1 deletion README.md
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## G2station это попытка полной локализации SS13 на Русский язык.

Ожидать чего либо от этого проэкта на данном этапе не стоит.

Сервер где можно поиграть в данную сборку: byond://164.68.99.169:3333

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28 changes: 19 additions & 9 deletions _maps/map_files/tramstation/tramstation.dmm
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Expand Up @@ -396,8 +396,9 @@
/turf/open/floor/iron,
/area/station/escapepodbay)
"abE" = (
/obj/structure/sign/warning/electric_shock,
/turf/closed/wall/r_wall,
/area/station/hallway/primary/tram/center)
/area/station/maintenance/port/central)
"abF" = (
/obj/effect/turf_decal/tile/bar{
dir = 8
Expand Down Expand Up @@ -54923,7 +54924,6 @@
/obj/effect/turf_decal/stripes/line{
dir = 5
},
/obj/structure/sign/warning/electric_shock,
/obj/effect/decal/cleanable/dirt,
/turf/open/floor/plating,
/area/station/maintenance/port/central)
Expand Down Expand Up @@ -69535,6 +69535,16 @@
/obj/effect/mapping_helpers/airlock/access/all/security/brig,
/turf/open/floor/plating,
/area/station/security/processing)
"xGM" = (
/obj/machinery/door/airlock/hatch{
name = "Emergency Exit"
},
/obj/structure/disposalpipe/segment{
dir = 4
},
/obj/structure/cable,
/turf/open/floor/catwalk_floor,
/area/station/hallway/primary/tram/center)
"xGX" = (
/obj/effect/turf_decal/siding/thinplating/corner{
dir = 8
Expand Down Expand Up @@ -86507,7 +86517,7 @@ qQq
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Expand Down Expand Up @@ -166434,7 +166444,7 @@ lwN
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15 changes: 15 additions & 0 deletions code/__DEFINES/combat.dm
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Expand Up @@ -370,3 +370,18 @@ GLOBAL_LIST_INIT(arm_zones, list(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM))
#define COMBO_STEPS "steps"
/// The proc the combo calls
#define COMBO_PROC "proc"

///Checks If the target can be moved at all by shoving them
#define SHOVE_CAN_MOVE (1<<0)
///If the target can be shoved into something something with perhaps special interactions.
#define SHOVE_CAN_HIT_SOMETHING (1<<1)
///Keeps knockdowns at bay for the target
#define SHOVE_KNOCKDOWN_BLOCKED (1<<2)
///If the target can be briefly paralized by shoving them once again after knocking them down.
#define SHOVE_CAN_KICK_SIDE (1<<3)
///Whether the staggered status effect can be applied on the target
#define SHOVE_CAN_STAGGER (1<<4)
///If the target could move, but didn't because there's an obstacle in the path.
#define SHOVE_BLOCKED (1<<5)
///If the obstacle is an object at the border of the turf (so no signal from being sent to the other turf)
#define SHOVE_DIRECTIONAL_BLOCKED (1<<6)
2 changes: 2 additions & 0 deletions code/__DEFINES/dcs/signals/signals_atom/signals_atom_main.dm
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Expand Up @@ -20,6 +20,8 @@
#define COMSIG_ATOM_REAGENT_EXAMINE "atom_reagent_examine"
/// Stop the generic reagent examine text
#define STOP_GENERIC_REAGENT_EXAMINE (1<<0)
/// Allows the generic reaegent examine text regardless of whether the user can scan reagents.
#define ALLOW_GENERIC_REAGENT_EXAMINE (1<<1)
///from base of atom/examine_more(): (/mob, examine_list)
#define COMSIG_ATOM_EXAMINE_MORE "atom_examine_more"
/// from atom/examine_more(): (/atom/examining, examine_list)
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9 changes: 0 additions & 9 deletions code/__DEFINES/dcs/signals/signals_mob/signals_mob_carbon.dm
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Expand Up @@ -13,13 +13,6 @@
///Called from /mob/living/carbon/help_shake_act on the helper, after any hugs have ocurred. (mob/living/helped)
#define COMSIG_CARBON_HELPED "carbon_helped_someone"

