-Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)

-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
sieve32@gmail.com
2012-07-23 00:48:51 +00:00
parent 68558e91ee
commit 459c558898
410 changed files with 1366 additions and 1325 deletions
+13 -13
View File
@@ -50,29 +50,29 @@ mob/living/carbon/proc/handle_hallucinations()
halitem.layer = 50
switch(rand(1,6))
if(1) //revolver
halitem.icon = 'gun.dmi'
halitem.icon = 'icons/obj/gun.dmi'
halitem.icon_state = "revolver"
halitem.name = "Revolver"
if(2) //c4
halitem.icon = 'assemblies.dmi'
halitem.icon = 'icons/obj/assemblies.dmi'
halitem.icon_state = "plastic-explosive0"
halitem.name = "Mysterious Package"
if(prob(25))
halitem.icon_state = "c4small_1"
if(3) //sword
halitem.icon = 'weapons.dmi'
halitem.icon = 'icons/obj/weapons.dmi'
halitem.icon_state = "sword1"
halitem.name = "Sword"
if(4) //stun baton
halitem.icon = 'weapons.dmi'
halitem.icon = 'icons/obj/weapons.dmi'
halitem.icon_state = "stunbaton"
halitem.name = "Stun Baton"
if(5) //emag
halitem.icon = 'card.dmi'
halitem.icon = 'icons/obj/card.dmi'
halitem.icon_state = "emag"
halitem.name = "Cryptographic Sequencer"
if(6) //flashbang
halitem.icon = 'grenade.dmi'
halitem.icon = 'icons/obj/grenade.dmi'
halitem.icon_state = "flashbang1"
halitem.name = "Flashbang"
if(client) client.screen += halitem
@@ -91,13 +91,13 @@ mob/living/carbon/proc/handle_hallucinations()
switch(rand(1,3))
if(1)
//src << "Space"
halimage = image('space.dmi',target,"[rand(1,25)]",TURF_LAYER)
halimage = image('icons/turf/space.dmi',target,"[rand(1,25)]",TURF_LAYER)
if(2)
//src << "Fire"
halimage = image('fire.dmi',target,"1",TURF_LAYER)
halimage = image('icons/effects/fire.dmi',target,"1",TURF_LAYER)
if(3)
//src << "C4"
halimage = image('assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
halimage = image('icons/obj/assemblies.dmi',target,"plastic-explosive2",OBJ_LAYER+0.01)
if(client) client.images += halimage
@@ -151,11 +151,11 @@ mob/living/carbon/proc/handle_hallucinations()
var/turf/simulated/floor/target = pick(possible_points)
switch(rand(1,4))
if(1)
halbody = image('human.dmi',target,"husk_l",TURF_LAYER)
halbody = image('icons/mob/human.dmi',target,"husk_l",TURF_LAYER)
if(2,3)
halbody = image('human.dmi',target,"husk_s",TURF_LAYER)
halbody = image('icons/mob/human.dmi',target,"husk_s",TURF_LAYER)
if(4)
halbody = image('alien.dmi',target,"alienother",TURF_LAYER)
halbody = image('icons/mob/alien.dmi',target,"alienother",TURF_LAYER)
// if(5)
// halbody = image('xcomalien.dmi',target,"chryssalid",TURF_LAYER)
@@ -324,7 +324,7 @@ proc/check_panel(mob/M)
/proc/fake_blood(var/mob/target)
var/obj/effect/overlay/O = new/obj/effect/overlay(target.loc)
O.name = "blood"
var/image/I = image('blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
var/image/I = image('icons/effects/blood.dmi',O,"floor[rand(1,7)]",O.dir,1)
target << I
spawn(300)
del(O)