Fixes conflicts in icons/obj/gun.dmi.

This commit is contained in:
DZD
2015-07-24 15:29:20 -04:00
81 changed files with 3679 additions and 3024 deletions
+7
View File
@@ -3,6 +3,7 @@
/mob/camera
name = "camera mob"
density = 0
anchored = 1
status_flags = GODMODE // You can't damage it.
mouse_opacity = 0
see_in_dark = 7
@@ -10,3 +11,9 @@
move_on_shuttle = 0
/mob/camera/experience_pressure_difference()
return
/mob/camera/Destroy()
..()
return QDEL_HINT_HARDDEL_NOW
@@ -110,21 +110,6 @@
updatehealth()
/mob/living/carbon/alien/humanoid/blob_act()
if (stat == 2)
return
var/shielded = 0
var/damage = null
if (stat != 2)
damage = rand(30,40)
if(shielded)
damage /= 4
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustFireLoss(damage)
return
/mob/living/carbon/alien/humanoid/attack_slime(mob/living/carbon/slime/M as mob)
if (!ticker)
M << "You cannot attack people before the game has started."
@@ -1,6 +1,6 @@
//unequip
/mob/living/carbon/alien/humanoid/unEquip(obj/item/I as obj)
. = ..()
/mob/living/carbon/alien/humanoid/unEquip(var/obj/item/I, var/force)
. = ..(I, force)
if(!. || !I)
return
@@ -45,8 +45,8 @@
icon_state = "alien[caste]_leap"
pixel_x = -32
pixel_y = -32
else
icon = initial(icon)
else if(icon == 'icons/mob/alienleap.dmi' && icon_state == "alien[caste]_leap" && pixel_x == -32 && pixel_y == -32)
icon = initial(icon)// ^ this looks odd, but in theory it will prevent the icon and pixel_xy from being reset unless it needs to be
pixel_x = initial(pixel_x)
pixel_y = initial(pixel_y)
@@ -101,30 +101,6 @@
updatehealth()
/mob/living/carbon/alien/larva/blob_act()
if (stat == 2)
return
var/shielded = 0
var/damage = null
if (stat != 2)
damage = rand(10,30)
if(shielded)
damage /= 4
//paralysis += 1
show_message("<span class='userdanger'>The blob attacks you!</span>")
adjustFireLoss(damage)
updatehealth()
return
//can't equip anything
/mob/living/carbon/alien/larva/attack_ui(slot_id)
return
@@ -60,5 +60,8 @@
/mob/living/carbon/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
return
/mob/living/carbon/brain/blob_act()
return
/mob/living/carbon/brain/binarycheck()
return istype(loc, /obj/item/device/mmi/posibrain)
+8
View File
@@ -1,5 +1,6 @@
mob/living
var/canEnterVentWith = "/obj/item/weapon/implant=0&/obj/item/clothing/mask/facehugger=0&/obj/item/device/radio/borg=0&/obj/machinery/camera=0"
var/datum/middleClickOverride/middleClickOverride = null
/mob/living/carbon/Login()
..()
@@ -20,6 +21,13 @@ mob/living
if(germ_level < GERM_LEVEL_AMBIENT && prob(30)) //if you're just standing there, you shouldn't get more germs beyond an ambient level
germ_level++
/mob/living/carbon/blob_act()
if (stat == DEAD)
return
else
show_message("<span class='userdanger'>The blob attacks!</span>")
adjustBruteLoss(10)
/mob/living/carbon/Move(NewLoc, direct)
. = ..()
if(.)
