Port TG updating appearances (#17943)

* Get pants that match or else you gonna look silly yo

* Posters

* Fix other hud elements

* Rereviewed

* Update shotglass.dm

* Fix for new merged PRs

* Typo

* Coming across other stuff

* Update theblob.dm

* No takebacksies

* smh i forget to leave a comment

* Updated for the detgun and cards

* Should have rerun langserver again

* No longer plastic, more in scope

* Damn you bluespace

* Reverting turret logic, out of scope at this point

* Tweak that part

* Went over energy guns again, and fixed UI White's sprite sheet

* Welding masks, glasses, and JUSTICE

* Update portable_atmospherics.dm

* Cleaning up, clearing things up

* Review and suggestions

* Update valve.dm

* More tweaks

* Missing character

* Not distinct lightmasks, so they can be overlays

* Update generator.dm

* Add parameter so holodeck doesn't try to make a perfect copy

* Update unsorted.dm

* Spiders

* Better fix for spiders, fix vamps too

* Ghosts

* Update telekinesis.dm

* Cleaning up old procs

* It's set up to not copy datums... Unless they're in a list

* Donuts, duct tape, and detgun. D3VR coming to Early Access

* Update procs that interact with doors so they call update_state instead

* Forgot one spot, and actually might as well just force lock

* Cleaning up other things... Sigh, and kitty ears

* oops

* Getting used to how it works

* blinds

* Going back to the suit obscuring thing, so it doesn't update all the time

* Missed that from merging master

* I made this PR and forgot about it

* Fix runtimes in cards

* Make things a bit more unified

* Update update_icons.dm

* yarn, really?

* Update library_equipment.dm

* Update shieldgen.dm

* Every time Charlie merges something, I go back and see if I can improve things further

* what's this? more?

* Update misc_special.dm

* wow, paper

* Review

* More reviews

* To be sure, seems like being broken messed something sometimes

* Brought airlocks closer to how TG works to iron out some stuff

* Pizza and morgue

* Doesn't seem to hurt, tried with holodeck

* Revert "Doesn't seem to hurt, tried with holodeck"

This reverts commit 158529302b.

* Icon conflict

* Fix organ damage

* Don't ask how. Why. It's like that on prod too.

* Cutting down on things and updating from TG.

* More flexible. Just in case the thing you stuck it on didn't destroy.

* Hydro was one the things I touched earlier on, better rework it

* Reviews

* Cleaning up further, also bri'ish

* Undo a change I did, and switch over to a more recent implementation

* Update biogenerator.dm

* Rolling back to old airlocks, but with new duct taped note

* Functionally the same. I'd just rather not have the smoothing happen there

* Went over APCs again

* Fix welding helmet names in species files

* Update airlock.dm

* Update persistent_overlay.dm

* Oh, topic
This commit is contained in:
Vi3trice
2022-07-21 08:11:59 +02:00
committed by GitHub
parent aa06a09f5f
commit f4b37b4177
429 changed files with 3487 additions and 3296 deletions
+22 -38
View File
@@ -41,7 +41,7 @@
T.air_update_turf(TRUE)
/obj/structure/inflatable/CanPass(atom/movable/mover, turf/target, height=0)
return 0
return
/obj/structure/inflatable/CanAtmosPass(turf/T)
return !density
@@ -105,14 +105,12 @@
/obj/structure/inflatable/door //Based on mineral door code
name = "inflatable door"
icon = 'icons/obj/inflatable.dmi'
icon_state = "door_closed"
torn = /obj/item/inflatable/door/torn
intact = /obj/item/inflatable/door
var/state_open = FALSE
var/isSwitchingStates = FALSE
var/is_operating = FALSE
/obj/structure/inflatable/door/detailed_examine()
return "Click the door to open or close it. It only stops air while closed.<br>\
@@ -123,10 +121,10 @@
return
else if(isrobot(user)) //but cyborgs can
if(get_dist(user,src) <= 1) //not remotely though
return TryToSwitchState(user)
return try_to_operate(user)
/obj/structure/inflatable/door/attack_hand(mob/user as mob)
return TryToSwitchState(user)
return try_to_operate(user)
/obj/structure/inflatable/door/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover, /obj/effect/beam))
@@ -136,8 +134,8 @@
/obj/structure/inflatable/door/CanAtmosPass(turf/T)
return !density
/obj/structure/inflatable/door/proc/TryToSwitchState(atom/user)
if(isSwitchingStates)
/obj/structure/inflatable/door/proc/try_to_operate(atom/user)
if(is_operating)
return
if(ismob(user))
var/mob/M = user
@@ -147,42 +145,28 @@
if(iscarbon(M))
var/mob/living/carbon/C = M
if(!C.handcuffed)
SwitchState()
operate()
else
SwitchState()
operate()
else if(istype(user, /obj/mecha))
SwitchState()
operate()
/obj/structure/inflatable/door/proc/SwitchState()
if(state_open)
Close()
/obj/structure/inflatable/door/proc/operate()
is_operating = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
if(!state_open)
flick("door_opening",src)
else
Open()
flick("door_closing",src)
sleep(10)
density = !density
opacity = !opacity
state_open = !state_open
update_icon(UPDATE_ICON_STATE)
is_operating = FALSE
air_update_turf(1)
/obj/structure/inflatable/door/proc/Open()
isSwitchingStates = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_opening",src)
sleep(10)
density = FALSE
opacity = FALSE
state_open = TRUE
update_icon()
isSwitchingStates = FALSE
/obj/structure/inflatable/door/proc/Close()
isSwitchingStates = TRUE
//playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 100, 1)
flick("door_closing",src)
sleep(10)
density = TRUE
opacity = FALSE
state_open = FALSE
update_icon()
isSwitchingStates = FALSE
/obj/structure/inflatable/door/update_icon()
/obj/structure/inflatable/door/update_icon_state()
if(state_open)
icon_state = "door_open"
else