[MIRROR] Rename Bump to Collide (#2002)

* Rename Bump to Collide

* Delete bubblegum.dm.rej

* Update bubblegum.dm
This commit is contained in:
CitadelStationBot
2017-07-14 23:35:56 -05:00
committed by kevinz000
parent 80d06fe843
commit 2d3905457e
37 changed files with 78 additions and 86 deletions

View File

@@ -82,7 +82,7 @@
. = . && (vic.loc != tar.loc)
/mob/Bump(atom/A)
/mob/Collide(atom/A)
. = ..()
if(force_moving && force_moving.allow_climbing && istype(A,/obj/structure))
var/obj/structure/S = A

View File

@@ -217,8 +217,12 @@
/atom/movable/Crossed(atom/movable/AM, oldloc)
return
/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
if((A && yes))
//This is tg's equivalent to the byond bump, it used to be called bump with a second arg
//to differentiate it, naturally everyone forgot about this immediately and so some things
//would bump twice, so now it's called Collide
/atom/movable/proc/Collide(atom/A)
if((A))
if(throwing)
throwing.hit_atom(A)
. = 1

View File

@@ -49,7 +49,7 @@
/mob/living/simple_animal/hostile/clockwork/fragment/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/hostile/clockwork/fragment/Bump(atom/movable/AM)
/mob/living/simple_animal/hostile/clockwork/fragment/Collide(atom/movable/AM)
. = ..()
if(movement_delay_time <= world.time && next_move <= world.time && isliving(AM) && !is_servant_of_ratvar(AM))
var/mob/living/L = AM

View File

@@ -46,7 +46,7 @@
R.visible_message("<span class='heavy_brass'>[R] forms, and its eyes blink open, glowing bright red!</span>")
R.key = O.key
/obj/structure/destructible/clockwork/massive/ratvar/Bump(atom/A)
/obj/structure/destructible/clockwork/massive/ratvar/Collide(atom/A)
var/turf/T = get_turf(A)
if(T == loc)
T = get_step(T, dir) //please don't run into a window like a bird, ratvar

View File

@@ -47,7 +47,7 @@
affect_mob(AM)
return ..()
/obj/structure/destructible/clockwork/taunting_trail/Bump(atom/movable/AM)
/obj/structure/destructible/clockwork/taunting_trail/Collide(atom/movable/AM)
affect_mob(AM)
return ..()

View File

@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
SpinAnimation()
QDEL_IN(src, lifetime)
/obj/effect/meteor/Bump(atom/A)
/obj/effect/meteor/Collide(atom/A)
if(A)
ram_turf(get_turf(A))
playsound(src.loc, meteorsound, 40, 1)
@@ -295,7 +295,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
if(!isspaceturf(T))
new /obj/effect/decal/cleanable/blood(T)
/obj/effect/meteor/meaty/Bump(atom/A)
/obj/effect/meteor/meaty/Collide(atom/A)
A.ex_act(hitpwr)
get_hit()
@@ -334,7 +334,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
..()
explosion(src.loc, 5, 10, 15, 20, 0)
/obj/effect/meteor/tunguska/Bump()
/obj/effect/meteor/tunguska/Collide()
..()
if(prob(20))
explosion(src.loc,2,4,6,8)

View File

@@ -88,13 +88,6 @@
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
// This is purely for admin possession !FUN!.
/obj/machinery/recycler/Bump(atom/movable/AM)
..()
if(AM)
Bumped(AM)
/obj/machinery/recycler/Bumped(atom/movable/AM)
if(stat & (BROKEN|NOPOWER))

View File

@@ -539,7 +539,7 @@
playsound(src,stepsound,40,1)
return result
/obj/mecha/Bump(var/atom/obstacle, yes)
/obj/mecha/Collide(var/atom/obstacle)
if(phasing && get_charge() >= phasing_energy_drain && !throwing)
spawn()
if(can_move)
@@ -551,7 +551,6 @@
sleep(step_in*3)
can_move = 1
else
if(yes)
if(..()) //mech was thrown
return
if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.

