Merge remote-tracking branch 'upstream-polaris/master' into polaris-sync-2018-02-07

# Conflicts:
#	code/__defines/subsystems.dm
#	code/controllers/master_controller.dm
#	code/controllers/subsystems/atoms.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/vr_console.dm
#	code/game/objects/items/devices/communicator/phone.dm
#	code/game/turfs/flooring/flooring_decals.dm
#	code/modules/admin/admin_verbs.dm
#	code/modules/mob/living/carbon/carbon.dm
#	code/modules/multiz/movement.dm
#	code/modules/projectiles/gun.dm
#	code/modules/shuttles/shuttle.dm
#	code/modules/shuttles/shuttles_web.dm
#	icons/obj/doors/doormed.dmi
#	maps/southern_cross/items/headset_sc.dm
#	maps/southern_cross/southern_cross-3.dmm
#	vorestation.dme
This commit is contained in:
Leshana
2018-02-07 19:30:50 -05:00
179 changed files with 1959 additions and 1011 deletions
+31 -1
View File
@@ -22,9 +22,39 @@
icon_state = "mouse"
/obj/effect/decal/remains/lizard
desc = "They look like the remains of a small rodent."
desc = "They look like the remains of a small lizard."
icon_state = "lizard"
/obj/effect/decal/remains/unathi
desc = "They look like Unathi remains. Pointy."
icon_state = "remainsunathi"
/obj/effect/decal/remains/tajaran
desc = "They look like Tajaran remains. They're surprisingly small."
icon_state = "remainstajaran"
/obj/effect/decal/remains/ribcage
desc = "They look like animal remains of some sort... You hope."
icon_state = "remainsribcage"
/obj/effect/decal/remains/deer
desc = "They look like the remains of a large herbivore, picked clean."
icon_state = "remainsdeer"
/obj/effect/decal/remains/posi
desc = "This looks like part of an old FBP. Hopefully it was empty."
icon_state = "remainsposi"
/obj/effect/decal/remains/mummy1
name = "mummified remains"
desc = "They look like human remains. They've been here a long time."
icon_state = "mummified1"
/obj/effect/decal/remains/mummy2
name = "mummified remains"
desc = "They look like human remains. They've been here a long time."
icon_state = "mummified2"
/obj/effect/decal/remains/attack_hand(mob/user as mob)
user << "<span class='notice'>[src] sinks together into a pile of ash.</span>"
var/turf/simulated/floor/F = get_turf(src)
+5 -4
View File
@@ -185,11 +185,12 @@ var/global/list/tele_landmarks = list() // Terrible, but the alternative is loop
A.forceMove(T) // Harmlessly move ghosts.
return
if(isliving(A)) // Someday, implement parachutes. For now, just turbomurder whoever falls.
var/mob/living/L = A
L.fall_impact(T, 42, 90, FALSE, TRUE) //You will not be defibbed from this.
message_admins("\The [A] fell out of the sky.")
A.forceMove(T)
// Living things should probably be logged when they fall...
if(isliving(A))
message_admins("\The [A] fell out of the sky.")
// ... because they're probably going to die from it.
A.fall_impact(T, 42, 90, FALSE, TRUE) //You will not be defibbed from this.
else
message_admins("ERROR: planetary_fall step trigger lacks a planet to fall onto.")
return