Merge remote-tracking branch 'origin/dev' into dev

Conflicts:
	code/modules/virus2/helpers.dm
This commit is contained in:
Zulker Nayeen Nahiyan
2015-01-19 02:15:38 +06:00
69 changed files with 666 additions and 483 deletions
@@ -120,7 +120,7 @@
else
msg += "[t_He] [t_has] \icon[gloves] \a [gloves] on [t_his] hands.\n"
else if(blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] blood-stained hands!</span>\n"
msg += "<span class='warning'>[t_He] [t_has] [(hand_blood_color != "#030303") ? "blood" : "oil"]-stained hands!</span>\n"
//handcuffed?
@@ -145,7 +145,7 @@
else
msg += "[t_He] [t_is] wearing \icon[shoes] \a [shoes] on [t_his] feet.\n"
else if(feet_blood_DNA)
msg += "<span class='warning'>[t_He] [t_has] blood-stained feet!</span>\n"
msg += "<span class='warning'>[t_He] [t_has] [(feet_blood_color != "#030303") ? "blood" : "oil"]-stained feet!</span>\n"
//mask
if(wear_mask && !skipmask)
@@ -871,6 +871,7 @@
else
target.show_message("\blue You hear a voice that seems to echo around the room: [say]")
usr.show_message("\blue You project your mind into [target.real_name]: [say]")
log_say("[key_name(usr)] sent a telepathic message to [key_name(target)]: [say]")
for(var/mob/dead/observer/G in world)
G.show_message("<i>Telepathic message from <b>[src]</b> to <b>[target]</b>: [say]</i>")
@@ -640,9 +640,10 @@ It can still be worn/put on as normal.
W.hold.close(usr)
usr.put_in_hands(tie)
suit.hastie = null*/
suit.hastie.on_removed(usr)
suit.hastie = null
target.update_inv_w_uniform()
if(suit && suit.hastie)
suit.hastie.on_removed(usr)
suit.hastie = null
target.update_inv_w_uniform()
if("id")
slot_to_process = slot_wear_id
if (target.wear_id)
@@ -12,6 +12,7 @@
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
invisibility = INVISIBILITY_MAXIMUM
// Movement code. Returns 0 to stop air movement from moving it.
/mob/aiEye/Move()
+17 -26
View File
@@ -23,6 +23,11 @@ var/list/robot_verbs_default = list(
var/integrated_light_power = 6
var/datum/wires/robot/wires
//Icon stuff
var/icontype //Persistent icontype tracking allows for cleaner icon updates
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
//Hud stuff
var/obj/screen/cells = null
@@ -106,6 +111,8 @@ var/list/robot_verbs_default = list(
robot_modules_background.icon_state = "block"
robot_modules_background.layer = 19 //Objects that appear on screen are on layer 20, UI should be just below it.
ident = rand(1, 999)
module_sprites["Basic"] = "robot"
icontype = "Default"
updatename("Default")
updateicon()
@@ -227,11 +234,10 @@ var/list/robot_verbs_default = list(
modules+="Combat"
modtype = input("Please, select a module!", "Robot", null, null) in modules
var/module_sprites[0] //Used to store the associations between sprite names and sprite index.
if(module)
return
module_sprites = list()
switch(modtype)
if("Standard")
module = new /obj/item/weapon/robot_module/standard(src)
@@ -958,38 +964,25 @@ var/list/robot_verbs_default = list(
overlays.Cut()
if(stat == 0)
overlays += "eyes"
overlays.Cut()
overlays += "eyes-[icon_state]"
else
overlays -= "eyes"
if(opened && custom_sprite == 1) //Custom borgs also have custom panels, heh
if(wiresexposed)
overlays += "[src.ckey]-openpanel +w"
else if(cell)
overlays += "[src.ckey]-openpanel +c"
else
overlays += "[src.ckey]-openpanel -c"
overlays += "eyes-[module_sprites[icontype]]"
if(opened)
var/panelprefix = custom_sprite ? src.ckey : "ov"
if(wiresexposed)
overlays += "ov-openpanel +w"
overlays += "[panelprefix]-openpanel +w"
else if(cell)
overlays += "ov-openpanel +c"
overlays += "[panelprefix]-openpanel +c"
else
overlays += "ov-openpanel -c"
overlays += "[panelprefix]-openpanel -c"
if(module_active && istype(module_active,/obj/item/borg/combat/shield))
overlays += "[icon_state]-shield"
overlays += "[module_sprites[icontype]]-shield"
if(modtype == "Combat")
var/base_icon = ""
base_icon = icon_state
if(module_active && istype(module_active,/obj/item/borg/combat/mobility))
icon_state = "[icon_state]-roll"
icon_state = "[module_sprites[icontype]]-roll"
else
icon_state = base_icon
icon_state = module_sprites[icontype]
return
//Call when target overlay should be added/removed
@@ -1222,8 +1215,6 @@ var/list/robot_verbs_default = list(
else
triesleft--
var/icontype
if (custom_sprite == 1)
icontype = "Custom"
triesleft = 0
@@ -1304,4 +1295,4 @@ var/list/robot_verbs_default = list(
if(2) //New Module
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] module change detected: [name] has loaded the [module.name].</span><br>"
if(3) //New Name
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
connected_ai << "<br><br><span class='notice'>NOTICE - [braintype] reclassification detected: [oldname] is now designated as [newname].</span><br>"
@@ -34,8 +34,11 @@
if(!stacktypes || !stacktypes.len) return
for(var/T in stacktypes)
var/O = locate(T) in src.modules
var/obj/item/stack/S = O
var/obj/item/stack/S
for(var/obj/O in src.modules)
if(O.type == T)
S = O
break
if(!S)
src.modules -= null
@@ -43,6 +46,9 @@
src.modules |= S
S.amount = 1
if(!istype(S))
continue
if(S && S.amount < stacktypes[T])
S.amount++
@@ -113,7 +113,11 @@
/mob/living/simple_animal/hostile/proc/ListTargets(var/dist = 7)
var/list/L = hearers(src, dist)
L += mechas_list
for (var/obj/mecha/M in mechas_list)
if (get_dist(src, M) <= dist)
L += M
return L
/mob/living/simple_animal/hostile/death()
+2
View File
@@ -360,6 +360,8 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
return
M.shakecamera = 1
spawn(1)
if(!M.client)
return
var/atom/oldeye=M.client.eye
var/aiEyeFlag = 0