///Before a carbon mob is shoved, sent to the turf we're trying to shove onto (mob/living/carbon/shover, mob/living/carbon/target)
#define COMSIG_CARBON_DISARM_PRESHOVE "carbon_disarm_preshove"
#define COMSIG_CARBON_ACT_SOLID (1<<0) //Tells disarm code to act as if the mob was shoved into something solid, even we we're not
///When a carbon mob is disarmed, this is sent to the turf we're trying to shove onto (mob/living/carbon/shover, mob/living/carbon/target, shove_blocked)
#define COMSIG_CARBON_DISARM_COLLIDE "carbon_disarm_collision"
#define COMSIG_CARBON_SHOVE_HANDLED (1<<0)

///When a carbon slips. Called on /turf/open/handle_slip()
#define COMSIG_ON_CARBON_SLIP "carbon_slip"
// /mob/living/carbon physiology signals
Expand Down Expand Up @@ -125,8 +118,6 @@

///Applied preferences to a human
#define COMSIG_HUMAN_PREFS_APPLIED "human_prefs_applied"
///Hit by successful disarm attack (mob/living/carbon/human/attacker,zone_targeted)
#define COMSIG_HUMAN_DISARM_HIT "human_disarm_hit"
///Whenever EquipRanked is called, called after job is set
#define COMSIG_JOB_RECEIVED "job_received"
///from /mob/living/carbon/human/proc/set_coretemperature(): (oldvalue, newvalue)
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9 changes: 9 additions & 0 deletions code/__DEFINES/dcs/signals/signals_mob/signals_mob_living.dm
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Expand Up @@ -228,6 +228,15 @@
#define COMSIG_LIVING_CHECK_BLOCK "living_check_block"
#define SUCCESSFUL_BLOCK (1<<0)

///Hit by successful disarm attack (mob/living/attacker, zone_targeted, item/weapon)
#define COMSIG_LIVING_DISARM_HIT "living_disarm_hit"
///Before a living mob is shoved, sent to the turf we're trying to shove onto (mob/living/shover, mob/living/target)
#define COMSIG_LIVING_DISARM_PRESHOVE "living_disarm_preshove"
#define COMSIG_LIVING_ACT_SOLID (1<<0) //Tells disarm code to act as if the mob was shoved into something solid, even we we're not
///When a living mob is disarmed, this is sent to the turf we're trying to shove onto (mob/living/shover, mob/living/target, shove_blocked)
#define COMSIG_LIVING_DISARM_COLLIDE "living_disarm_collision"
#define COMSIG_LIVING_SHOVE_HANDLED (1<<0)

/// Sent on a mob from /datum/component/mob_chain when component is attached with it as the "front" : (mob/living/basic/tail)
#define COMSIG_MOB_GAINED_CHAIN_TAIL "living_gained_chain_tail"
/// Sent on a mob from /datum/component/mob_chain when component is detached from it as the "front" : (mob/living/basic/tail)
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6 changes: 5 additions & 1 deletion code/__DEFINES/dcs/signals/signals_object.dm
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Expand Up @@ -444,7 +444,7 @@
#define COMPONENT_SECONDARY_CONTINUE_ATTACK_CHAIN (1<<1)
#define COMPONENT_SECONDARY_CALL_NORMAL_ATTACK_CHAIN (1<<2)
/// From base of [/obj/item/proc/attack_secondary()]: (atom/target, mob/user, params)
#define COMSIG_ITEM_ATTACK_SECONDARY "item_pre_attack_secondary"
#define COMSIG_ITEM_ATTACK_SECONDARY "item_attack_secondary"
///from base of obj/item/afterattack(): (atom/target, mob/user, proximity_flag, click_parameters)
#define COMSIG_ITEM_AFTERATTACK "item_afterattack"
/// Flag for when /afterattack potentially acts on an item.
Expand All @@ -462,6 +462,10 @@
/// from base of obj/item/failedEmbed()
#define COMSIG_ITEM_FAILED_EMBED "item_failed_embed"

/// from base of datum/element/disarm_attack/secondary_attack(), used to prevent shoving: (victim, user, send_message)
#define COMSIG_ITEM_CAN_DISARM_ATTACK "item_pre_disarm_attack"
#define COMPONENT_BLOCK_ITEM_DISARM_ATTACK (1<<0)

