Merge pull request #820 from skull132/bug-fixes-Jan2016

Bug fixes jan2016
This commit is contained in:
skull132
2016-01-04 16:01:56 +02:00
15 changed files with 140 additions and 63 deletions
+1 -1
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@@ -678,4 +678,4 @@
icon_state = "printer"
var/printing = 0
density = 1
anchored = 1
anchored = 1
+7 -7
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@@ -1132,6 +1132,10 @@
return //TODO: DEFERRED
proc/handle_regular_status_updates()
if(species.flags & IS_BUG)
adjustBruteLoss(0)
adjustFireLoss(0)
if(status_flags & GODMODE) return 0
@@ -1408,6 +1412,9 @@
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
if(species.flags & IS_BUG) //Vaurca nightvision 29/12/15
see_in_dark = 8
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
@@ -1817,13 +1824,6 @@
holder2.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(has_brain_worms())
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
holder2.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
if(virus2.len)
@@ -75,6 +75,7 @@
var/blood_color = "#A10808" //Red.
var/flesh_color = "#FFC896" //Pink.
var/base_color //Used when setting species.
var/darkness_view
//Used in icon caching.
var/race_key = 0
@@ -626,7 +627,8 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used.
secondary_unarmed_type = /datum/unarmed_attack/bite/strong
rarity_value = 2 //according to the code this does nothing but upset me so i guess it can stay
slowdown = 1 //slow
darksight = 666 //good at seeing
darksight = 8 //good at seeing
darkness_view = 7
eyes = "blank_eyes" //made out of butts
brute_mod = 0.5 //note to self: remove is_synthetic checks for brmod and burnmod
burn_mod = 2 //bugs on fire
+1 -7
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@@ -74,12 +74,6 @@
holder.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(patient.has_brain_worms())
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
else
holder.icon_state = "hudhealthy"
client.images += holder
@@ -104,4 +98,4 @@
return "health0"
else
return "health-100"
return "0"
return "0"
+3 -1
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@@ -273,11 +273,13 @@
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
var/mob/living/carbon/human/H = M //29/12/2015 INSULATION INITIATION
if(istype(H) && H.species.insulated) return 0
//This is for performance optimization only.
//DO NOT modify siemens_coeff here. That is checked in human/electrocute_act()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//var/mob/living/carbon/human/H = M Changed for inulation 29/12/15
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
@@ -7,22 +7,51 @@
var/blood_type = null
New()
..()
if(blood_type != null)
name = "BloodPack [blood_type]"
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
on_reagent_change()
/obj/item/weapon/reagent_containers/blood/New()
..()
if(blood_type != null)
name = "BloodPack [blood_type]"
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
/obj/item/weapon/reagent_containers/blood/on_reagent_change()
update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) icon_state = "empty"
if(10 to 50) icon_state = "half"
if(51 to INFINITY) icon_state = "full"
/obj/item/weapon/reagent_containers/blood/update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) icon_state = "empty"
if(10 to 50) icon_state = "half"
if(51 to INFINITY) icon_state = "full"
/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob)
if (user == M && (user.mind in ticker.mode.vampires || user.mind.vampire))
if (reagents.get_reagent_amount("blood"))
user.visible_message("\red [user] raises \the [src] up to \his mouth and bites into it.", "\blue You raise \the [src] up to your mouth and bite into it, starting to drain its contents.")
while (do_after(user, 25, 5, 1))
var/blood_taken = 0
var/need_to_break = 0
if (reagents.get_reagent_amount("blood") > 10)
blood_taken = 10
else
blood_taken = reagents.get_reagent_amount("blood")
need_to_break = 1
reagents.remove_reagent("blood", blood_taken)
user.mind.vampire.bloodtotal += blood_taken
user.check_vampire_upgrade(user.mind)
if (blood_taken)
user << "\blue <b>You have accumulated [user.mind.vampire.bloodtotal] [user.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood and have [user.mind.vampire.bloodusable] left to use."
if (need_to_break)
break
user.visible_message("\red [user] licks \his fangs dry, lowering \the [src].", "\blue You lick your fangs clean of the tasteless blood.")
else
..()
/obj/item/weapon/reagent_containers/blood/APlus
blood_type = "A+"
@@ -45,4 +74,4 @@
/obj/item/weapon/reagent_containers/blood/empty
name = "Empty BloodPack"
desc = "Seems pretty useless... Maybe if there were a way to fill it?"
icon_state = "empty"
icon_state = "empty"