Update the codebase to 515. (#15553)

* Update the codebase to 515.

* edit that

* WHOOPS

* maor

* maybe works

* libcall and shit

* do that too

* remove that

* auxtools isnt updated so get rid of it

* actually remove auxtools lol

Co-authored-by: Matt Atlas <liermattia@gmail.com>
This commit is contained in:
Matt Atlas
2023-01-23 21:21:37 +01:00
committed by GitHub
co-authored by Matt Atlas
parent 1d359b64e3
commit dd482c63af
326 changed files with 672 additions and 833 deletions
@@ -212,7 +212,7 @@
/obj/structure/barricade/ex_act(severity, direction, cause_data)
for(var/obj/structure/barricade/B in get_step(src,dir)) //discourage double-stacking barricades by removing health from opposing barricade
if(B.dir == reverse_direction(dir))
INVOKE_ASYNC(B, /atom/.proc/ex_act, severity, direction)
INVOKE_ASYNC(B, TYPE_PROC_REF(/atom, ex_act), severity, direction)
update_health(round(severity))
// This proc is called whenever the cade is moved, so I thought it was appropriate,
@@ -176,7 +176,7 @@
SPAN_NOTICE("You flip [src] open."))
open(src)
recentlyflipped = TRUE
addtimer(CALLBACK(src, .proc/remove_cooldown), 1 SECOND)
addtimer(CALLBACK(src, PROC_REF(remove_cooldown)), 1 SECOND)
else
if(recentlyflipped)
@@ -186,7 +186,7 @@
SPAN_NOTICE("You flip [src] closed."))
close(src)
recentlyflipped = TRUE
addtimer(CALLBACK(src, .proc/remove_cooldown), 1 SECOND)
addtimer(CALLBACK(src, PROC_REF(remove_cooldown)), 1 SECOND)
/obj/structure/barricade/plasteel/proc/remove_cooldown()
recentlyflipped = !recentlyflipped
@@ -337,7 +337,7 @@
"You hear a welding torch on metal."
)
playsound(loc, 'sound/items/welder_pry.ogg', 50, 1)
if (!do_after(user, 2 SECONDS, act_target = src, extra_checks = CALLBACK(src, .proc/is_open)))
if (!do_after(user, 2 SECONDS, act_target = src, extra_checks = CALLBACK(src, PROC_REF(is_open))))
return
if(!WT.use(0,user))
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
@@ -391,7 +391,7 @@
"You hear a welding torch on metal."
)
playsound(loc, 'sound/items/welder_pry.ogg', 50, 1)
if(!W.use_tool(src, user, 20, volume = 50, extra_checks = CALLBACK(src, .proc/is_closed)))
if(!W.use_tool(src, user, 20, volume = 50, extra_checks = CALLBACK(src, PROC_REF(is_closed))))
return
if(!WT.use(0,user))
to_chat(user, SPAN_NOTICE("You need more welding fuel to complete this task."))
@@ -455,7 +455,7 @@
SPAN_WARNING("You start cutting the [src]..."),\
SPAN_NOTICE("You hear a loud buzzing sound and metal grinding on metal...")\
)
if(do_after(user, ChainSawVar.opendelay SECONDS, act_target = user, extra_checks = CALLBACK(src, .proc/CanChainsaw, W)))
if(do_after(user, ChainSawVar.opendelay SECONDS, act_target = user, extra_checks = CALLBACK(src, PROC_REF(CanChainsaw), W)))
user.visible_message(\
SPAN_WARNING("[user.name] finishes cutting open \the [src] with the [W]."),\
SPAN_WARNING("You finish cutting open the [src]."),\
@@ -600,7 +600,7 @@
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
addtimer(CALLBACK(src, PROC_REF(end_door_animation)),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/proc/end_door_animation()
is_animating_door = FALSE // comment this out and the line below to manually tweak the animation end state by fiddling with the door_anim vars to match the open door icon