///from /obj/item/assembly/proc/pulsed(mob/pulser)
#define COMSIG_ASSEMBLY_PULSED "assembly_pulsed"

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1 change: 1 addition & 0 deletions code/__DEFINES/do_afters.dm
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Expand Up @@ -7,3 +7,4 @@
#define DOAFTER_SOURCE_HEAL_TOUCH "doafter_heal_touch"
#define DOAFTER_SOURCE_PLANTING_DEVICE "doafter_planting_device"
#define DOAFTER_SOURCE_CHARGE_CRANKRECHARGE "doafter_charge_crank_recharge"
#define DOAFTER_SOURCE_REMOVING_HOOK "doafter_removing_hook"
20 changes: 14 additions & 6 deletions code/__DEFINES/fish.dm
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Expand Up @@ -18,6 +18,11 @@
#define FISH_AI_ZIPPY "zippy"
#define FISH_AI_SLOW "slow"

///Slot defines for the fishing rod and its equipment
#define ROD_SLOT_BAIT "bait"
#define ROD_SLOT_LINE "line"
#define ROD_SLOT_HOOK "hook"

#define ADDITIVE_FISHING_MOD "additive"
#define MULTIPLICATIVE_FISHING_MOD "multiplicative"

Expand Down Expand Up @@ -45,19 +50,21 @@
#define FISHING_LINE_REINFORCED (1 << 1)
/// Much like FISHING_HOOK_ENSNARE but for the fishing line.
#define FISHING_LINE_BOUNCY (1 << 2)
/// The sorta opposite of FISHING_LINE_BOUNCY. It makes it slower to gain completion and faster to lose it.
#define FISHING_LINE_STIFF (1 << 3)

///Keeps the bait from falling from gravity, instead allowing the player to move the bait down with right click.
#define FISHING_MINIGAME_RULE_BIDIRECTIONAL (1 << 2)
#define FISHING_MINIGAME_RULE_BIDIRECTIONAL (1 << 0)
///Prevents the player from losing the minigame when the completion reaches 0
#define FISHING_MINIGAME_RULE_NO_ESCAPE (1 << 3)
#define FISHING_MINIGAME_RULE_NO_ESCAPE (1 << 1)
///Automatically kills the fish after a while, at the cost of killing it
#define FISHING_MINIGAME_RULE_KILL (1 << 4)
#define FISHING_MINIGAME_RULE_KILL (1 << 2)
///Prevents the fishing skill from having an effect on the minigame and experience from being awarded
#define FISHING_MINIGAME_RULE_NO_EXP (1 << 5)
#define FISHING_MINIGAME_RULE_NO_EXP (1 << 3)
///If enabled, the minigame will occasionally screw around and invert the velocity of the bait
#define FISHING_MINIGAME_RULE_ANTIGRAV (1 << 6)
#define FISHING_MINIGAME_RULE_ANTIGRAV (1 << 4)
///Will filp the minigame hud for the duration of the effect
#define FISHING_MINIGAME_RULE_FLIP (1 << 7)
#define FISHING_MINIGAME_RULE_FLIP (1 << 5)

///all the effects that are active and will last for a few seconds before triggering a cooldown
#define FISHING_MINIGAME_ACTIVE_EFFECTS (FISHING_MINIGAME_RULE_ANTIGRAV|FISHING_MINIGAME_RULE_FLIP)
Expand Down Expand Up @@ -90,6 +97,7 @@
#define AQUARIUM_LAYER_MODE_BOTTOM "bottom"
#define AQUARIUM_LAYER_MODE_TOP "top"
#define AQUARIUM_LAYER_MODE_AUTO "auto"
#define AQUARIUM_LAYER_MODE_BEHIND_GLASS "behind_glass"

