dreamchecker (#8233)

Implements dreamchecker plus fixes all errors
This commit is contained in:
mikomyazaki
2020-02-16 20:42:32 +02:00
committed by GitHub
parent d08b2ab609
commit 6074224d00
122 changed files with 282 additions and 227 deletions
+1
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@@ -16,6 +16,7 @@ var/mob/abstract/dview/dview_mob = new
living_mob_list -= src
/mob/abstract/dview/Destroy(force = FALSE)
SHOULD_CALL_PARENT(FALSE)
crash_with("Some fuck [force ? "force-" : ""]qdeleted the dview mob.")
if (!force)
return QDEL_HINT_LETMELIVE
+1 -1
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@@ -1,5 +1,5 @@
/var/list/gender_datums = list()
var/list/datum/gender/gender_datums = list()
/hook/startup/proc/populate_gender_datum_list()
for(var/type in typesof(/datum/gender))
+1 -1
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@@ -33,7 +33,7 @@
var/obj/secbot_listener/listener = null
var/beacon_freq = 1445 // Navigation beacon frequency
var/control_freq = BOT_FREQ // Bot control frequency
var/list/path = list()
var/list/turf/path = list()
var/frustration = 0
var/turf/patrol_target = null // This is where we are headed
var/closest_dist // Used to find the closest beakon
@@ -293,7 +293,6 @@
DIO.master_nymph = D
break
return TRUE
..()
/mob/living/carbon/proc/echo_eject()
set category = "Abilities"
@@ -420,4 +419,4 @@
if(ispath(structure_path, /turf))
T.ChangeTurf(structure_path)
else
new structure_path(T)
new structure_path(T)
@@ -19,7 +19,7 @@
else
var/list/datum/sprite_accessory/hair/valid_hairstyles = list()
for(var/hair_string in hair_styles_list)
var/list/datum/sprite_accessory/hair/test = hair_styles_list[hair_string]
var/datum/sprite_accessory/hair/test = hair_styles_list[hair_string]
if(test.length >= 2 && (species.bodytype in test.species_allowed))
valid_hairstyles.Add(hair_string)
selected_string = input("Select a new hairstyle", "Your hairstyle", hair_style) as null|anything in valid_hairstyles
@@ -40,7 +40,7 @@ mob/living/carbon/human/proc/change_monitor()
var/selected_string
var/list/datum/sprite_accessory/facial_hair/valid_screenstyles = list()
for(var/screen_string in facial_hair_styles_list)
var/list/datum/sprite_accessory/facial_hair/test = facial_hair_styles_list[screen_string]
var/datum/sprite_accessory/facial_hair/test = facial_hair_styles_list[screen_string]
if(species.bodytype in test.species_allowed)
valid_screenstyles.Add(screen_string)
selected_string = input("Select a new screen", "Your monitor display", screen_style) as null|anything in valid_screenstyles
+2 -2
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@@ -374,7 +374,8 @@
else
var/loc_temp = T0C
if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
loc_temp = loc:air_contents.temperature
var/obj/machinery/atmospherics/unary/cryo_cell/C = loc
loc_temp = C.air_contents?.temperature
else
loc_temp = environment.temperature
@@ -1082,7 +1083,6 @@
mind.changeling.regenerate()
/mob/living/carbon/human/proc/handle_shock()
..()
if(status_flags & GODMODE)
return 0
if(!can_feel_pain())
@@ -636,23 +636,25 @@ There are several things that need to be remembered:
if (QDELING(src))
return
overlays_raw[GLASSES_LAYER] = null
var/image/glasses_overlay = null
if(check_draw_glasses())
if(glasses.contained_sprite)
glasses.auto_adapt_species(src)
var/state = "[UNDERSCORE_OR_NULL(glasses.icon_species_tag)][glasses.item_state][WORN_EYES]"
overlays_raw[GLASSES_LAYER] = image(glasses.icon_override || glasses.icon, state)
glasses_overlay = image(glasses.icon_override || glasses.icon, state)
else if(glasses.icon_override)
overlays_raw[GLASSES_LAYER] = image(glasses.icon_override, glasses.icon_state)
glasses_overlay = image(glasses.icon_override, glasses.icon_state)
else if(glasses.sprite_sheets && glasses.sprite_sheets[GET_BODY_TYPE])
overlays_raw[GLASSES_LAYER] = image(glasses.sprite_sheets[GET_BODY_TYPE], glasses.icon_state)
glasses_overlay = image(glasses.sprite_sheets[GET_BODY_TYPE], glasses.icon_state)
else
overlays_raw[GLASSES_LAYER] = image('icons/mob/eyes.dmi', glasses.icon_state)
glasses_overlay = image('icons/mob/eyes.dmi', glasses.icon_state)
if(glasses.color)
overlays_raw[GLASSES_LAYER].color = glasses.color
glasses_overlay.color = glasses.color
overlays_raw[GLASSES_LAYER] = glasses_overlay
if(update_icons)
update_icons()
+2 -1