@@ -631,7 +631,7 @@
animate(door_obj_alt, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation_alt),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
addtimer(CALLBACK(src, PROC_REF(end_door_animation_alt)),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/proc/end_door_animation_alt()
is_animating_door = FALSE // comment this out and the line below to manually tweak the animation end state by fiddling with the door_anim vars to match the open door icon
@@ -60,7 +60,7 @@
animate(door_obj, transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag, flags = ANIMATION_END_NOW)
else
animate(transform = M, icon_state = door_state, layer = door_layer, time = world.tick_lag)
addtimer(CALLBACK(src,.proc/end_door_animation),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
addtimer(CALLBACK(src, PROC_REF(end_door_animation)),door_anim_time,TIMER_UNIQUE|TIMER_OVERRIDE)
/obj/structure/closet/crate/get_door_transform(crateanim_1, crateanim_2)
var/matrix/M = matrix()
@@ -378,7 +378,7 @@
SPAN_NOTICE("You start cutting \the [src] apart..."), \
SPAN_WARNING("You hear a loud buzzing sound and metal grinding on metal...") \
)
if(do_after(user, ChainSawVar.opendelay SECONDS, act_target = user, extra_checks = CALLBACK(src, .proc/CanChainsaw, W)))
if(do_after(user, ChainSawVar.opendelay SECONDS, act_target = user, extra_checks = CALLBACK(src, PROC_REF(CanChainsaw), W)))
user.visible_message(\
SPAN_DANGER("[user] finishes cutting \the [src] apart with the [W]."), \
SPAN_NOTICE("You finish cutting \the [src] apart."), \
+5 -5
View File
@@ -133,7 +133,7 @@
M.Scale(0.6)
M.Turn(pick(-40, 40))
animate(src, 0.2 SECONDS, transform = M)
addtimer(CALLBACK(src, .proc/post_tear), 0.2 SECONDS)
addtimer(CALLBACK(src, PROC_REF(post_tear)), 0.2 SECONDS)
else
if(!undeploy_path)
return
@@ -143,7 +143,7 @@
var/matrix/M = new
M.Scale(0.6)
animate(src, 2.6 SECONDS, transform = M)
addtimer(CALLBACK(src, .proc/post_deflate), 2.6 SECONDS)
addtimer(CALLBACK(src, PROC_REF(post_deflate)), 2.6 SECONDS)
/obj/structure/inflatable/proc/post_deflate()
var/obj/item/inflatable/R = new undeploy_path(loc)
@@ -171,7 +171,7 @@
user.do_attack_animation(src)
if(health <= 0)
user.visible_message(SPAN_DANGER("[user] [attack_verb] open the [src]!"))
INVOKE_ASYNC(src, .proc/deflate, TRUE)
INVOKE_ASYNC(src, PROC_REF(deflate), TRUE)
else
user.visible_message(SPAN_DANGER("[user] [attack_verb] at [src]!"))
return TRUE
@@ -234,7 +234,7 @@
density = FALSE
state = STATE_OPEN
flick("door_opening",src)
addtimer(CALLBACK(src, .proc/ResetOpen), 1 SECOND)
addtimer(CALLBACK(src, PROC_REF(ResetOpen)), 1 SECOND)
/obj/structure/inflatable/door/proc/ResetOpen()
update_icon()
@@ -247,7 +247,7 @@
return
isSwitchingStates = TRUE
flick("door_closing", src)
addtimer(CALLBACK(src, .proc/ResetClose), 1 SECOND)
addtimer(CALLBACK(src, PROC_REF(ResetClose)), 1 SECOND)
/obj/structure/inflatable/door/proc/ResetClose()
density = TRUE
+1 -1
View File
@@ -207,7 +207,7 @@
if(ismist)
ismist = 1
mymist = new /obj/effect/mist(loc)
addtimer(CALLBACK(src, .proc/clear_mist), 250, TIMER_OVERRIDE|TIMER_UNIQUE)
addtimer(CALLBACK(src, PROC_REF(clear_mist)), 250, TIMER_OVERRIDE|TIMER_UNIQUE)
/obj/machinery/shower/proc/clear_mist()
if (!on)