Fixed the map/code issues that the body bags caused.

/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
mport2004@gmail.com
2011-10-03 10:28:57 +00:00
parent e8c6b08419
commit 17ed3899c4
314 changed files with 9099 additions and 9118 deletions
+1 -1
View File
@@ -123,7 +123,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
client.update_admins(rank)
if(iscultist(corpse) && corpse.ajourn==1 && corpse.stat!=2) //checks if it's an astral-journeying cultistm if it is and he's not on an astral journey rune, re-entering won't work
var/S=0
for(var/obj/effects/rune/R in world)
for(var/obj/effect/rune/R in world)
if(corpse.loc==R.loc && R.word1 == wordhell && R.word2 == wordtravel && R.word3 == wordself)
S=1
if(!S)
+9 -9
View File
@@ -94,7 +94,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)//We are on a blob
usr << "There is no blob here!"
creating_blob = 0
@@ -103,12 +103,12 @@
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(5))
for(var/obj/effect/blob/blob in orange(5))
if(blob.blobtype == "Node")
usr << "There is another node nearby, move away from it!"
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(2))
for(var/obj/effect/blob/blob in orange(2))
if(blob.blobtype == "Factory")
usr << "There is a porus blob nearby, move away from it!"
creating_blob = 0
@@ -129,7 +129,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "There is no blob here!"
creating_blob = 0
@@ -138,7 +138,7 @@
usr << "Unable to use this blob, find another one."
creating_blob = 0
return
for(var/obj/effects/blob/blob in orange(2))//Not right next to nodes/cores
for(var/obj/effect/blob/blob in orange(2))//Not right next to nodes/cores
if(blob.blobtype == "Node")
usr << "There is a node nearby, move away from it!"
creating_blob = 0
@@ -168,7 +168,7 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(!B)
usr << "There is no blob here!"
creating_blob = 0
@@ -192,13 +192,13 @@
if(!T)
creating_blob = 0
return
var/obj/effects/blob/B = (locate(/obj/effects/blob) in T)
var/obj/effect/blob/B = (locate(/obj/effect/blob) in T)
if(B)
usr << "There is a blob here!"
creating_blob = 0
return
if(prob(50))
new/obj/effects/blob(src.loc)
new/obj/effect/blob(src.loc)
src << "\blue Success."
else
src << "\red Creation failed."
@@ -240,7 +240,7 @@
if(G_found.client)
G_found.client.screen.len = null
var/mob/living/blob/B = new/mob/living/blob(locate(0,0,1))//temp area also just in case should do this better but tired
for(var/obj/effects/blob/core in world)
for(var/obj/effect/blob/core in world)
if(core)
if(core.blobtype == "Core")
B.loc = core.loc
@@ -27,7 +27,7 @@ Doesn't work on other aliens/AI.*/
toxloss -= 100
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] has planted some alien weeds!</B>"), 1)
var/obj/effects/alien/weeds/W = new (loc)
var/obj/effect/alien/weeds/W = new (loc)
W.Life()
return
@@ -38,7 +38,7 @@ Doesn't work on other aliens/AI.*/
if(powerc(5))
toxloss -= 5
for(var/obj/effects/alien/facehugger/F in range(8,src))
for(var/obj/effect/alien/facehugger/F in range(8,src))
F.call_to(src)
emote("roar")
return
@@ -80,7 +80,7 @@ The first proc defines the acid throw function while the other two work in the g
I kind of like the right click only--the window version can get a little confusing. Perhaps something telling the alien they need to right click?
