Arranges lots of things into planes (#5072)

* Rearranges a billion things into planes

* Make cryotubes fancy

* Update Travis

* Fix hiding logic
This commit is contained in:
Aronai Sieyes
2018-03-28 12:59:12 -07:00
committed by Atermonera
parent a2841ce9d6
commit 7d3aec96fd
118 changed files with 336 additions and 325 deletions
+1
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@@ -7,6 +7,7 @@ var/global/floorIsLava = 0
/proc/message_admins(var/msg)
msg = "<span class=\"log_message\"><span class=\"prefix\">ADMIN LOG:</span> <span class=\"message\">[msg]</span></span>"
//log_adminwarn(msg) //log_and_message_admins is for this
for(var/client/C in admins)
if((R_ADMIN|R_MOD) & C.holder.rights)
C << msg
+2 -1
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@@ -285,7 +285,8 @@ var/list/blobs = list()
name = "blob"
desc = "The blob lashing out at something."
icon_state = "blob_attack"
layer = 5.2
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
time_to_die = 6
alpha = 140
mouse_opacity = 0
+1 -1
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@@ -47,7 +47,7 @@ mob/living/carbon/proc/handle_hallucinations()
if(!H.r_store) slots_free += ui_storage2
if(slots_free.len)
halitem.screen_loc = pick(slots_free)
halitem.layer = 50
halitem.hud_layerise()
switch(rand(1,6))
if(1) //revolver
halitem.icon = 'icons/obj/gun.dmi'
@@ -51,7 +51,6 @@
density = 0
icon = 'icons/obj/hydroponics_growing.dmi'
icon_state = "bush4-1"
layer = 3
pass_flags = PASSTABLE
mouse_opacity = 2
@@ -192,12 +191,12 @@
icon_state = "[seed.get_trait(TRAIT_PLANT_ICON)]-[growth]"
if(growth>2 && growth == max_growth)
layer = 5
plane = ABOVE_PLANE
set_opacity(1)
if(!isnull(seed.chems["woodpulp"]))
density = 1
else
layer = 3
reset_plane_and_layer()
density = 0
/obj/effect/plant/proc/calc_dir()
@@ -5,7 +5,6 @@
simulated = 0
anchored = 1
icon = LIGHTING_ICON
layer = LIGHTING_LAYER
plane = PLANE_LIGHTING
//invisibility = INVISIBILITY_LIGHTING
color = LIGHTING_BASE_MATRIX
+1 -1
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@@ -8,7 +8,7 @@
desc = "It's a g-g-g-g-ghooooost!" //jinkies!
icon = 'icons/mob/ghost.dmi'
icon_state = "ghost"
layer = 3.9 //Just below normal mobs
layer = BELOW_MOB_LAYER
plane = PLANE_GHOSTS
alpha = 127
stat = DEAD
-5
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@@ -302,11 +302,6 @@
else adverb = " a very lengthy message"
message = "<B>[speaker]</B> [verb][adverb]."
if(src.status_flags & PASSEMOTES)
for(var/obj/item/weapon/holder/H in src.contents)
H.show_message(message)
for(var/mob/living/M in src.contents)
M.show_message(message)
src.show_message(message)
/mob/proc/hear_sleep(var/message)
-1
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@@ -139,7 +139,6 @@ var/list/holder_mob_icon_cache = list()
grabber << "<span class='notice'>You scoop up \the [src]!</span>"
src << "<span class='notice'>\The [grabber] scoops you up!</span>"
grabber.status_flags |= PASSEMOTES
H.sync(src)
return H
@@ -33,7 +33,6 @@
if(!istype(H) || !src || !(src.Adjacent(H)))
return 0
H << "You feel your being twine with that of \the [src] as it merges with your biomass."