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@@ -29,7 +29,8 @@
var/turf/heat_turf = get_turf(src)
loc_temp = heat_turf.temperature
else if(istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
loc_temp = loc:air_contents.temperature
var/obj/machinery/atmospherics/unary/cryo_cell/C = loc
loc_temp = C.air_contents?.temperature
else
loc_temp = environment.temperature
+1 -1
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@@ -369,7 +369,7 @@ default behaviour is:
/mob/living/proc/get_organ_target()
var/mob/shooter = src
var/t = shooter:zone_sel.selecting
var/t = shooter.zone_sel?.selecting
if ((t in list( BP_EYES, BP_MOUTH )))
t = BP_HEAD
var/obj/item/organ/external/def_zone = ran_zone(t)
+2 -2
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@@ -198,7 +198,7 @@
return universal_speak || (speaking in src.speech_synthesizer_langs) //need speech synthesizer support to vocalize a language
/mob/living/silicon/add_language(var/language, var/can_speak=1)
var/var/datum/language/added_language = all_languages[language]
var/datum/language/added_language = all_languages[language]
if(!added_language)
return
@@ -208,7 +208,7 @@
return 1
/mob/living/silicon/remove_language(var/rem_language)
var/var/datum/language/removed_language = all_languages[rem_language]
var/datum/language/removed_language = all_languages[rem_language]
if(!removed_language)
return
@@ -94,9 +94,6 @@
if(prob(10))
say("Glub!")
if(!friend || movement_target != friend)
..()
/mob/living/simple_animal/carp/fluff/verb/friend(var/mob/user)
set name = "Become Friends"
set category = "IC"
@@ -78,20 +78,6 @@
var/atom/A = pick(visible)
visible_emote("suddenly stops and stares at something unseen[istype(A) ? " near [A]":""].",0)
/mob/living/simple_animal/cat/proc/handle_movement_target()
//if our target is neither inside a turf or inside a human(???), stop
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
//if we have no target or our current one is out of sight/too far away
if( !movement_target || !(movement_target.loc in oview(src, 4)) )
movement_target = null
stop_automated_movement = 0
if(movement_target)
stop_automated_movement = 1
walk_to(src, movement_target, 0, DS2TICKS(seek_move_delay))
/mob/living/simple_animal/cat/proc/attack_mice()
if((src.loc) && isturf(src.loc))
if(!stat && !resting && !buckled)
@@ -22,7 +22,6 @@
return see
/mob/living/simple_animal/hostile/retaliate/proc/Retaliate()
..()
var/list/around = view(src, 7)
for(var/atom/movable/A in around)
@@ -92,7 +92,7 @@
var/datum/weakref/original_body
var/datum/weakref/possessed_body
/mob/living/simple_animal/shade/bluespace/apply_damage()
/mob/living/simple_animal/shade/bluespace/apply_damage(var/damage_flags, var/def_zone, var/edge, var/sharp, var/used_weapon)
return 0
/mob/living/simple_animal/shade/bluespace/adjustBruteLoss()
@@ -130,9 +130,6 @@
reagents = new/datum/reagents(20, src)
nutrition = max_nutrition
if (can_nap)
verbs += /mob/living/simple_animal/lay_down
if(has_udder)
udder = new(50)
udder.my_atom = src
@@ -485,6 +482,20 @@ mob/living/simple_animal/bullet_act(var/obj/item/projectile/Proj)
return tally+config.animal_delay
/mob/living/simple_animal/cat/proc/handle_movement_target()
//if our target is neither inside a turf or inside a human(???), stop
if((movement_target) && !(isturf(movement_target.loc) || ishuman(movement_target.loc) ))
movement_target = null
stop_automated_movement = 0
//if we have no target or our current one is out of sight/too far away
if( !movement_target || !(movement_target.loc in oview(src, 4)) )
movement_target = null
stop_automated_movement = 0
if(movement_target)
stop_automated_movement = 1
walk_to(src, movement_target, 0, DS2TICKS(seek_move_delay))
/mob/living/simple_animal/Stat()
..()
+2 -1
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@@ -34,7 +34,8 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
var/fail = 1
for(var/name in virus.affected_species)
if(istype(src, /mob/living/carbon))
if(src:species && src:species.name == name)
var/mob/living/carbon/C = src
if(C.species.name == name)
fail = 0
break
if(fail) return
+1 -1
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@@ -192,7 +192,7 @@
var/datum/weakref/LAssailant
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/spell/list/spell_list
var/list/spell/spell_list
//List of active diseases