/N*/
/obj/proc/acid()
var/obj/effects/alien/acid/A = new(src.loc)
var/obj/effect/alien/acid/A = new(src.loc)
A.target = src
for(var/mob/M in viewers(src, null))
M.show_message(text("\green <B>[src] vomits globs of vile stuff all over [src]!</B>"), 1)
@@ -167,12 +167,12 @@ I kind of like the right click only--the window version can get a little confusi
for(var/mob/O in viewers(src, null))
O.show_message(text("<B>[src] scrambles into the ventillation ducts!</B>"), 1)
var/list/huggers = list()
for(var/obj/effects/alien/facehugger/F in view(3, src))
if(istype(F, /obj/effects/alien/facehugger))
for(var/obj/effect/alien/facehugger/F in view(3, src))
if(istype(F, /obj/effect/alien/facehugger))
huggers.Add(F)
loc = vent_found
for(var/obj/effects/alien/facehugger/F in huggers)
for(var/obj/effect/alien/facehugger/F in huggers)
F.loc = vent_found
var/travel_time = get_dist(loc, target_vent.loc)
@@ -186,7 +186,7 @@ I kind of like the right click only--the window version can get a little confusi
target_vent = vent_found //travel back. No additional time required.
src << "\red The vent you were heading to appears to be welded."
loc = target_vent.loc
for(var/obj/effects/alien/facehugger/F in huggers)
for(var/obj/effect/alien/facehugger/F in huggers)
F.loc = loc
else
@@ -47,7 +47,7 @@
O.show_message(text("\red <B>[src] vomits up a thick purple substance and begins to shape it!</B>"), 1)
switch(choice)
if("resin wall")
new /obj/effects/alien/resin/wall(loc)
new /obj/effect/alien/resin/wall(loc)
if("resin membrane")
new /obj/effects/alien/resin/membrane(loc)
new /obj/effect/alien/resin/membrane(loc)
return
@@ -64,7 +64,7 @@
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/effects/alien/weeds) in loc)
if(locate(/obj/effect/alien/weeds) in loc)
if(health >= 150)
toxloss += 5
if(toxloss > max_plasma)
@@ -64,7 +64,7 @@
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/effects/alien/weeds) in loc)
if(locate(/obj/effect/alien/weeds) in loc)
if(health >= 125)
toxloss += 10
if(toxloss > max_plasma)
@@ -40,9 +40,9 @@
now_pushing = 1
if (!AM.anchored)
var/t = get_dir(src, AM)
if (istype(AM, /obj/station_objects/window))
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(AM,t))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
@@ -290,7 +290,7 @@
if (emptyHand)
head.DblClick()
return
if (( istype(W, /obj/effects/alien/head) ))
if (( istype(W, /obj/effect/alien/head) ))
u_equip(W)
head = W
return
@@ -327,7 +327,7 @@
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
bruteloss += (istype(O, /obj/effects/meteor/small) ? 10 : 25)
bruteloss += (istype(O, /obj/effect/meteor/small) ? 10 : 25)
fireloss += 30
updatehealth()
@@ -392,9 +392,9 @@
M.pulling = t
else
if (pulling)
if (istype(pulling, /obj/station_objects/window))
if (istype(pulling, /obj/structure/window))
if(pulling:ini_dir == NORTHWEST || pulling:ini_dir == NORTHEAST || pulling:ini_dir == SOUTHWEST || pulling:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(pulling,get_dir(pulling.loc, T)))
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
pulling = null
if (pulling)
step(pulling, get_dir(pulling.loc, T))
@@ -418,7 +418,7 @@
overlays = null
if(buckled)
if(istype(buckled, /obj/station_objects/stool/bed))
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
lying = 0
@@ -651,7 +651,7 @@
if (stunned < power)
stunned = power
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
@@ -697,7 +697,7 @@
