Fix merge conflicts

🖕 map conflicts over lines that weren't even edited by both upstream
and this branch.
This commit is contained in:
DZD
2015-07-15 22:28:12 -04:00
88 changed files with 2338 additions and 3634 deletions
@@ -37,7 +37,7 @@
qdel(container)//Gets rid of the MMI if there is one
if(loc)
if(istype(loc,/obj/item/organ/brain))
del(loc)//Gets rid of the brain item
qdel(loc)//Gets rid of the brain item
spawn(15)
if(animation) qdel(animation)
if(src) qdel(src)
@@ -505,6 +505,7 @@ emp_act
return
/mob/living/carbon/human/experience_pressure_difference(pressure_difference, direction)
playsound(src, 'sound/effects/space_wind.ogg', 50, 1)
if(shoes)
if(istype(shoes,/obj/item/clothing/shoes/magboots) && (shoes.flags & NOSLIP)) //TODO: Make a not-shit shoe var system to negate airflow.
return 0
File diff suppressed because it is too large Load Diff
@@ -243,7 +243,7 @@ var/global/list/damage_icon_parts = list()
//0 = destroyed, 1 = normal, 2 = robotic, 3 = necrotic.
//Create a new, blank icon for our mob to use.
if(stand_icon)
del(stand_icon)
qdel(stand_icon)
stand_icon = new(species.icon_template ? species.icon_template : 'icons/mob/human.dmi',"blank")
var/icon_key = "[species.race_key][g][s_tone][r_skin][g_skin][b_skin]"
var/obj/item/organ/eyes/eyes = internal_organs_by_name["eyes"]
@@ -447,7 +447,7 @@ var/global/list/damage_icon_parts = list()
if (targeted_by && target_locked)
overlays_standing[TARGETED_LAYER] = target_locked
else if (!targeted_by && target_locked)
del(target_locked)
qdel(target_locked)
if (!targeted_by)
overlays_standing[TARGETED_LAYER] = null
if(update_icons) update_icons()
+15
View File
@@ -485,6 +485,10 @@
if ((!(L.stat) && !(L.restrained())))
resist_grab(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
// Sliding out of a morgue/crematorium
if(loc && (istype(loc, /obj/structure/morgue) || istype(loc, /obj/structure/crematorium)))
resist_tray(L)
//unbuckling yourself
if(L.buckled && (L.last_special <= world.time) )
resist_buckle(L) //this passes L because the proc requires a typecasted mob/living instead of just 'src'
@@ -687,6 +691,17 @@
BD.attack_hand(usr)
C.open()
// resist_tray allows a mob to slide themselves out of a morgue or crematorium
/mob/living/proc/resist_tray(var/mob/living/carbon/CM)
if(!istype(CM))
return
if (usr.stat || usr.restrained())
return
usr << "<span class='alert'>You attempt to slide yourself out of \the [loc]...</span>"
var/obj/structure/S = loc
S.attack_hand(src)
/* resist_stop_drop_roll allows a mob to stop, drop, and roll in order to put out a fire burning on them.
*/////
/mob/living/proc/resist_stop_drop_roll(var/mob/living/carbon/CM)
-24
View File
@@ -41,30 +41,6 @@
src << "\blue Your [C.name] was disrupted!"
Stun(2)
/*
//Being hit while using a deadman switch
if(istype(equipped(),/obj/item/device/assembly/signaler))
var/obj/item/device/assembly/signaler/signaler = equipped()
if(signaler.deadman && prob(80))
src.visible_message("\red [src] triggers their deadman's switch!")