View File

@@ -107,7 +107,7 @@
/obj/effect/anomaly/grav/Crossed(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bump(mob/A)
/obj/effect/anomaly/grav/Collide(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(mob/A)
@@ -143,7 +143,7 @@
/obj/effect/anomaly/flux/Crossed(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bump(mob/living/M)
/obj/effect/anomaly/flux/Collide(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bumped(mob/living/M)

View File

@@ -19,7 +19,7 @@
return 0
.=..()
/obj/effect/particle_effect/water/Bump(atom/A)
/obj/effect/particle_effect/water/Collide(atom/A)
if(reagents)
reagents.reaction(A)
return ..()

View File

@@ -103,7 +103,7 @@
/obj/structure/spider/spiderling/nurse
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
/obj/structure/spider/spiderling/Bump(atom/user)
/obj/structure/spider/spiderling/Collide(atom/user)
if(istype(user, /obj/structure/table))
src.loc = user.loc
else

View File

@@ -116,7 +116,7 @@
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
src.attackby(M.selected,M)
return*/
//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
//Aparantly mechs are just TOO COOL to call Collide())
else
return

View File

@@ -113,7 +113,7 @@
// Nothing but border objects stop you from leaving a tile, only one loop is needed
for(var/obj/obstacle in mover.loc)
if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
mover.Bump(obstacle, 1)
mover.Collide(obstacle)
return FALSE
var/list/large_dense = list()
@@ -122,14 +122,14 @@
for(var/atom/movable/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
mover.Collide(border_obstacle)
return FALSE
else
large_dense += border_obstacle
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
mover.Collide(src)
return FALSE
//Finally, check objects/mobs to block entry that are not on the border
@@ -141,7 +141,7 @@
tompost_bump = obstacle
top_layer = obstacle.layer
if(tompost_bump)
mover.Bump(tompost_bump,1)
mover.Collide(tompost_bump)
return FALSE
return TRUE //Nothing found to block so return success!

View File

@@ -210,7 +210,7 @@
master.last = I
I.process()
/obj/effect/beam/i_beam/Bump()
/obj/effect/beam/i_beam/Collide()
qdel(src)
return

View File

@@ -585,7 +585,7 @@
/obj/effect/ctf/ammo/Crossed(atom/movable/AM)
reload(AM)
/obj/effect/ctf/ammo/Bump(atom/movable/AM)
/obj/effect/ctf/ammo/Collide(atom/movable/AM)
reload(AM)
/obj/effect/ctf/ammo/Bumped(atom/movable/AM)

View File

@@ -69,7 +69,7 @@ In my current plan for it, 'solid' will be defined as anything with density == 1
/obj/effect/immovablerod/ex_act(severity, target)
return 0
/obj/effect/immovablerod/Bump(atom/clong)
/obj/effect/immovablerod/Collide(atom/clong)
if(prob(10))
playsound(src, 'sound/effects/bang.ogg', 50, 1)
audible_message("<span class='danger'>You hear a CLANG!</span>")

View File

@@ -887,7 +887,7 @@
return 1
..()
/mob/living/carbon/human/Bump(atom/A)
/mob/living/carbon/human/Collide(atom/A)
..()
var/crashdir = get_dir(src, A)
var/obj/item/device/flightpack/FP = get_flightpack()

View File

@@ -80,19 +80,19 @@
staticOverlays["animal"] = staticOverlay
//Generic Bump(). Override MobBump() and ObjBump() instead of this.
/mob/living/Bump(atom/A, yes)
//Generic Collide(). Override MobCollide() and ObjCollide() instead of this.
/mob/living/Collide(atom/A)
if(..()) //we are thrown onto something
return
if (buckled || !yes || now_pushing)
if (buckled || now_pushing)
return
if(ismob(A))
var/mob/M = A
if(MobBump(M))
if(MobCollide(M))
return
if(isobj(A))
var/obj/O = A
if(ObjBump(O))
if(ObjCollide(O))
return
if(ismovableatom(A))
var/atom/movable/AM = A
@@ -104,7 +104,7 @@
last_bumped = world.time
//Called when we bump onto a mob
/mob/living/proc/MobBump(mob/M)
/mob/living/proc/MobCollide(mob/M)
//Even if we don't push/swap places, we "touched" them, so spread fire
spreadFire(M)
@@ -174,7 +174,7 @@
return 1
//Called when we bump onto an obj
/mob/living/proc/ObjBump(obj/O)
/mob/living/proc/ObjCollide(obj/O)
return
//Called when we want to push an atom/movable
@@ -896,7 +896,7 @@
ExtinguishMob()
//Share fire evenly between the two mobs
//Called in MobBump() and Crossed()
//Called in MobCollide() and Crossed()
/mob/living/proc/spreadFire(mob/living/L)
if(!istype(L))
return

