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/mob/living/carbon/human/proc/forcesay(list/append) | |
if(client) | |
var/virgin = 1 //has the text been modified yet? | |
var/temp = winget(client, "input", "text") | |
if(findtext(temp, "Say \"", 1, 7) && length(temp) > 5) | |
temp = replacetext(temp, ";", "") //general radio | |
if(findtext(trim_left(temp), ":", 6, 7)) //dept radio | |
temp = copytext(trim_left(temp), 8) |
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/proc/in_range(source, user) | |
if(get_dist(source, user) <= 1) | |
return 1 | |
return 0 //not in range and not telekinetic | |
/obj/machinery/Topic(href, href_list) | |
..() | |
if(stat & (NOPOWER|BROKEN)) | |
world << "src.stat" |
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/obj/machinery/sleep_console | |
name = "sleeper console" | |
icon = 'icons/obj/Cryogenic2.dmi' | |
icon_state = "console" | |
anchored = 1 //About time someone fixed this. | |
density = 1 | |
var/obj/machinery/sleeper/connected = null | |
/obj/machinery/sleep_console/New() |
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Shader "Custom/VertexBlendMaskedCleanEdges" { | |
Properties | |
{ | |
_Over ("Over", 2D) = "white" {} | |
_Under ("Under", 2D) = "white" {} | |
_Mask ("Mask", 2D) = "white" {} | |
_Bias ("Edge Bias", Range(0.5, 30.0)) = 4.0 | |
_Edge ("Edge Sharpness", Float) = 10.0 | |
_Fall ("Blend Falloff", Float) = 1.0 | |
} |
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// To prepare a Google Spreadsheet for this: | |
// make sure the spreadsheet has been published to web (FILE >> PUBLISH TO WEB), which is NOT the same as sharing to web | |
// To use in a different script: | |
// 1) include "using Google.GData.Client;" | |
// 2) include "using Google.GData.Spreadsheets;" | |
// 3) call "GDocService.GetSpreadsheet( string spreadsheetKey );", see DebugTest section for sample usage | |
// uncomment to enable debug output | |
// #define debugTest |
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//Prevents anyone riding in the trailer of the open top HEMTT transport. | |
//One passenger may still ride in the front. | |
//Usage: | |
//null = this execVM "ptg_lockNatoTrailer.sqf.sqf"; | |
_this lockCargo [1, true]; | |
_this lockCargo [2, true]; | |
_this lockCargo [3, true]; | |
_this lockCargo [4, true]; |
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//This is designed for garrisoning AI in buildings, without preventing them from reacting when enemies are too close for their firing positions to be useful- very near to, or inside the building. You can choose to disable reaction if you don't want the additional overhead. | |
//Usage: | |
//null = [this, "UP", true] execVM "ptg_garrison.sqf"; | |
//When should garrisoned units check for close enemies? In seconds. | |
_INTERVAL = 5; | |
//How close should an enemy be before they abandon their position? In meters. | |
_RANGE = 8; | |
//Fake defines so you can just execVM from init. |
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//This will move a unit to a random marker, and rotate it in the direction of that marker. Supports any number of markers. | |
//Usage: | |
//null = [this, "mrk_1", "mrk_2", "mrk_3", "mrk_x"] execVM "ptg_pickMarker.sqf"; | |
_unit = _this select 0; | |
_pick = (floor random ((count _this) - 1)) + 1; | |
_marker = _this select _pick; | |
_unit setPosATL getMarkerPos _marker; | |
_unit setDir markerDir _marker; |
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using UnityEngine; | |
using UnityEditor; | |
namespace Goodfellow.Utils | |
{ | |
public class DropToFloor | |
{ | |
/* | |
These are the supported keys (can also be combined together): |
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MenuLoading | |
The loading screen. | |
MenuOptions | |
The main menu. | |
MenuLoad | |
The load game dialog. | |
MenuPrefs |
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