if (((M.head && M.head.flags & 4) || ((M.wear_mask && !( M.wear_mask.flags & 32 )) || ((head && head.flags & 4) || (wear_mask && !( wear_mask.flags & 32 ))))))
M << "\blue <B>Remove that mask!</B>"
return
var/obj/effects/equip_e/human/O = new /obj/effects/equip_e/human( )
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = M
O.target = src
O.s_loc = M.loc
@@ -203,7 +203,7 @@
else if(istype(loc, /turf/))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effects will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
else*/
// Not enough air around, take a percentage of what's there to model this properly
@@ -211,8 +211,8 @@
breath = loc.remove_air(breath_moles)
// Handle chem smoke effects -- Doohl
for(var/obj/effects/chem_smoke/smoke in view(1, src))
// Handle chem smoke effect -- Doohl
for(var/obj/effect/chem_smoke/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -293,7 +293,7 @@
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/effects/alien/weeds) in loc)
if(locate(/obj/effect/alien/weeds) in loc)
if(health >= 100)
toxloss += 15
if(toxloss > max_plasma)
@@ -560,7 +560,7 @@
check_if_buckled()
if (src.buckled)
src.lying = (istype(src.buckled, /obj/station_objects/stool/bed) ? 1 : 0)
src.lying = (istype(src.buckled, /obj/structure/stool/bed) ? 1 : 0)
if(src.lying)
src.drop_item()
src.density = 1
@@ -67,7 +67,7 @@
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/effects/alien/weeds) in loc)
if(locate(/obj/effect/alien/weeds) in loc)
if(health >= 250)
toxloss += 20
if(toxloss > max_plasma)
@@ -171,5 +171,5 @@
toxloss -= 200
for(var/mob/O in viewers(src, null))
O.show_message(text("\green <B>[src] has laid an egg!</B>"), 1)
new /obj/effects/alien/egg(loc)
new /obj/effect/alien/egg(loc)
return
@@ -243,7 +243,7 @@
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
bruteloss += (istype(O, /obj/effects/meteor/small) ? 10 : 25)
bruteloss += (istype(O, /obj/effect/meteor/small) ? 10 : 25)
fireloss += 30
updatehealth()
@@ -467,7 +467,7 @@
if ((M.head && M.head.flags & 4) || (M.wear_mask && !( M.wear_mask.flags & 32 )) )
M << "\blue <B>Remove that mask!</B>"
return
var/obj/effects/equip_e/human/O = new /obj/effects/equip_e/human( )
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = M
O.target = src
O.s_loc = M.loc
@@ -184,7 +184,7 @@
else if(istype(loc, /turf/))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effects will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
else*/
// Not enough air around, take a percentage of what's there to model this properly
@@ -192,8 +192,8 @@
breath = loc.remove_air(breath_moles)
// Handle chem smoke effects -- Doohl
for(var/obj/effects/chem_smoke/smoke in view(1, src))
// Handle chem smoke effect -- Doohl
for(var/obj/effect/chem_smoke/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -274,7 +274,7 @@
handle_environment()
//If there are alien weeds on the ground then heal if needed or give some toxins
if(locate(/obj/effects/alien/weeds) in loc)
if(locate(/obj/effect/alien/weeds) in loc)
if(health >= 25)
toxloss += 5
else
@@ -491,7 +491,7 @@
check_if_buckled()
if (buckled)
lying = (istype(buckled, /obj/station_objects/stool/bed) ? 1 : 0)
lying = (istype(buckled, /obj/structure/stool/bed) ? 1 : 0)
if(lying)
drop_item()
density = 1
@@ -30,7 +30,7 @@
return
if(M.client)
M.client.mob = new/mob/living/carbon/alien/humanoid/special/snakeman(new/obj/effects/snake_egg(src.loc))
M.client.mob = new/mob/living/carbon/alien/humanoid/special/snakeman(new/obj/effect/snake_egg(src.loc))
visible_message("[src] injects [M] with an egg.")
