fixes merge conflict

This commit is contained in:
Kyep
2018-06-06 16:32:31 -07:00
671 changed files with 8684 additions and 8646 deletions
-8
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@@ -1,8 +0,0 @@
/obj/effect/sign/double/barsign
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
anchored = 1
New()
var/list/valid_states = list("pinkflamingo", "magmasea", "limbo", "rustyaxe", "armokbar", "brokendrum", "meadbay", "thedamnwall", "thecavern", "cindikate", "theorchard", "thesaucyclown", "theclownshead", "whiskeyimplant", "carpecarp", "robustroadhouse", "greytide", "theredshirt")
src.icon_state = "[pick(valid_states)]"
@@ -44,7 +44,7 @@ var/global/list/image/splatter_cache=list()
if(B.blood_DNA)
blood_DNA |= B.blood_DNA.Copy()
qdel(B)
dry_timer = addtimer(src, "dry", DRYING_TIME * (amount+1))
dry_timer = addtimer(CALLBACK(src, .proc/dry), DRYING_TIME * (amount+1), TIMER_STOPPABLE)
/obj/effect/decal/cleanable/blood/Destroy()
if(GAMEMODE_IS_CULT)
-9
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@@ -1,12 +1,3 @@
/obj/effect/decal/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = 16.0
anchored = 1
mouse_opacity = 0
// Used for spray that you spray at walls, tables, hydrovats etc
/obj/effect/decal/spraystill
density = 0
@@ -51,7 +51,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
for(var/i in 1 to number)
if(total_effects > 20)
return
addtimer(src, "generate_effect", 0)
INVOKE_ASYNC(src, .proc/generate_effect)
/datum/effect_system/proc/generate_effect()
if(holder)
@@ -67,7 +67,7 @@ would spawn and follow the beaker, even if it is carried or thrown.
for(var/j in 1 to steps_amt)
sleep(5)
step(E,direction)
addtimer(src, "decrement_total_effect", 20)
addtimer(CALLBACK(src, .proc/decrement_total_effect), 20)
/datum/effect_system/proc/decrement_total_effect()
total_effects--
@@ -58,4 +58,4 @@
/datum/effect_system/explosion/smoke/start()
..()
addtimer(src, "create_smoke", 5)
addtimer(CALLBACK(src, .proc/create_smoke), 5)
@@ -163,21 +163,21 @@
// dense and opaque, but easy to break
/obj/structure/foamedmetal
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = 1
opacity = 1 // changed in New()
anchored = 1
name = "foamed metal"
desc = "A lightweight foamed metal wall."
icon = 'icons/effects/effects.dmi'
icon_state = "metalfoam"
density = TRUE
opacity = TRUE // changed in New()
anchored = TRUE
max_integrity = 20
var/metal = MFOAM_ALUMINUM
/obj/structure/foamedmetal/initialize()
/obj/structure/foamedmetal/Initialize()
..()
air_update_turf(1)
/obj/structure/foamedmetal/Destroy()
density = 0
air_update_turf(1)
return ..()
@@ -186,64 +186,31 @@
..()
move_update_air(T)
/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
playsound(loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/proc/updateicon()
if(metal == MFOAM_ALUMINUM)
icon_state = "metalfoam"
max_integrity = 20
obj_integrity = max_integrity
else
icon_state = "ironfoam"
/obj/structure/foamedmetal/ex_act(severity)
qdel(src)
/obj/structure/foamedmetal/blob_act()
qdel(src)
/obj/structure/foamedmetal/bullet_act()
if(metal==MFOAM_ALUMINUM || prob(50))
qdel(src)
max_integrity = 50
obj_integrity = max_integrity
/obj/structure/foamedmetal/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if((HULK in user.mutations) || (prob(75 - metal*25)))
user.visible_message("<span class='warning'>[user] smashes through \the [src].</span>", "<span class='notice'>You smash through \the [src].</span>")
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
if(prob(75 - metal * 25))
user.visible_message("<span class='warning'>[user] smashes through [src].</span>", "<span class='notice'>You smash through [src].</span>")
qdel(src)
else
to_chat(user, "<span class='notice'>You hit the metal foam but bounce off it.</span>")
playsound(loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/attackby(obj/item/I, mob/user, params)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src)
if(istype(I, /obj/item/grab))
var/obj/item/grab/G = I
G.affecting.loc = src.loc
user.visible_message("<span class='warning'>[G.assailant] smashes [G.affecting] through the foamed metal wall.</span>")
qdel(I)
qdel(src)
return