#define FISH_ALIVE "alive"
#define FISH_DEAD "dead"
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22 changes: 10 additions & 12 deletions code/__DEFINES/obj_flags.dm
Original file line number Diff line number Diff line change
Expand Up @@ -68,28 +68,26 @@
#define VOICEBOX_TOGGLABLE (1<<6)
/// The voicebox is currently turned off.
#define VOICEBOX_DISABLED (1<<7)
/// Prevents shovies against a dense object from knocking the wearer down.
#define BLOCKS_SHOVE_KNOCKDOWN (1<<8)
/// Prevents knock-off from things like hat-throwing.
#define SNUG_FIT (1<<9)
#define SNUG_FIT (1<<8)
/// Hats with negative effects when worn (i.e the tinfoil hat).
#define ANTI_TINFOIL_MANEUVER (1<<10)
#define ANTI_TINFOIL_MANEUVER (1<<9)
/// Clothes that cause a larger notification when placed on a person.
#define DANGEROUS_OBJECT (1<<11)
#define DANGEROUS_OBJECT (1<<10)
/// Clothes that use large icons, for applying the proper overlays like blood
#define LARGE_WORN_ICON (1<<12)
#define LARGE_WORN_ICON (1<<11)
/// Clothes that block speech (i.e the muzzle). Can be applied to any clothing piece.
#define BLOCKS_SPEECH (1<<13)
#define BLOCKS_SPEECH (1<<12)
/// prevents from placing on plasmaman helmet or modsuit hat holder
#define STACKABLE_HELMET_EXEMPT (1<<14)
#define STACKABLE_HELMET_EXEMPT (1<<13)
/// Prevents plasmamen from igniting when wearing this
#define PLASMAMAN_PREVENT_IGNITION (1<<15)
#define PLASMAMAN_PREVENT_IGNITION (1<<14)
/// Usable as casting clothes by wizards (matters for suits, glasses and headwear)
#define CASTING_CLOTHES (1<<16)
#define CASTING_CLOTHES (1<<15)
///Moths can't eat the clothing that has this flag.
#define INEDIBLE_CLOTHING (1<<17)
#define INEDIBLE_CLOTHING (1<<16)
/// Headgear/helmet allows internals
#define HEADINTERNALS (1<<18)
#define HEADINTERNALS (1<<17)

/// Integrity defines for clothing (not flags but close enough)
#define CLOTHING_PRISTINE 0 // We have no damage on the clothing
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8 changes: 7 additions & 1 deletion code/__DEFINES/rust_g.dm
Original file line number Diff line number Diff line change
Expand Up @@ -118,7 +118,7 @@
#define rustg_dmi_icon_states(fname) RUSTG_CALL(RUST_G, "dmi_icon_states")(fname)

#define rustg_file_read(fname) RUSTG_CALL(RUST_G, "file_read")(fname)
#define rustg_file_exists(fname) RUSTG_CALL(RUST_G, "file_exists")(fname)
#define rustg_file_exists(fname) (RUSTG_CALL(RUST_G, "file_exists")(fname) == "true")
#define rustg_file_write(text, fname) RUSTG_CALL(RUST_G, "file_write")(text, fname)
#define rustg_file_append(text, fname) RUSTG_CALL(RUST_G, "file_append")(text, fname)
#define rustg_file_get_line_count(fname) text2num(RUSTG_CALL(RUST_G, "file_get_line_count")(fname))
Expand All @@ -129,7 +129,13 @@
#define text2file(text, fname) rustg_file_append(text, "[fname]")
#endif

/// Returns the git hash of the given revision, ex. "HEAD".
#define rustg_git_revparse(rev) RUSTG_CALL(RUST_G, "rg_git_revparse")(rev)

/**
* Returns the date of the given revision in the format YYYY-MM-DD.
* Returns null if the revision is invalid.
*/
#define rustg_git_commit_date(rev) RUSTG_CALL(RUST_G, "rg_git_commit_date")(rev)

#define RUSTG_HTTP_METHOD_GET "get"
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1 change: 1 addition & 0 deletions code/__DEFINES/say.dm
Original file line number Diff line number Diff line change
Expand Up @@ -5,6 +5,7 @@
#define RADIO_EXTENSION "department specific"
#define RADIO_KEY "department specific key"
#define LANGUAGE_EXTENSION "language specific"
#define SAY_MOD_VERB "say_mod_verb"