visible_message("The egg absorbs [M]")
M.mutations |= HUSK
@@ -41,7 +41,7 @@
return
/obj/effects/snake_egg
/obj/effect/snake_egg
name = "Egg"
icon = 'alien.dmi'
icon_state = "egg"
+14 -14
View File
@@ -62,14 +62,14 @@
..()
organStructure = new /obj/effects/organstructure/human(src)
organStructure = new /obj/effect/organstructure/human(src)
/mob/living/carbon/human/cyborg
New()
..()
if(organStructure) //hacky, but it's not supposed to be in for a long time anyway
del(organStructure)
organStructure = new /obj/effects/organstructure/cyber(src)
organStructure = new /obj/effect/organstructure/cyber(src)
/mob/living/carbon/human/Bump(atom/movable/AM as mob|obj, yes)
if ((!( yes ) || now_pushing))
@@ -106,9 +106,9 @@
if (!AM.anchored)
var/t = get_dir(src, AM)
if (istype(AM, /obj/station_objects/window))
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(AM,t))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
@@ -640,10 +640,10 @@
var/dam_zone = pick("chest", "chest", "chest", "head", "groin")
if (istype(organs[dam_zone], /datum/organ/external))
var/datum/organ/external/temp = organs[dam_zone]
if (istype(O, /obj/effects/immovablerod))
if (istype(O, /obj/effect/immovablerod))
temp.take_damage(101, 0)
else
temp.take_damage((istype(O, /obj/effects/meteor/small) ? 10 : 25), 30)
temp.take_damage((istype(O, /obj/effect/meteor/small) ? 10 : 25), 30)
UpdateDamageIcon()
updatehealth()
return
@@ -716,9 +716,9 @@
M.pulling = t
else
if (pulling)
if (istype(pulling, /obj/station_objects/window))
if (istype(pulling, /obj/structure/window))
if(pulling:ini_dir == NORTHWEST || pulling:ini_dir == NORTHEAST || pulling:ini_dir == SOUTHWEST || pulling:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(pulling,get_dir(pulling.loc, T)))
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
pulling = null
if (pulling)
step(pulling, get_dir(pulling.loc, T))
@@ -790,7 +790,7 @@
update_body()
if(buckled)
if(istype(buckled, /obj/station_objects/stool/bed))
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
lying = 0
@@ -1436,7 +1436,7 @@
if (stunned < power)
stunned = power
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
@@ -1484,7 +1484,7 @@
if (((M.head && M.head.flags & 4) || ((M.wear_mask && !( M.wear_mask.flags & 32 )) || ((head && head.flags & 4) || (wear_mask && !( wear_mask.flags & 32 ))))))
M << "\blue <B>Remove that mask!</B>"
return
var/obj/effects/equip_e/human/O = new /obj/effects/equip_e/human( )
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = M
O.target = src
O.s_loc = M.loc
@@ -1742,7 +1742,7 @@
/mob/living/carbon/human/var/co2overloadtime = null
/mob/living/carbon/human/var/temperature_resistance = T0C+75
/obj/effects/equip_e/human/process()
/obj/effect/equip_e/human/process()
if (item)
item.add_fingerprint(source)
if (!item)
@@ -1942,7 +1942,7 @@ The else statement is for equipping stuff to empty slots.
!canremove refers to variable of /obj/item/clothing which either allows or disallows that item to be removed.
It can still be worn/put on as normal.
*/
/obj/effects/equip_e/human/done()
/obj/effect/equip_e/human/done()
if(!source || !target) return
if(source.loc != s_loc) return
if(target.loc != t_loc) return
@@ -2676,7 +2676,7 @@ It can still be worn/put on as normal.
