Bugfix Bonanza + Z-code and stuff. (#1819)

* Bugfix Bonfire #1

* Bugfix Bonanza #2

* BigBomba

* Banner.dmi

* Fixing Cyborg spawn

* Re-enabling asteroid gen
This commit is contained in:
LordFowl
2017-02-22 14:42:49 -05:00
committed by GitHub
parent 2945dc9f0d
commit 76a891930e
38 changed files with 22296 additions and 21585 deletions
+32 -6
View File
@@ -46,23 +46,30 @@
return 1
/mob/eye/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
setLoc(destination)
else
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/dead/observer/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
forceMove(destination)
else
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/eye/zMove(direction)
/mob/living/carbon/human/bst/zMove(direction)
var/turf/destination = (direction == UP) ? GetAbove(src) : GetBelow(src)
if(destination)
setLoc(destination)
forceMove(destination)
else
to_chat(usr, "<span class='notice'>There is nothing of interest in this direction.</span>")
/mob/proc/can_ztravel()
return 0
/mob/observer/can_ztravel()
/mob/dead/observer/can_ztravel()
return 1
/mob/living/carbon/human/can_ztravel()
@@ -130,6 +137,25 @@
return TRUE
/mob/living/carbon/human/can_fall()
if(Allow_Spacemove())
return 0
if(Check_Shoegrip()) //scaling hull with magboots
for(var/turf/simulated/T in trange(1,src))
if(T.density)
return 0
..()
/mob/living/silicon/robot/can_fall()
if(Allow_Spacemove()) //Checks for active jetpack
return 0
for(var/turf/simulated/T in trange(1,src)) //Robots get "magboots"
if(T.density)
return 0
..()
/obj/effect/can_fall()
return FALSE
@@ -154,14 +180,14 @@
return 1
if(istype(landing, /turf/simulated/open))
visible_message("\The [src] falls from the deck above through \the [landing]!", "You hear a whoosh of displaced air.")
visible_message("\The [src] falls from the level above through \the [landing]!", "You hear a whoosh of displaced air.")
else
visible_message("\The [src] falls from the deck above and slams into \the [landing]!", "You hear something slam into the deck.")
visible_message("\The [src] falls from the level above and slams onto \the [landing]!", "You hear something slam onto the floor.")
/mob/living/carbon/human/handle_fall(var/turf/landing)
if(..())
return
var/damage = 10
var/damage = 20
apply_damage(rand(0, damage), BRUTE, "head")
apply_damage(rand(0, damage), BRUTE, "chest")
apply_damage(rand(0, damage), BRUTE, "l_leg")
+1 -1
View File
@@ -59,7 +59,7 @@
target_ladder.audible_message("<span class='notice'>You hear something coming [direction] \the [src]</span>")
if(do_after(M, climb_time, src))
if(do_after(M, climb_time))
climbLadder(M, target_ladder)
/obj/structure/ladder/attack_ghost(var/mob/M)
+33 -4
View File
@@ -52,15 +52,44 @@
/turf/simulated/open/update_icon()
if(below)
underlays = list(image(icon = below.icon, icon_state = below.icon_state))
var/image/t_img = list()
var/image/temp = image(icon = below.icon, icon_state = below.icon_state)
temp.color = rgb(127,127,127)
temp.overlays += below.overlays
t_img += temp
underlays += t_img
var/image/o_img = list()
for(var/obj/o in below)
// ingore objects that have any form of invisibility
if(o.invisibility) continue
var/image/temp2 = image(o, dir=o.dir, layer = TURF_LAYER+0.05*o.layer)
temp2.color = rgb(127,127,127)
temp2.overlays += o.overlays
o_img += temp2
underlays += o_img
var/list/noverlays = list()
if(!istype(below,/turf/space))
noverlays += image(icon =icon, icon_state = "empty", layer = 2.45)
else
// This is stolen from /turf/space's New() proc.
icon_state = "[((x + y) ^ ~(x * y) + z) % 25]"
var/image/I = image('icons/turf/space_parallax1.dmi',"[icon_state]")
I.plane = PLANE_SPACE_DUST
I.alpha = 80
I.blend_mode = BLEND_ADD
noverlays += I
var/turf/simulated/T = get_step(src,NORTH)
if(istype(T) && !istype(T,/turf/simulated/open))
noverlays += image(icon ='icons/turf/cliff.dmi', icon_state = "metal", layer = 2.45)
for(var/direction in cardinal)
var/turf/simulated/T = get_step(src,direction)
if(istype(T) && !istype(T,/turf/simulated/open))
if(istype(T,/turf/simulated/mineral))
var/image/border = image(icon = 'icons/turf/walls.dmi', icon_state = "rock_side", dir = direction, layer = 3)
noverlays += border
else if(istype(T,/turf/simulated/floor/asteroid))
var/image/border = image(icon = 'icons/turf/cliff.dmi', icon_state = "sand", dir = direction, layer = 3)
noverlays += border
var/obj/structure/stairs/S = locate() in below
if(S && S.loc == below)