if(prob(I.force*20 - metal*25))
user.visible_message("<span class='warning'>[user] smashes through the foamed metal with \the [I].</span>", "<span class='notice'>You smash through the foamed metal with \the [I].</span>")
qdel(src)
else
to_chat(user, "<span class='warning'>You hit the metal foam to no effect.</span>")
/obj/structure/foamedmetal/attack_animal(mob/living/simple_animal/M)
M.do_attack_animation(src)
if(M.melee_damage_upper == 0)
M.visible_message("<span class='notice'>[M] nudges \the [src].</span>")
else
if(M.attack_sound)
playsound(loc, M.attack_sound, 50, 1, 1)
M.visible_message("<span class='danger'>\The [M] [M.attacktext] [src]!</span>")
qdel(src)
/obj/structure/foamedmetal/attack_alien(mob/living/carbon/alien/humanoid/M)
M.visible_message("<span class='danger'>[M] tears apart \the [src]!</span>");
qdel(src)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target)
return !density
/obj/structure/foamedmetal/CanAtmosPass()
return !density
return !density
@@ -39,7 +39,7 @@
/obj/effect/particle_effect/smoke/proc/kill_smoke()
processing_objects.Remove(src)
addtimer(src, "fade_out", 0)
INVOKE_ASYNC(src, .proc/fade_out)
QDEL_IN(src, 10)
/obj/effect/particle_effect/smoke/process()
@@ -67,7 +67,7 @@
if(C.smoke_delay)
return FALSE
C.smoke_delay++
addtimer(src, "remove_smoke_delay", 10, FALSE, C)
addtimer(CALLBACK(src, .proc/remove_smoke_delay, C), 10)
return TRUE
/obj/effect/particle_effect/smoke/proc/remove_smoke_delay(mob/living/carbon/C)
+4 -1
View File
@@ -11,4 +11,7 @@
return
/obj/effect/fire_act()
return
return
/obj/effect/attack_hulk(mob/living/carbon/human/user, does_attack_animation = FALSE)
return FALSE
+2 -2
View File
@@ -72,7 +72,7 @@
else //if on the floor, glowshroom on-floor sprite
icon_state = "[base_icon_state]f"
addtimer(src, "Spread", delay, FALSE)
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/Spread()
var/turf/ownturf = get_turf(src)
@@ -117,7 +117,7 @@
shrooms_planted++ //if we failed due to generation, don't try to plant one later
if(shrooms_planted < myseed.yield) //if we didn't get all possible shrooms planted, try again later
myseed.yield -= shrooms_planted
addtimer(src, "Spread", delay, FALSE)
addtimer(CALLBACK(src, .proc/Spread), delay)
/obj/structure/glowshroom/proc/CalcDir(turf/location = loc)
var/direction = 16
@@ -7,7 +7,8 @@
var/windowtospawn = /obj/structure/window/basic
anchored = 1 // No sliding out while you prime
/obj/effect/spawner/window/initialize()
/obj/effect/spawner/window/Initialize()
..()
spawn(0)
var/turf/T = get_turf(src)
for(var/obj/structure/grille/G in get_turf(src))
+1 -1
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@@ -219,7 +219,7 @@
if(C)
S.key = C.key
if(S.master_commander)
to_chat(S, "<span class='biggerdanger'>You are a spider who is loyal to [S.master_commander], obey [S.master_commander]'s every order and assist them in completing their goals at any cost.</span>")
to_chat(S, "<span class='biggerdanger'>You are a spider who is loyal to [S.master_commander], obey [S.master_commander]'s every order and assist [S.master_commander.p_them()] in completing [S.master_commander.p_their()] goals at any cost.</span>")
qdel(src)
/obj/effect/decal/cleanable/spiderling_remains
@@ -6,6 +6,10 @@
randomdir = 0
layer = ABOVE_NORMAL_TURF_LAYER
/obj/effect/temp_visual/ratvar/door/window
icon_state = "ratvarwindoorglow"
layer = ABOVE_WINDOW_LAYER
/obj/effect/temp_visual/ratvar/beam
icon_state = "ratvarbeamglow"
@@ -15,6 +19,13 @@
/obj/effect/temp_visual/ratvar/floor
icon_state = "ratvarfloorglow"
/obj/effect/temp_visual/ratvar/window
icon_state = "ratvarwindowglow"
layer = ABOVE_OBJ_LAYER
/obj/effect/temp_visual/ratvar/window/single
icon_state = "ratvarwindowglow_s"
/obj/effect/temp_visual/ratvar/grille
icon_state = "ratvargrilleglow"
layer = BELOW_OBJ_LAYER
@@ -1,3 +1,12 @@
/obj/effect/temp_visual/point
name = "arrow"
desc = "It's an arrow hanging in mid-air. There may be a wizard about."
icon = 'icons/mob/screen_gen.dmi'
icon_state = "arrow"
layer = POINT_LAYER
duration = 20
randomdir = FALSE
/obj/effect/temp_visual/dir_setting/bloodsplatter
icon = 'icons/effects/blood.dmi'
duration = 5