src << browse(null, t1)
if ((href_list["item"] && !( usr.stat ) && usr.canmove && !( usr.restrained() ) && in_range(src, usr) && ticker)) //if game hasn't started, can't make an equip_e
var/obj/effects/equip_e/human/O = new /obj/effects/equip_e/human( )
var/obj/effect/equip_e/human/O = new /obj/effect/equip_e/human( )
O.source = usr
O.target = src
O.item = usr.equipped()
+8 -8
View File
@@ -240,7 +240,7 @@
else if(istype(loc, /turf/))
var/breath_moles = 0
/*if(environment.return_pressure() > ONE_ATMOSPHERE)
// Loads of air around (pressure effects will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
// Loads of air around (pressure effect will be handled elsewhere), so lets just take a enough to fill our lungs at normal atmos pressure (using n = Pv/RT)
breath_moles = (ONE_ATMOSPHERE*BREATH_VOLUME/R_IDEAL_GAS_EQUATION*environment.temperature)
else*/
// Not enough air around, take a percentage of what's there to model this properly
@@ -248,7 +248,7 @@
breath = loc.remove_air(breath_moles)
// Handle chem smoke effects -- Doohl
// Handle chem smoke effect -- Doohl
var/block = 0
if(wear_mask)
@@ -257,7 +257,7 @@
if(!block)
for(var/obj/effects/chem_smoke/smoke in view(1, src))
for(var/obj/effect/chem_smoke/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -760,7 +760,7 @@
see_invisible = 2
else if (seer)
var/obj/effects/rune/R = locate() in loc
var/obj/effect/rune/R = locate() in loc
if (istype(R) && R.word1 == wordsee && R.word2 == wordhell && R.word3 == wordjoin)
see_invisible = 15
else
@@ -841,7 +841,7 @@
else
see_in_dark = 2
var/seer = 0
for(var/obj/effects/rune/R in world)
for(var/obj/effect/rune/R in world)
if(loc==R.loc && R.word1==wordsee && R.word2==wordhell && R.word3==wordjoin)
seer = 1
if(!seer)
@@ -983,7 +983,7 @@
for(var/mob/living/carbon/M in oviewers(4,src))
if(M.virus2)
infect_virus2(src,M.virus2)
for(var/obj/effects/decal/cleanable/blood/B in view(4, src))
for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
if(B.virus2)
infect_virus2(src,B.virus2)
else
@@ -996,7 +996,7 @@
check_if_buckled()
if (buckled)
lying = istype(buckled, /obj/station_objects/stool/bed) || istype(buckled, /obj/machinery/conveyor)
lying = istype(buckled, /obj/structure/stool/bed) || istype(buckled, /obj/machinery/conveyor)
if(lying)
drop_item()
density = 1
@@ -1028,7 +1028,7 @@
/*
// Commented out so hunger system won't be such shock
// Damage and effects from not eating
// Damage and effect from not eating
if(nutrition <= 50)
if (prob (0.1))
src << "\red Your stomach rumbles."
@@ -64,7 +64,7 @@
if(prob(probab))
if(istype(AM, /obj/station_objects/window) || istype(AM, /obj/station_objects/grille))
if(istype(AM, /obj/structure/window) || istype(AM, /obj/structure/grille))
if(istype(src, /mob/living/carbon/metroid/adult))
if(nutrition <= 600 && !Atkcool)
AM.attack_metroid(src)
@@ -102,9 +102,9 @@
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/station_objects/window))
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(AM,t))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
@@ -187,7 +187,7 @@
// K
// ~~~~ N
// Metroids aren't effected by extra status effects. DO NOT NERF THIS PLZ THNX - LOVE, DOOHL 3===========D ~~~~ HONK
// Metroids aren't effected by extra status effect. DO NOT NERF THIS PLZ THNX - LOVE, DOOHL 3===========D ~~~~ HONK
// ~~~~ H
//EMP is special and yes they are because emp
if(Proj.effects["emp"])
@@ -267,7 +267,7 @@
if ((M.client && !( M.blinded )))
M.show_message(text("\red [] has been hit by []", src, O), 1)
if (health > 0)
bruteloss += (istype(O, /obj/effects/meteor/small) ? 10 : 25)
