Life refactor (#13471)

* Life Refactor WIP

* part 2

* part 3

* runtime fix

* newlines

* tweaks

* perspective checks

* fixes

* remote view tweaks

* more fixes

* robot fixes

* better updating

* cleaned up icon procs

* less proc call overhead

* performance gains

* more optimization

* shorter lists, removal of unecesary code

* gene OOP and dna styling cleanup

* oops

* axe disabilities

* typeless loop

* various tweaks and fixes

* brain checks

* runtime fixes

* cryo vision fixes
This commit is contained in:
Fox McCloud
2020-06-03 21:43:30 -04:00
committed by GitHub
parent 5d824a9c62
commit 70b46d8aea
183 changed files with 1943 additions and 2286 deletions
@@ -19,7 +19,7 @@
L.buckled = 0
L.anchored = 0
L.forceMove(src)
L.disabilities += MUTE
L.mutations |= MUTE
max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
intialTox = L.getToxLoss()
intialFire = L.getFireLoss()
@@ -69,7 +69,7 @@
for(var/mob/living/M in src)
M.forceMove(loc)
M.disabilities -= MUTE
M.mutations -= MUTE
M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
..()
@@ -144,9 +144,7 @@
if(istype(mob, /mob) && mob.client)
// If the pod is not in a tube at all, you can get out at any time.
if(!(locate(/obj/structure/transit_tube) in loc))
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
mob.reset_perspective(null)
mob.forceMove(loc)
//if(moving && istype(loc, /turf/space))
// Todo: If you get out of a moving pod in space, you should move as well.
@@ -158,9 +156,7 @@
if(!station.pod_moving)
if(direction == station.dir)
if(station.icon_state == "open")
mob.loc = loc
mob.client.Move(get_step(loc, direction), direction)
mob.reset_perspective(null)
mob.forceMove(loc)
else
station.open_animation()
+12 -12
View File
@@ -411,7 +411,7 @@
M.l_hand.clean_blood()
if(M.back)
if(M.back.clean_blood())
M.update_inv_back(0)
M.update_inv_back()
if(ishuman(M))
var/mob/living/carbon/human/H = M
var/washgloves = 1
@@ -437,38 +437,38 @@
if(H.head)
if(H.head.clean_blood())
H.update_inv_head(0,0)
H.update_inv_head()
if(H.wear_suit)
if(H.wear_suit.clean_blood())
H.update_inv_wear_suit(0,0)
H.update_inv_wear_suit()
else if(H.w_uniform)
if(H.w_uniform.clean_blood())
H.update_inv_w_uniform(0,0)
H.update_inv_w_uniform()
if(H.gloves && washgloves)
if(H.gloves.clean_blood())
H.update_inv_gloves(0,0)
H.update_inv_gloves()
if(H.shoes && washshoes)
if(H.shoes.clean_blood())
H.update_inv_shoes(0,0)
H.update_inv_shoes()
if(H.wear_mask && washmask)
if(H.wear_mask.clean_blood())
H.update_inv_wear_mask(0)
H.update_inv_wear_mask()
if(H.glasses && washglasses)
if(H.glasses.clean_blood())
H.update_inv_glasses(0)
H.update_inv_glasses()
if(H.l_ear && washears)
if(H.l_ear.clean_blood())
H.update_inv_ears(0)
H.update_inv_ears()
if(H.r_ear && washears)
if(H.r_ear.clean_blood())
H.update_inv_ears(0)
H.update_inv_ears()
if(H.belt)
if(H.belt.clean_blood())
H.update_inv_belt(0)
H.update_inv_belt()
else
if(M.wear_mask) //if the mob is not human, it cleans the mask without asking for bitflags
if(M.wear_mask.clean_blood())
M.update_inv_wear_mask(0)
M.update_inv_wear_mask()
else
O.clean_blood()