View File

@@ -29,7 +29,7 @@
var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
var/now_pushing = null //used by living/Bump() and living/PushAM() to prevent potential infinite loop.
var/now_pushing = null //used by living/Collide() and living/PushAM() to prevent potential infinite loop.
var/cameraFollow = null

View File

@@ -719,7 +719,7 @@ Pass a positive integer as an argument to override a bot's default speed.
else // no path, so calculate new one
calc_summon_path()
/mob/living/simple_animal/bot/Bump(M as mob|obj) //Leave no door unopened!
/mob/living/simple_animal/bot/Collide(M as mob|obj) //Leave no door unopened!
. = ..()
if((istype(M, /obj/machinery/door/airlock) || istype(M, /obj/machinery/door/window)) && (!isnull(access_card)))
var/obj/machinery/door/D = M

View File

@@ -632,7 +632,7 @@
return
// called when bot bumps into anything
/mob/living/simple_animal/bot/mulebot/Bump(atom/obs)
/mob/living/simple_animal/bot/mulebot/Collide(atom/obs)
if(wires.is_cut(WIRE_AVOIDANCE)) // usually just bumps, but if avoidance disabled knock over mobs
if(isliving(obs))
var/mob/living/L = obs

View File

@@ -304,7 +304,7 @@
can_repair_constructs = TRUE
/mob/living/simple_animal/hostile/construct/harvester/Bump(atom/AM)
/mob/living/simple_animal/hostile/construct/harvester/Collide(atom/AM)
. = ..()
if(istype(AM, /turf/closed/wall/mineral/cult) && AM != loc) //we can go through cult walls
var/atom/movable/stored_pulling = pulling

View File

@@ -81,7 +81,7 @@
else
to_chat(user, "<span class='holoparasite'>[src] glows with a strange <font color=\"[spawner.namedatum.colour]\">light</font>, and you don't touch it.</span>")
/obj/guardian_bomb/Bump(atom/A)
/obj/guardian_bomb/Collide(atom/A)
detonate(A)
..()

View File

@@ -31,7 +31,7 @@
..()
collision_ignite(AM)
/mob/living/simple_animal/hostile/guardian/fire/Bump(AM as mob|obj)
/mob/living/simple_animal/hostile/guardian/fire/Collide(AM as mob|obj)
..()
collision_ignite(AM)

View File

@@ -173,7 +173,7 @@ Difficulty: Hard
SetRecoveryTime(MEGAFAUNA_DEFAULT_RECOVERY_TIME)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Bump(atom/A)
/mob/living/simple_animal/hostile/megafauna/bubblegum/Collide(atom/A)
if(charging)
if(isturf(A) || isobj(A) && A.density)
A.ex_act(EXPLODE_HEAVY)

View File

@@ -148,7 +148,7 @@
. += config.slime_delay
/mob/living/simple_animal/slime/ObjBump(obj/O)
/mob/living/simple_animal/slime/ObjCollide(obj/O)
if(!client && powerlevel > 0)
var/probab = 10
switch(powerlevel)

View File

@@ -114,7 +114,7 @@
return clashing
/obj/singularity/narsie/Bump(atom/A)
/obj/singularity/narsie/Collide(atom/A)
var/turf/T = get_turf(A)
if(T == loc)
T = get_step(A, A.dir) //please don't slam into a window like a bird, nar-sie

View File

@@ -28,7 +28,7 @@
addtimer(CALLBACK(src, .proc/move), 1)
/obj/effect/accelerated_particle/Bump(atom/A)
/obj/effect/accelerated_particle/Collide(atom/A)
if(A)
if(isliving(A))
toxmob(A)