H.status_flags |= PASSEMOTES
src << "You feel your being twine with that of \the [H] as you merge with its biomass."
loc = H
verbs += /mob/living/carbon/alien/diona/proc/split
@@ -66,4 +65,3 @@
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
@@ -1563,8 +1563,9 @@
/mob/living/carbon/human/proc/update_icon_special() //For things such as teshari hiding and whatnot.
if(status_flags & HIDING) // Hiding? Carry on.
if(stat == DEAD || paralysis || weakened || stunned) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work.
status_flags &= ~HIDING //No hiding for you. Mob layer should be updated naturally, but it actually isn't.
if(stat == DEAD || paralysis || weakened || stunned || restrained()) //stunned/knocked down by something that isn't the rest verb? Note: This was tried with INCAPACITATION_STUNNED, but that refused to work.
reset_plane_and_layer()
status_flags &= ~HIDING
else
layer = HIDING_LAYER
@@ -279,20 +279,3 @@
to_chat(src, "<span class='critical'>Your regeneration is interrupted!</span>")
nutrition -= 75
active_regen = FALSE
/mob/living/carbon/human/proc/hide_humanoid()
set name = "Hide"
set desc = "Allows you to hide beneath tables or certain items. Toggled on or off."
set category = "Abilities"
if(stat == DEAD || paralysis || weakened || stunned || restrained()) // No hiding if you're stunned!
return
if(status_flags & HIDING)
layer = MOB_LAYER
to_chat(src, "<font color='blue'>You have stopped hiding.</font>")
else
layer = HIDING_LAYER //Just above cables with their 2.44
to_chat(src, "<font color='blue'>You are now hiding.</font>")
status_flags ^= HIDING
@@ -114,7 +114,7 @@
inherent_verbs = list(
/mob/living/carbon/human/proc/sonar_ping,
/mob/living/carbon/human/proc/hide_humanoid
/mob/living/proc/hide
)
/datum/species/teshari/equip_survival_gear(var/mob/living/carbon/human/H)
@@ -6,7 +6,8 @@
var/is_adult = 0
speak_emote = list("chirps")
layer = 5
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
maxHealth = 150
health = 150
gender = NEUTER
-2
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@@ -13,7 +13,6 @@
var/mutable_appearance/dsma = new(dsoverlay) //Changing like ten things, might as well.
dsma.alpha = 0
dsma.plane = PLANE_LIGHTING
dsma.layer = LIGHTING_LAYER + 0.1
dsma.blend_mode = BLEND_ADD
dsoverlay.appearance = dsma
@@ -836,7 +835,6 @@ default behaviour is:
for(var/atom/A in M.contents)
if(istype(A,/mob/living/simple_animal/borer) || istype(A,/obj/item/weapon/holder))
return
M.status_flags &= ~PASSEMOTES
else if(istype(H.loc,/obj/item/clothing/accessory/holster))
var/obj/item/clothing/accessory/holster/holster = H.loc
+7 -4
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@@ -6,9 +6,12 @@
if(stat == DEAD || paralysis || weakened || stunned || restrained())
return
if(layer == HIDING_LAYER)
layer = MOB_LAYER
src << text("<font color='blue'>You have stopped hiding.</font>")
if(status_flags & HIDING)
status_flags &= ~HIDING
reset_plane_and_layer()
to_chat(src,"<span class='notice'>You have stopped hiding.</span>")
else
status_flags |= HIDING
layer = HIDING_LAYER //Just above cables with their 2.44
src << text("<font color='blue'>You are now hiding.</font>")
plane = OBJ_PLANE
to_chat(src,"<span class='notice'>You are now hiding.</span>")
+5 -2
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@@ -371,8 +371,11 @@ proc/get_radio_key_from_channel(var/channel)
return 1
/mob/living/proc/say_signlang(var/message, var/verb="gestures", var/datum/language/language)
for (var/mob/O in viewers(src, null))
O.hear_signlang(message, verb, language, src)
var/list/potentials = get_mobs_and_objs_in_view_fast(src, world.view)
var/list/mobs = potentials["mobs"]
for(var/hearer in mobs)
var/mob/M = hearer
M.hear_signlang(message, verb, language, src)
return 1
/obj/effect/speech_bubble
@@ -168,9 +168,6 @@
host.reset_view(null)
host.machine = null
var/mob/living/H = host
H.status_flags &= ~PASSEMOTES
host = null
return
@@ -104,7 +104,6 @@
M << "Something disgusting and slimy wiggles into your ear!"
src.host = M
src.host.status_flags |= PASSEMOTES
src.forceMove(M)
//Update their traitor status.