@@ -381,11 +381,11 @@
..()
/mob/living/carbon/human/blob_act()
if(stat == 2) return
show_message("\red The blob attacks you!")
if(stat == DEAD) return
show_message("<span class='userdanger'>The blob attacks you!</span>")
var/dam_zone = pick("head", "chest", "groin", "l_arm", "l_hand", "r_arm", "r_hand", "l_leg", "l_foot", "r_leg", "r_foot")
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
apply_damage(rand(20,30), BRUTE, affecting, run_armor_check(affecting, "melee"))
apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
return
/mob/living/carbon/human/attack_animal(mob/living/simple_animal/M as mob)
@@ -7,20 +7,7 @@
if ("help")
visible_message(text("\blue [M] caresses [src] with its scythe like arm."))
if ("grab")
if(M == src || anchored)
return
if (w_uniform)
w_uniform.add_fingerprint(M)
var/obj/item/weapon/grab/G = new /obj/item/weapon/grab(M, src)
M.put_in_active_hand(G)
grabbed_by += G
G.synch()
LAssailant = M
playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
visible_message(text("\red [] has grabbed [] passively!", M, src))
grabbedby(M)
if("harm")
M.do_attack_animation(src)
@@ -212,23 +212,8 @@
/mob/living/carbon/slime/blob_act()
if (stat == 2)
return
var/shielded = 0
var/damage = null
if (stat != 2)
damage = rand(10,30)
if(shielded)
damage /= 4
//paralysis += 1
show_message("<span class='userdanger'> The blob attacks you!</span>")
adjustFireLoss(damage)
adjustBruteLoss(20)
updatehealth()
return
+2 -2
View File
@@ -20,9 +20,9 @@
if (!src.laws)
make_laws()
/mob/living/silicon/ai/proc/set_zeroth_law(var/law, var/law_borg)
/mob/living/silicon/ai/proc/set_zeroth_law(var/law, var/law_borg, var/law_type)
src.laws_sanity_check()
src.laws.set_zeroth_law(law, law_borg)
src.laws.set_zeroth_law(law, law_borg, law_type)
/mob/living/silicon/ai/proc/clear_zeroth_law(var/law_borg)
src.laws_sanity_check()
@@ -1,8 +1,8 @@
/obj/machinery/computer/drone_control
name = "Maintenance Drone Control"
desc = "Used to monitor the station's drone population and the assembler that services them."
icon = 'icons/obj/computer.dmi'
icon_state = "power"
icon_screen = "power"
icon_keyboard = "power_key"
req_access = list(access_engine_equip)
circuit = "/obj/item/weapon/circuitboard/drone_control"
+24 -2
View File
@@ -27,8 +27,13 @@
w_class = 5.0
/obj/item/weapon/grab/New(mob/user, mob/victim)
/obj/item/weapon/grab/New(var/mob/user, var/mob/victim)
..()
//Okay, first off, some fucking sanity checking. No user, or no victim, or they are not mobs, no grab.
if(!istype(user) || !istype(victim))
return
loc = user
assailant = user
affecting = victim
@@ -52,8 +57,25 @@
G.dancing = 1
G.adjust_position()
dancing = 1
clean_grabbed_by(assailant, affecting)
adjust_position()
/obj/item/weapon/grab/proc/clean_grabbed_by(var/mob/user, var/mob/victim) //Cleans up any nulls in the grabbed_by list.
if(istype(user))
for(var/entry in user.grabbed_by)
if(isnull(entry) || !istype(entry, /obj/item/weapon/grab)) //the isnull() here is probably redundant- but it might outperform istype, who knows. Better safe than sorry.
user.grabbed_by -= entry
if(istype(victim))
for(var/entry in victim.grabbed_by)
if(isnull(entry) || !istype(entry, /obj/item/weapon/grab))
victim.grabbed_by -= entry
return 1
//Used by throw code to hand over the mob, instead of throwing the grab. The grab is then deleted by the throw code.
/obj/item/weapon/grab/proc/get_mob_if_throwable()
if(affecting && assailant.Adjacent(affecting))
@@ -73,7 +95,7 @@
/obj/item/weapon/grab/process()
confirm()
if(!confirm()) return //If the confirm fails, the grab is about to be deleted. That means it shouldn't continue processing.
if(assailant.client)
if(!hud) return //this somehow can runtime under the right circumstances