mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-11 10:43:20 +00:00
This should hopefully reduce processing requirements, by not rebuilding icons every tick.
(Ported oldcode, all props to Strumpetplaya)
This commit is contained in:
@@ -80,7 +80,6 @@
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#define FILE_DIR "code/game/objects/stacks"
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#define FILE_DIR "code/game/objects/storage"
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#define FILE_DIR "code/game/objects/tanks"
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#define FILE_DIR "code/game/structure"
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#define FILE_DIR "code/game/verbs"
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#define FILE_DIR "code/js"
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#define FILE_DIR "code/modules"
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@@ -724,7 +723,6 @@
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#include "code\game\objects\tanks\emergency.dm"
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#include "code\game\objects\tanks\jetpack.dm"
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#include "code\game\objects\tanks\oxygen.dm"
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#include "code\game\structure\structure.dm"
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#include "code\game\verbs\AI_status.dm"
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#include "code\game\verbs\checkkarma.dm"
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#include "code\game\verbs\ooc.dm"
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@@ -195,7 +195,8 @@ A list of items and costs is stored under the datum of every game mode, alongsid
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explode()
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var/obj/item/weapon/implant/uplink/U = src.loc
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var/mob/living/A = U.imp_in
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A.gib()
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var/datum/organ/external/head = A:organs["head"]
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head.take_damage(100, 0, 1)
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..()
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@@ -482,6 +482,7 @@
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I.implanted = O
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O.flavor_text = M.flavor_text
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O.warn_flavor_changed()
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O.update_clothing()
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del(M)
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return
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//////////////////////////////////////////////////////////// Monkey Block
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@@ -246,6 +246,7 @@ var/global/datum/controller/occupations/job_master
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var/obj/item/weapon/storage/backpack/BPK = new/obj/item/weapon/storage/backpack(H)
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H.equip_if_possible(BPK, H.slot_back,1)
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H.equip_if_possible(new /obj/item/weapon/storage/box(H.back), H.slot_in_backpack)
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H.update_clothing()
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return 1
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@@ -369,6 +369,11 @@ mob/proc/flash_weak_pain()
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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var/mob/living/carbon/human/H = M
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if(H)
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H.UpdateDamageIcon()
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H.update_clothing()
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user.update_clothing()
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else
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switch(src.damtype)
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if("brute")
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@@ -266,6 +266,7 @@ ZIPPO
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else
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user.r_hand = W
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W.layer = 20
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user.update_clothing()
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else
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return ..()
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src.update_icon()
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@@ -87,6 +87,7 @@
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spawn( 0 )
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O.process()
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user.update_clothing()
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return
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else
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for(var/mob/O in viewers(M, null))
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@@ -29,6 +29,7 @@
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dropped(source)
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if (W)
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W.layer = initial(W.layer)
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source.update_clothing()
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return
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@@ -69,6 +69,7 @@
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if (M.buckled == src)
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M.buckled = null
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M.anchored = 0
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M.update_clothing()
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/obj/structure/stool/proc/manual_unbuckle_all(mob/user as mob)
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var/N = 0;
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@@ -87,6 +88,7 @@
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// world << "[M] is no longer buckled to [src]"
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M.anchored = 0
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M.buckled = null
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M.update_clothing()
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N++
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return N
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@@ -109,6 +111,7 @@
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M.buckled = src
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M.loc = src.loc
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M.dir = src.dir
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M.update_clothing()
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src:buckled_mobs += M
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src.add_fingerprint(user)
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return
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@@ -339,6 +342,7 @@
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M.pixel_y = 0
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M.anchored = 0
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M.buckled = null
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M.update_clothing()
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N++
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if(N)
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density = 0
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@@ -85,7 +85,7 @@
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handle_health_updates()
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// Update clothing
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update_clothing()
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// update_clothing()
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if(client)
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handle_regular_hud_updates()
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@@ -474,6 +474,7 @@
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usr << "\blue You successfully remove your handcuffs."
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usr:handcuffed:loc = usr:loc
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usr:handcuffed = null
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usr.update_clothing()
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if(istype(usr, /mob/living/carbon/human) && istype(usr:wear_suit, /obj/item/clothing/suit/straight_jacket) && usr:canmove && (usr.last_special <= world.time))
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usr.next_move = world.time + 200
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