Merge branch 'master' into economy-update-junk

This commit is contained in:
Dahlular
2022-07-06 16:28:45 -06:00
committed by GitHub
196 changed files with 865 additions and 721 deletions
+9 -2
View File
@@ -43,7 +43,14 @@
S.cd = "/"
var/slot
S["default_slot"] >> slot
var/differing_version_notification = 0
if(slot)
S.cd = "/character[slot]"
if(S["version"] < SAVEFILE_VERSION_MAX)
to_chat(src, "<span class='redtext'>Your characters are outdated from recent updates. Please make sure if everything is within reasonable levels.</span>")
var/slot_version = 0
S["version"] >> slot_version
if(slot_version && slot_version < SAVEFILE_VERSION_MAX)
S.cd = "/"
S["new_differences_notification"] >> differing_version_notification
if(!differing_version_notification || differing_version_notification <= slot_version)
S["new_differences_notification"] << slot_version
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There were recent changes with characters, and your savefiles are outdated.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>")
@@ -708,7 +708,7 @@
/mob/living/carbon/human/proc/electrocution_animation(anim_duration)
//Handle mutant parts if possible
if(dna && dna.species)
add_atom_colour("#000000", TEMPORARY_COLOUR_PRIORITY)
add_atom_colour(COLOR_BLACK, TEMPORARY_COLOUR_PRIORITY)
var/static/mutable_appearance/electrocution_skeleton_anim
if(!electrocution_skeleton_anim)
electrocution_skeleton_anim = mutable_appearance(icon, "electrocuted_base")
@@ -720,7 +720,7 @@
flick_overlay_view(image(icon,src,"electrocuted_generic",ABOVE_MOB_LAYER), src, anim_duration)
/mob/living/carbon/human/proc/end_electrocution_animation(mutable_appearance/MA)
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, "#000000")
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, COLOR_BLACK)
cut_overlay(MA)
//medical scan animation
@@ -449,7 +449,7 @@
name = "luminescent glow"
desc = "Tell a coder if you're seeing this."
icon_state = "nothing"
light_color = "#FFFFFF"
light_color = COLOR_WHITE
light_range = LUMINESCENT_DEFAULT_GLOW
/obj/effect/dummy/luminescent_glow/Initialize()
@@ -71,7 +71,7 @@
var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting.
var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power.
light_color = "#FFCC66"
light_color = COLOR_CREAMY_ORANGE
light_power = 0.8
var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled.
@@ -21,7 +21,7 @@
window_name = "Automatic Security Unit v2.6"
allow_pai = 0
data_hud_type = DATA_HUD_SECURITY_ADVANCED
path_image_color = "#FF0000"
path_image_color = COLOR_RED
var/lastfired = 0
var/shot_delay = 15
@@ -19,7 +19,7 @@
window_name = "Automatic Security Unit v1.6"
allow_pai = 0
data_hud_type = DATA_HUD_SECURITY_ADVANCED
path_image_color = "#FF0000"
path_image_color = COLOR_RED
var/baton_type = /obj/item/melee/baton
var/mob/living/carbon/target
@@ -55,7 +55,7 @@
/datum/guardianname/carp/aqua
suffixcolour = "Aqua"
colour = "#00FFFF"
colour = COLOR_CYAN
/datum/guardianname/carp/paleaqua
suffixcolour = "Pale Aqua"
@@ -29,7 +29,7 @@ Difficulty: Medium
icon_living = "miner"
icon = 'icons/mob/broadMobs.dmi'
mob_biotypes = MOB_ORGANIC|MOB_HUMANOID
light_color = "#E4C7C5"
light_color = COLOR_LIGHT_GRAYISH_RED
movement_type = GROUND
speak_emote = list("roars")
speed = 1
@@ -144,7 +144,7 @@ Difficulty: Hard
walk(src, 0)
setDir(get_dir(src, T))
var/obj/effect/temp_visual/decoy/D = new /obj/effect/temp_visual/decoy(loc,src)
animate(D, alpha = 0, color = "#FF0000", transform = matrix()*2, time = 5)
animate(D, alpha = 0, color = COLOR_RED, transform = matrix()*2, time = 5)
sleep(5)
throw_at(T, get_dist(src, T), 1, src, 0)
charging = 0
@@ -338,7 +338,7 @@ Difficulty: Medium
layer = BELOW_MOB_LAYER
pixel_x = -32
pixel_y = -32
color = "#FF0000"
color = COLOR_RED
duration = 5
/obj/effect/temp_visual/dragon_flight
@@ -11,7 +11,7 @@
/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
set_luminosity = 2
set_cap = 2.5
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
/mob/living/simple_animal/hostile/syndicate
@@ -115,7 +115,7 @@
attacktext = "slashes"
attack_sound = 'sound/weapons/blade1.ogg'
armour_penetration = 35
light_color = LIGHT_COLOR_RED
light_color = COLOR_SOFT_RED
status_flags = 0
var/obj/effect/light_emitter/red_energy_sword/sord