mirror of
https://github.com/quotefox/Hyper-Station-13.git
synced 2026-07-11 15:52:48 +01:00
Merge branch 'master' into economy-update-junk
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@@ -43,7 +43,14 @@
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S.cd = "/"
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var/slot
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S["default_slot"] >> slot
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var/differing_version_notification = 0
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if(slot)
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S.cd = "/character[slot]"
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if(S["version"] < SAVEFILE_VERSION_MAX)
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to_chat(src, "<span class='redtext'>Your characters are outdated from recent updates. Please make sure if everything is within reasonable levels.</span>")
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var/slot_version = 0
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S["version"] >> slot_version
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if(slot_version && slot_version < SAVEFILE_VERSION_MAX)
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S.cd = "/"
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S["new_differences_notification"] >> differing_version_notification
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if(!differing_version_notification || differing_version_notification <= slot_version)
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S["new_differences_notification"] << slot_version
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to_chat(src, "<span class='danger'><B>There were recent changes with characters, and your savefiles are outdated. Your characters may not look the same depending on what changed.</B></span>")
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@@ -708,7 +708,7 @@
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/mob/living/carbon/human/proc/electrocution_animation(anim_duration)
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//Handle mutant parts if possible
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if(dna && dna.species)
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add_atom_colour("#000000", TEMPORARY_COLOUR_PRIORITY)
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add_atom_colour(COLOR_BLACK, TEMPORARY_COLOUR_PRIORITY)
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var/static/mutable_appearance/electrocution_skeleton_anim
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if(!electrocution_skeleton_anim)
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electrocution_skeleton_anim = mutable_appearance(icon, "electrocuted_base")
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@@ -720,7 +720,7 @@
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flick_overlay_view(image(icon,src,"electrocuted_generic",ABOVE_MOB_LAYER), src, anim_duration)
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/mob/living/carbon/human/proc/end_electrocution_animation(mutable_appearance/MA)
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remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#000000")
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remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_BLACK)
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cut_overlay(MA)
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//medical scan animation
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@@ -449,7 +449,7 @@
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name = "luminescent glow"
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desc = "Tell a coder if you're seeing this."
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icon_state = "nothing"
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light_color = "#FFFFFF"
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light_color = COLOR_WHITE
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light_range = LUMINESCENT_DEFAULT_GLOW
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/obj/effect/dummy/luminescent_glow/Initialize()
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@@ -71,7 +71,7 @@
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var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
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var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
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light_color = "#FFCC66"
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light_color = COLOR_CREAMY_ORANGE
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light_power = 0.8
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var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
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@@ -21,7 +21,7 @@
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window_name = "Automatic Security Unit v2.6"
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allow_pai = 0
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data_hud_type = DATA_HUD_SECURITY_ADVANCED
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path_image_color = "#FF0000"
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path_image_color = COLOR_RED
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var/lastfired = 0
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var/shot_delay = 15
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@@ -19,7 +19,7 @@
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window_name = "Automatic Security Unit v1.6"
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allow_pai = 0
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data_hud_type = DATA_HUD_SECURITY_ADVANCED
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path_image_color = "#FF0000"
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path_image_color = COLOR_RED
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var/baton_type = /obj/item/melee/baton
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var/mob/living/carbon/target
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@@ -55,7 +55,7 @@
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/datum/guardianname/carp/aqua
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suffixcolour = "Aqua"
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colour = "#00FFFF"
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colour = COLOR_CYAN
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/datum/guardianname/carp/paleaqua
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suffixcolour = "Pale Aqua"
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@@ -29,7 +29,7 @@ Difficulty: Medium
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icon_living = "miner"
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icon = 'icons/mob/broadMobs.dmi'
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mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
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light_color = "#E4C7C5"
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light_color = COLOR_LIGHT_GRAYISH_RED
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movement_type = GROUND
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speak_emote = list("roars")
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speed = 1
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@@ -144,7 +144,7 @@ Difficulty: Hard
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walk(src, 0)
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setDir(get_dir(src, T))
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var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc,src)
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animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 5)
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animate(D, alpha = 0, color = COLOR_RED, transform = matrix()*2, time = 5)
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sleep(5)
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throw_at(T, get_dist(src, T), 1, src, 0)
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charging = 0
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@@ -338,7 +338,7 @@ Difficulty: Medium
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layer = BELOW_MOB_LAYER
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pixel_x = -32
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pixel_y = -32
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color = "#FF0000"
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color = COLOR_RED
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duration = 5
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/obj/effect/temp_visual/dragon_flight
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@@ -11,7 +11,7 @@
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/obj/effect/light_emitter/red_energy_sword //used so there's a combination of both their head light and light coming off the energy sword
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set_luminosity = 2
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set_cap = 2.5
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light_color = LIGHT_COLOR_RED
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light_color = COLOR_SOFT_RED
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/mob/living/simple_animal/hostile/syndicate
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@@ -115,7 +115,7 @@
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attacktext = "slashes"
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attack_sound = 'sound/weapons/blade1.ogg'
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armour_penetration = 35
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light_color = LIGHT_COLOR_RED
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light_color = COLOR_SOFT_RED
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status_flags = 0
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var/obj/effect/light_emitter/red_energy_sword/sord
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