signaler.signal()
*/
/*
//Stun Beams -- These were commented out, making appropriate changes here. - Dave
if(istype(P, /obj/item/projectile/beam/stun) || istype(P, /obj/item/projectile/bullet/stunshot))
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
del P
return
if(istype(P, /obj/item/projectile/energy/electrode) || istype(P, /obj/item/projectile/bullet/stunshot))
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
del P
return
*/
//Armor
var/armor = run_armor_check(def_zone, P.flag)
var/proj_sharp = is_sharp(P)
@@ -34,11 +34,11 @@ var/global/list/empty_playable_ai_cores = list()
job_master.FreeRole(job)
if(mind.objectives.len)
del(mind.objectives)
qdel(mind.objectives)
mind.special_role = null
else
if(ticker.mode.name == "AutoTraitor")
var/datum/game_mode/traitor/autotraitor/current_mode = ticker.mode
current_mode.possible_traitors.Remove(src)
del(src)
qdel(src)
+2 -2
View File
@@ -22,8 +22,8 @@
//New pAI's get a brand new mind to prevent meta stuff from their previous life. This new mind causes problems down the line if it's not deleted here.
//Read as: I have no idea what I'm doing but asking for help got me nowhere so this is what you get. - Nodrak
if(mind) del(mind)
if(mind) qdel(mind)
living_mob_list -= src
ghostize()
if(icon_state != "[chassis]_dead")
del(src)
qdel(src)
@@ -33,6 +33,7 @@
real_name = name
for(var/spell in construct_spells)
AddSpell(new spell(src))
updateglow()
/mob/living/simple_animal/construct/Die()
..()
@@ -326,6 +327,17 @@
/mob/living/simple_animal/construct/harvester/Process_Spacemove(var/check_drift = 0)
return 1
////////////////Glow////////////////////
/mob/living/simple_animal/construct/proc/updateglow()
overlays = 0
var/overlay_layer = LIGHTING_LAYER + 1
if(layer != MOB_LAYER)
overlay_layer=TURF_LAYER+0.2
overlays += image(icon,"glow-[icon_state]",overlay_layer)
set_light(2, -2, l_color = "#FFFFFF")
////////////////Powers//////////////////
+2 -5
View File
@@ -966,9 +966,6 @@ var/list/slot_equipment_priority = list( \
process = processScheduler.getProcess("pipenet")
stat(null, "PIP([pipe_networks.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
process = processScheduler.getProcess("powernet")
stat(null, "POW([powernets.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
process = processScheduler.getProcess("nanoui")
stat(null, "NAN([nanomanager.processing_uis.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
@@ -978,8 +975,8 @@ var/list/slot_equipment_priority = list( \
process = processScheduler.getProcess("garbage")
stat(null, "GAR\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
//process = processScheduler.getProcess("sun")
//stat(null, "SUN\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
process = processScheduler.getProcess("sun")
stat(null, "SUN([sun.solars.len])\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
//process = processScheduler.getProcess("garbage")
//stat(null, "GAR\t - #[process.getTicks()]\t - [process.getLastRunTime()]")
+1
View File
@@ -3,6 +3,7 @@
layer = 4.0
animate_movement = 2
// flags = NOREACT
pressure_resistance = 8
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
+1 -1
View File
@@ -3,5 +3,5 @@
..()
if(!spawning)//Here so that if they are spawning and log out, the other procs can play out and they will have a mob to come back to.
key = null//We null their key before deleting the mob, so they are properly kicked out.
del(src)
qdel(src)
return
+4 -4
View File
@@ -138,7 +138,7 @@
observer.verbs -= /mob/dead/observer/verb/toggle_antagHUD // Poor guys, don't know what they are missing!
observer.key = key
respawnable_list += observer
del(src)
qdel(src)
return 1
if(href_list["late_join"])
@@ -325,8 +325,8 @@
AnnounceCyborg(character, rank, "has been downloaded to the empty core in \the [character.loc.loc]")
ticker.mode.latespawn(character)
del(C)
del(src)
qdel(C)
qdel(src)
return
//Find our spawning point.
@@ -364,7 +364,7 @@
else
AnnounceCyborg(character, rank, join_message)
callHook("latespawn", list(character))
del(src)
qdel(src)
proc/AnnounceArrival(var/mob/living/carbon/human/character, var/rank, var/join_message)