bruteloss += (istype(O, /obj/effect/meteor/small) ? 10 : 25)
fireloss += 30
updatehealth()
@@ -203,7 +203,7 @@
var/breath_moles = environment.total_moles()*BREATH_PERCENTAGE
breath = loc.remove_air(breath_moles)
// Handle chem smoke effects -- Doohl
// Handle chem smoke effect -- Doohl
var/block = 0
if(wear_mask)
if(istype(wear_mask, /obj/item/clothing/mask/gas))
@@ -211,7 +211,7 @@
if(!block)
for(var/obj/effects/chem_smoke/smoke in view(1, src))
for(var/obj/effect/chem_smoke/smoke in view(1, src))
if(smoke.reagents.total_volume)
smoke.reagents.reaction(src, INGEST)
spawn(5)
@@ -591,7 +591,7 @@
for(var/mob/living/carbon/M in oviewers(4,src))
if(M.virus2)
infect_virus2(src,M.virus2)
for(var/obj/effects/decal/cleanable/blood/B in view(4, src))
for(var/obj/effect/decal/cleanable/blood/B in view(4, src))
if(B.virus2)
infect_virus2(src,B.virus2)
else
@@ -600,7 +600,7 @@
check_if_buckled()
if (src.buckled)
src.lying = istype(src.buckled, /obj/station_objects/stool/bed) || istype(src.buckled, /obj/machinery/conveyor)
src.lying = istype(src.buckled, /obj/structure/stool/bed) || istype(src.buckled, /obj/machinery/conveyor)
if(src.lying)
src.drop_item()
src.density = 1
@@ -64,9 +64,9 @@
now_pushing = 1
if (!( AM.anchored ))
var/t = get_dir(src, AM)
if (istype(AM, /obj/station_objects/window))
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(AM,t))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
@@ -81,7 +81,7 @@
machine = null
src << browse(null, t1)
if ((href_list["item"] && !( usr.stat ) && !( usr.restrained() ) && in_range(src, usr) ))
var/obj/effects/equip_e/monkey/O = new /obj/effects/equip_e/monkey( )
var/obj/effect/equip_e/monkey/O = new /obj/effect/equip_e/monkey( )
O.source = usr
O.target = src
O.item = usr.equipped()
@@ -446,7 +446,7 @@
if (stunned < power)
stunned = power
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
@@ -471,7 +471,7 @@
/mob/living/carbon/monkey/update_clothing()
if(buckled)
if(istype(buckled, /obj/station_objects/stool/bed))
if(istype(buckled, /obj/structure/stool/bed))
lying = 1
else
lying = 0
@@ -580,9 +580,9 @@
M.pulling = t
else
if (pulling)
if (istype(pulling, /obj/station_objects/window))
if (istype(pulling, /obj/structure/window))
if(pulling:ini_dir == NORTHWEST || pulling:ini_dir == NORTHEAST || pulling:ini_dir == SOUTHWEST || pulling:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(pulling,get_dir(pulling.loc, T)))
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
pulling = null
if (pulling)
step(pulling, get_dir(pulling.loc, T))
@@ -638,7 +638,7 @@
if (prob(50))
paralysis += 10
/obj/effects/equip_e/monkey/process()
/obj/effect/equip_e/monkey/process()
if (item)
item.add_fingerprint(source)
if (!( item ))
@@ -701,7 +701,7 @@
return
return
/obj/effects/equip_e/monkey/done()
/obj/effect/equip_e/monkey/done()
if(!source || !target) return
if(source.loc != s_loc) return
if(target.loc != t_loc) return
+3 -3
View File
@@ -314,7 +314,7 @@
/*
// Create speech bubble
var/obj/effects/speech_bubble/B = new/obj/effects/speech_bubble
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
B.icon = 'speechbubble.dmi'
B.parent = src
B.mouse_opacity = 0
@@ -384,7 +384,7 @@
/*
// Create speech bubble
var/obj/effects/speech_bubble/B = new/obj/effects/speech_bubble
var/obj/effect/speech_bubble/B = new/obj/effect/speech_bubble
B.icon = 'speechbubble.dmi'
B.parent = src
B.mouse_opacity = 0
@@ -430,5 +430,5 @@
/obj/effects/speech_bubble
/obj/effect/speech_bubble
var/mob/parent
+3 -3
View File
@@ -38,7 +38,7 @@
if(!safety)//Only used by AIize() to successfully spawn an AI.
if (!B)//If there is no player/brain inside.
