Fix non-icon merge conflicts

This commit is contained in:
DZD
2015-07-10 19:57:59 -04:00
412 changed files with 3631 additions and 3603 deletions
+1 -1
View File
@@ -41,7 +41,7 @@
if(AC.reagents && AC.BB.reagents)
var/datum/reagents/casting_reagents = AC.reagents
casting_reagents.trans_to(AC.BB, casting_reagents.total_volume) //For chemical darts/bullets
casting_reagents.delete()
qdel(casting_reagents)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
AC.update_icon()
@@ -312,7 +312,7 @@
if(buildstate == 5)
user << "\blue You secure the crossbow's various parts."
new /obj/item/weapon/gun/launcher/crossbow(get_turf(src))
del(src)
qdel(src)
return
else
..()
@@ -158,7 +158,7 @@
if(istype(W,/obj/item/pipe))
if(buildstate == 0)
user.drop_item()
del(W)
qdel(W)
user << "\blue You secure the piping inside the frame."
buildstate++
update_icon()
@@ -177,7 +177,7 @@
else if(istype(W,/obj/item/device/transfer_valve))
if(buildstate == 4)
user.drop_item()
del(W)
qdel(W)
user << "\blue You install the transfer valve and connect it to the piping."
buildstate++
update_icon()
@@ -206,7 +206,7 @@
playsound(src.loc, 'sound/items/Welder2.ogg', 100, 1)
user << "\blue You weld the valve into place."
new /obj/item/weapon/gun/launcher/pneumatic(get_turf(src))
del(src)
qdel(src)
return
else
..()
@@ -79,7 +79,7 @@
M << "<span class='danger'>[src] blows up in your face!</span>"
M.take_organ_damage(0,20)
M.drop_item()
del(src)
qdel(src)
return 0
return 1
@@ -46,7 +46,7 @@
message_admins("[key_name_admin(user)] fired a rocket from a rocket launcher ([src.name]).")
log_game("[key_name_admin(user)] used a rocket launcher ([src.name]).")
rockets -= I
del(I)
qdel(I)
return
else
usr << "\red [src] is empty."
+5 -5
View File
@@ -197,21 +197,21 @@
if(TT == firer.loc)
continue
if(TT.density)
del(X)
qdel(X)
break
for(var/atom/O in TT)
if(istype(O,/mob/living))
if(O.density)
del(X)
qdel(X)
broke = 1
break
if(!O.CanPass(src))
del(X)
qdel(X)
broke = 1
break
if(broke)
if(X)
del(X)
qdel(X)
break
spawn
while(src) //Move until we hit something
@@ -264,7 +264,7 @@
if(src.loc != current)
tang = adjustAngle(get_angle(src.loc,current))
icon_state = "[tang]"
del(src)
qdel(src)
return
/*cleanup(reference) //Waits .3 seconds then removes the overlay.
//world << "setting invisibility"
+6 -6
View File
@@ -56,7 +56,7 @@
O.mind.transfer_to(A)
else
A.key = O.key
del(O)
qdel(O)
target = A
else
target.revive()
@@ -136,15 +136,15 @@ proc/wabbajack(mob/living/M)
if(istype(M, /mob/living/silicon/robot))
var/mob/living/silicon/robot/Robot = M
if(Robot.mmi) del(Robot.mmi)
if(Robot.mmi) qdel(Robot.mmi)
else
if(ishuman(M))
var/mob/living/carbon/human/H = M
// Make sure there are no organs or limbs to drop
for(var/t in H.organs)
del(t)
qdel(t)
for(var/i in H.internal_organs)
del(i)
qdel(i)
for(var/obj/item/W in M)
M.unEquip(W)
@@ -240,7 +240,7 @@ proc/wabbajack(mob/living/M)
new_mob << "<B>Your form morphs into that of a [randomize].</B>"
del(M)
qdel(M)
return new_mob
/obj/item/projectile/magic/animate
@@ -265,7 +265,7 @@ proc/wabbajack(mob/living/M)
S << "You are an animated statue. You cannot move when monitored, but are nearly invincible and deadly when unobserved! Do not harm [firer.name], your creator."
H = change
H.loc = S
del(src)
qdel(src)
else
var/obj/O = change
new /mob/living/simple_animal/hostile/mimic/copy(O.loc, O, firer)
@@ -82,7 +82,7 @@
for(var/mob/M in range(10, src))
if(!M.stat && !istype(M, /mob/living/silicon/ai))\
shake_camera(M, 3, 1)
del(src)
qdel(src)
return 1
else
return 0
@@ -167,7 +167,7 @@
new /obj/effect/decal/cleanable/ash(src.loc)
src.visible_message("\red The [src.name] explodes!","\red You hear a snap!")
playsound(src, 'sound/effects/snap.ogg', 50, 1)
del(src)
qdel(src)
/obj/item/projectile/kinetic
name = "kinetic force"
@@ -210,7 +210,7 @@ obj/item/projectile/kinetic/New()
/obj/item/effect/kinetic_blast/New()
spawn(4)
del(src)
qdel(src)
/obj/item/projectile/bullet/frag12
name ="explosive slug"
+5 -5
View File
@@ -38,7 +38,7 @@
for(var/mob/living/M in target)
if(M)
M.NotTargeted(src) //Untargeting people.
del(target)
qdel(target)
//Compute how to fire.....
/obj/item/weapon/gun/proc/PreFire(atom/A as mob|obj|turf|area, mob/living/user as mob|obj, params)
@@ -63,7 +63,7 @@
for(var/mob/living/L in target)
if(L)
L.NotTargeted(src)
del(target)
qdel(target)
usr.visible_message("\red <b>[usr] turns \the [src] on [M]!</b>")
else
usr.visible_message("\red <b>[usr] aims \a [src] at [M]!</b>")
@@ -218,13 +218,13 @@ mob/living/proc/NotTargeted(var/obj/item/weapon/gun/I)
targeted_by -= I
I.target.Remove(src) //De-target them
if(!I.target.len)
del(I.target)
qdel(I.target)
var/mob/living/T = I.loc //Remove the targeting icons
if(T && ismob(T) && !I.target)
T.client.remove_gun_icons()
if(!targeted_by.len)
del target_locked //Remove the overlay
del targeted_by
qdel(target_locked) //Remove the overlay
qdel(targeted_by)
spawn(1) update_targeted()
mob/living/Move()