View File

@@ -102,7 +102,7 @@
return 0 //Will there be an impact? Who knows. Will we see it? No.
/obj/singularity/Bump(atom/A)
/obj/singularity/Collide(atom/A)
consume(A)
return

View File

@@ -138,7 +138,7 @@ GLOBAL_LIST_INIT(blacklisted_tesla_types, typecacheof(list(/obj/machinery/atmosp
EB.orbit(src, orbitsize, pick(FALSE, TRUE), rand(10, 25), pick(3, 4, 5, 6, 36))
/obj/singularity/energy_ball/Bump(atom/A)
/obj/singularity/energy_ball/Collide(atom/A)
dust_mobs(A)
/obj/singularity/energy_ball/Bumped(atom/A)

View File

@@ -395,7 +395,7 @@
if(!QDELETED(target))
handle_impact(target)
/obj/item/projectile/beam/beam_rifle/Bump(atom/target, yes)
/obj/item/projectile/beam/beam_rifle/Collide(atom/target)
if(check_pierce(target))
permutated += target
return FALSE
@@ -472,7 +472,7 @@
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
/obj/item/projectile/beam/beam_rifle/hitscan/Range()

View File

@@ -137,9 +137,7 @@
else
return 50 //if the projectile doesn't do damage, play its hitsound at 50% volume
/obj/item/projectile/Bump(atom/A, yes)
if(!yes) //prevents double bumps.
return
/obj/item/projectile/Collide(atom/A)
if(check_ricochet() && check_ricochet_flag(A) && ricochets < ricochets_max)
ricochets++
if(A.handle_ricochet(src))
@@ -270,7 +268,7 @@
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
if (delay > 0)
sleep(delay)
@@ -285,7 +283,7 @@
if(original && (original.layer >= PROJECTILE_HIT_THRESHHOLD_LAYER) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Collide(original)
Range()
sleep(config.run_speed * 0.9)
@@ -340,7 +338,7 @@
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
..()
if(isliving(AM) && AM.density && !checkpass(PASSMOB))
Bump(AM, 1)
Collide(AM)
/obj/item/projectile/Destroy()
return ..()

View File

@@ -355,7 +355,7 @@
if(proxdet)
for(var/mob/living/L in range(1, get_turf(src)))
if(L.stat != DEAD && L != firer)
return Bump(L, TRUE)
return Collide(L)
..()
/obj/item/projectile/magic/aoe/lightning

View File

@@ -108,9 +108,7 @@
nodamage = 1
flag = "bullet"
/obj/item/projectile/meteor/Bump(atom/A, yes)
if(!yes) //prevents multi bumps.
return
/obj/item/projectile/meteor/Collide(atom/A)
if(A == firer)
loc = A.loc
return

View File

@@ -48,7 +48,7 @@
density = FALSE
..()
/obj/vehicle/scooter/skateboard/Bump(atom/A)
/obj/vehicle/scooter/skateboard/Collide(atom/A)
..()
if(A.density && has_buckled_mobs())
var/mob/living/carbon/H = buckled_mobs[1]

View File

@@ -38,7 +38,7 @@
pixel_y = -48 //to fix the offset when Initialized()
pixel_x = -48
/obj/vehicle/space/speedbike/speedwagon/Bump(atom/movable/A)
/obj/vehicle/space/speedbike/speedwagon/Collide(atom/movable/A)
. = ..()
if(A.density && has_buckled_mobs())
var/atom/throw_target = get_edge_target_turf(A, src.dir)
@@ -65,4 +65,4 @@
if(src.has_buckled_mobs())
for(var/atom/A in range(2, src))
if(!(A in src.buckled_mobs))
Bump(A)
Collide(A)

View File

@@ -63,7 +63,7 @@
riding_datum.handle_vehicle_offsets()
/obj/vehicle/Bump(atom/movable/M)
/obj/vehicle/Collide(atom/movable/M)
. = ..()
if(auto_door_open)
if(istype(M, /obj/machinery/door) && has_buckled_mobs())