new/obj/station_objects/AIcore/deactivated(loc)//New empty terminal.
new/obj/structure/AIcore/deactivated(loc)//New empty terminal.
del(src)//Delete AI.
return
else
@@ -64,7 +64,7 @@
ticker.mode.remove_revolutionary(src.mind)
if(client)
for(var/obj/effects/rune/rune in world)
for(var/obj/effect/rune/rune in world)
var/image/blood = image('blood.dmi', loc = rune, icon_state = "floor[rand(1,7)]")
blood.override = 1
client.images += blood
@@ -277,7 +277,7 @@
/mob/living/silicon/ai/bullet_act(var/obj/item/projectile/Proj)
// AI bullet code is pretty simple. No other effects really need to be added.
// AI bullet code is pretty simple. No other effect really need to be added.
if(!Proj.nodamage) bruteloss += Proj.damage
if(Proj.effects["emp"])
+1 -1
View File
@@ -30,7 +30,7 @@
stat(null, text("Systems nonfunctional"))
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effects/proc_holder/P in proc_holder_list)
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
/mob/living/silicon/pai/check_eye(var/mob/user as mob)
@@ -1,6 +1,6 @@
/mob/living/silicon/robot/New(loc,var/syndie = 0)
spark_system = new /datum/effects/system/spark_spread()
spark_system = new /datum/effect/system/spark_spread()
spark_system.set_up(5, 0, src)
spark_system.attach(src)
spawn (1)
@@ -284,9 +284,9 @@
now_pushing = 1
if (!AM.anchored)
var/t = get_dir(src, AM)
if (istype(AM, /obj/station_objects/window))
if (istype(AM, /obj/structure/window))
if(AM:ini_dir == NORTHWEST || AM:ini_dir == NORTHEAST || AM:ini_dir == SOUTHWEST || AM:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(AM,t))
for(var/obj/structure/window/win in get_step(AM,t))
now_pushing = 0
return
step(AM, t)
@@ -592,7 +592,7 @@
flick("noise", flash)
var/datum/effects/system/spark_spread/s = new /datum/effects/system/spark_spread
var/datum/effect/system/spark_spread/s = new /datum/effect/system/spark_spread
s.set_up(5, 1, src)
s.start()
@@ -927,9 +927,9 @@ Frequency:
M.pulling = t
else
if (pulling)
if (istype(pulling, /obj/station_objects/window))
if (istype(pulling, /obj/structure/window))
if(pulling:ini_dir == NORTHWEST || pulling:ini_dir == NORTHEAST || pulling:ini_dir == SOUTHWEST || pulling:ini_dir == SOUTHEAST)
for(var/obj/station_objects/window/win in get_step(pulling,get_dir(pulling.loc, T)))
for(var/obj/structure/window/win in get_step(pulling,get_dir(pulling.loc, T)))
pulling = null
if (pulling)
step(pulling, get_dir(pulling.loc, T))
+1 -1
View File
@@ -46,7 +46,7 @@
if (src.mind in ticker.mode:cult)
ticker.mode:update_cult_icons_added(src.mind)
if(isAI(src))
for(var/obj/effects/rune/rune in world)
for(var/obj/effect/rune/rune in world)
var/image/blood = image('blood.dmi', loc = rune, icon_state = "floor[rand(1,7)]")
blood.override = 1
client.images += blood
+11 -11
View File
@@ -1053,13 +1053,13 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
user.db_click(name, using)
return
/obj/effects/equip_e/process()
/obj/effect/equip_e/process()
return
/obj/effects/equip_e/proc/done()
/obj/effect/equip_e/proc/done()
return
/obj/effects/equip_e/New()
/obj/effect/equip_e/New()
if (!ticker)
del(src)
return
@@ -1316,7 +1316,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
return 1
/mob/proc/ret_grab(obj/effects/list_container/mobl/L as obj, flag)
/mob/proc/ret_grab(obj/effect/list_container/mobl/L as obj, flag)