//Message modes. Each one defines a radio channel, more or less.
//if you use ! as a mode key for some ungodly reason, change the first character for ion_num() so get_message_mode() doesn't freak out with state law prompts - shiz.
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1 change: 1 addition & 0 deletions code/__DEFINES/sound.dm
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Expand Up @@ -172,3 +172,4 @@ GLOBAL_LIST_INIT(announcer_keys, list(
#define SFX_TREE_CHOP "tree_chop"
#define SFX_ROCK_TAP "rock_tap"
#define SFX_SEAR "sear"
#define SFX_REEL "reel"
5 changes: 4 additions & 1 deletion code/__DEFINES/tgs.dm
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@@ -1,6 +1,6 @@
// tgstation-server DMAPI

#define TGS_DMAPI_VERSION "7.0.1"
#define TGS_DMAPI_VERSION "7.0.2"

// All functions and datums outside this document are subject to change with any version and should not be relied on.

Expand Down Expand Up @@ -426,6 +426,7 @@

/**
* Send a message to connected chats. This function may sleep!
* If TGS is offline when called, the message may be placed in a queue to be sent and this function will return immediately. Your message will be sent when TGS reconnects to the game.
*
* message - The [/datum/tgs_message_content] to send.
* admin_only: If [TRUE], message will be sent to admin connected chats. Vice-versa applies.
Expand All @@ -435,6 +436,7 @@

/**
* Send a private message to a specific user. This function may sleep!
* If TGS is offline when called, the message may be placed in a queue to be sent and this function will return immediately. Your message will be sent when TGS reconnects to the game.
*
* message - The [/datum/tgs_message_content] to send.
* user: The [/datum/tgs_chat_user] to PM.
Expand All @@ -444,6 +446,7 @@

/**
* Send a message to connected chats that are flagged as game-related in TGS. This function may sleep!
* If TGS is offline when called, the message may be placed in a queue to be sent and this function will return immediately. Your message will be sent when TGS reconnects to the game.
*
* message - The [/datum/tgs_message_content] to send.
* channels - Optional list of [/datum/tgs_chat_channel]s to restrict the message to.
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9 changes: 9 additions & 0 deletions code/__DEFINES/traits/declarations.dm
Original file line number Diff line number Diff line change
Expand Up @@ -211,6 +211,12 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
#define TRAIT_BLOOD_DEFICIENCY "blood_deficiency"
#define TRAIT_JOLLY "jolly"
#define TRAIT_NOCRITDAMAGE "no_crit"
/// Prevents shovies against a dense object from knocking them down.
#define TRAIT_SHOVE_KNOCKDOWN_BLOCKED "shove_knockdown_blocked"
/// Prevents staggering.
#define TRAIT_NO_STAGGER "no_stagger"
/// Getting hit by thrown movables won't push you away
#define TRAIT_NO_THROW_HITPUSH "no_throw_hitpush"
///Added to mob or mind, changes the icons of the fish shown in the minigame UI depending on the possible reward.
#define TRAIT_REVEAL_FISH "reveal_fish"

Expand Down Expand Up @@ -1047,4 +1053,7 @@ Remember to update _globalvars/traits.dm if you're adding/removing/renaming trai
/// Trait which self-identifies as an enemy of the law
#define TRAIT_ALWAYS_WANTED "always_wanted"

/// Trait which means whatever has this is dancing by a dance machine
#define TRAIT_DISCO_DANCER "disco_dancer"

// END TRAIT DEFINES
13 changes: 13 additions & 0 deletions code/__HELPERS/_lists.dm
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,19 @@
LAZYINITLIST(lazy_list[key]); \
lazy_list[key] |= value;

///Ensures the length of a list is at least I, prefilling it with V if needed. if V is a proc call, it is repeated for each new index so that list() can just make a new list for each item.
#define LISTASSERTLEN(L, I, V...) \
if (length(L) < I) { \
var/_OLD_LENGTH = length(L); \
L.len = I; \
/* Convert the optional argument to a if check */ \
for (var/_USELESS_VAR in list(V)) { \
for (var/_INDEX_TO_ASSIGN_TO in _OLD_LENGTH+1 to I) { \
L[_INDEX_TO_ASSIGN_TO] = V; \
} \
} \
}

#define reverseList(L) reverse_range(L.Copy())

/// Passed into BINARY_INSERT to compare keys
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