if ((!( istype(l_hand, /obj/item/weapon/grab) ) && !( istype(r_hand, /obj/item/weapon/grab) )))
if (!( L ))
return null
@@ -1324,7 +1324,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
return L.container
else
if (!( L ))
L = new /obj/effects/list_container/mobl( null )
L = new /obj/effect/list_container/mobl( null )
L.container += src
L.master = src
if (istype(l_hand, /obj/item/weapon/grab))
@@ -1727,7 +1727,7 @@ It's fairly easy to fix if dealing with single letters but not so much with comp
/mob/proc/can_use_hands()
if(handcuffed)
return 0
if(buckled && istype(buckled, /obj/station_objects/stool/bed)) // buckling does not restrict hands
if(buckled && istype(buckled, /obj/structure/stool/bed)) // buckling does not restrict hands
return 0
return ..()
@@ -1810,16 +1810,16 @@ Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N
animation.master = src
if(ishuman(src))
flick("dust-h", animation)
new /obj/effects/decal/remains/human(loc)
new /obj/effect/decal/remains/human(loc)
else if(ismonkey(src))
flick("dust-m", animation)
new /obj/effects/decal/remains/human(loc)
new /obj/effect/decal/remains/human(loc)
else if(isalien(src))
flick("dust-a", animation)
new /obj/effects/decal/remains/xeno(loc)
new /obj/effect/decal/remains/xeno(loc)
else
flick("dust-r", animation)
new /obj/effects/decal/remains/robot(loc)
new /obj/effect/decal/remains/robot(loc)
sleep(15)
if(isrobot(src)&&src:mmi)//Is a robot and it has an mmi.
@@ -1913,7 +1913,7 @@ note dizziness decrements automatically in the mob's Life() proc.
if (spell_list.len)
for(var/obj/effects/proc_holder/spell/S in spell_list)
for(var/obj/effect/proc_holder/spell/S in spell_list)
switch(S.charge_type)
if("recharge")
statpanel("Spells","[S.charge_counter/10.0]/[S.charge_max/10]",S)
+2 -2
View File
@@ -192,7 +192,7 @@
step(mob, pick(cardinal))
else
. = ..()
for(var/obj/effects/speech_bubble/S in range(1, mob))
for(var/obj/effect/speech_bubble/S in range(1, mob))
if(S.parent == mob)
S.loc = mob.loc
moving = 0
@@ -297,7 +297,7 @@
dense_object++
break
if(!dense_object && (locate(/obj/station_objects/lattice) in oview(1, src)))
if(!dense_object && (locate(/obj/structure/lattice) in oview(1, src)))
dense_object++
//Lastly attempt to locate any dense objects we could push off of
+1 -1
View File
@@ -28,7 +28,7 @@ mob/new_player
loc = starting_loc
sight |= SEE_TURFS
var/list/watch_locations = list()
for(var/obj/effects/landmark/landmark in world)
for(var/obj/effect/landmark/landmark in world)
if(landmark.tag == "landmark*new_player")
watch_locations += landmark.loc
+3 -3
View File
@@ -90,21 +90,21 @@
ticker.minds += O.mind//Adds them to regular mind list.
var/obj/loc_landmark
for(var/obj/effects/landmark/start/sloc in world)
for(var/obj/effect/landmark/start/sloc in world)
if (sloc.name != "AI")
continue
if (locate(/mob) in sloc.loc)
continue
loc_landmark = sloc
if (!loc_landmark)
for(var/obj/effects/landmark/tripai in world)
for(var/obj/effect/landmark/tripai in world)
if (tripai.name == "tripai")
if(locate(/mob) in tripai.loc)
continue
loc_landmark = tripai
if (!loc_landmark)
O << "Oh god sorry we can't find an unoccupied AI spawn location, so we're spawning you on top of someone."
for(var/obj/effects/landmark/start/sloc in world)
for(var/obj/effect/landmark/start/sloc in world)
if (sloc.name == "AI")
loc_landmark = sloc