+2 -1
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@@ -1,6 +1,7 @@
/mob
density = 1
layer = 4.0
layer = MOB_LAYER
plane = MOB_PLANE
animate_movement = 2
flags = PROXMOVE
var/datum/mind/mind
+3 -4
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@@ -31,7 +31,6 @@
var/force_down //determines if the affecting mob will be pinned to the ground
var/dancing //determines if assailant and affecting keep looking at each other. Basically a wrestling position
layer = 21
abstract = 1
item_state = "nothing"
w_class = ITEMSIZE_HUGE
@@ -194,7 +193,7 @@
return
var/shift = 0
var/adir = get_dir(assailant, affecting)
affecting.layer = 4
affecting.layer = MOB_LAYER
switch(state)
if(GRAB_PASSIVE)
shift = 8
@@ -217,7 +216,7 @@
switch(adir)
if(NORTH)
animate(affecting, pixel_x = 0, pixel_y =-shift, 5, 1, LINEAR_EASING)
affecting.layer = 3.9
affecting.layer = BELOW_MOB_LAYER
if(SOUTH)
animate(affecting, pixel_x = 0, pixel_y = shift, 5, 1, LINEAR_EASING)
if(WEST)
@@ -396,7 +395,7 @@
/obj/item/weapon/grab/Destroy()
animate(affecting, pixel_x = 0, pixel_y = 0, 4, 1, LINEAR_EASING)
affecting.layer = 4
affecting.reset_plane_and_layer()
if(affecting)
affecting.grabbed_by -= src
affecting = null
-1
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@@ -135,7 +135,6 @@
//Lighting is weird and has matrix shenanigans. Think of this as turning on/off darkness.
/obj/screen/plane_master/fullbright
plane = PLANE_LIGHTING
layer = LIGHTING_LAYER+1
color = null //To break lighting when visible (this is sorta backwards)
alpha = 0 //Starts full opaque
invisibility = 101
+2 -1
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@@ -13,7 +13,8 @@
w_class = ITEMSIZE_TINY
throw_range = 1
throw_speed = 1
layer = 4
plane = MOB_PLANE
layer = MOB_LAYER
pressure_resistance = 1
slot_flags = SLOT_HEAD
body_parts_covered = HEAD
+2 -1
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@@ -8,7 +8,8 @@
w_class = ITEMSIZE_SMALL
throw_range = 2
throw_speed = 1
layer = 4
plane = MOB_PLANE
layer = MOB_LAYER
pressure_resistance = 1
attack_verb = list("bapped")
var/page = 1 // current page
+2 -1
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@@ -9,7 +9,8 @@
icon = 'icons/obj/machines/power/fusion.dmi'
icon_state = "emfield_s1"
alpha = 50
layer = 4
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
light_color = "#cc7700"
var/size = 1
@@ -2,7 +2,6 @@
name = "fuel rod assembly"
icon = 'icons/obj/machines/power/fusion.dmi'
icon_state = "fuel_assembly"
layer = 4
var/material_name
@@ -4,7 +4,6 @@
icon_state = "fuel_compressor1"
density = 1
anchored = 1
layer = 4
circuit = /obj/item/weapon/circuitboard/fusion_fuel_compressor
+6 -4
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@@ -16,7 +16,8 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "tube-construct-stage1"
anchored = 1
layer = 5
plane = MOB_LAYER
layer = ABOVE_MOB_LAYER
var/stage = 1
var/fixture_type = "tube"
var/sheets_refunded = 2
@@ -132,7 +133,8 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "bulb-construct-stage1"
anchored = 1
layer = 5
plane = MOB_LAYER
layer = ABOVE_MOB_LAYER
stage = 1
fixture_type = "bulb"
sheets_refunded = 1
@@ -143,7 +145,6 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "flamp-construct-stage1"
anchored = 0
layer = OBJ_LAYER
stage = 1
fixture_type = "flamp"
sheets_refunded = 2
@@ -156,7 +157,8 @@
icon_state = "tube1"
desc = "A lighting fixture."
anchored = 1
layer = 5 // They were appearing under mobs which is a little weird - Ostaf
plane = MOB_LAYER
layer = ABOVE_MOB_LAYER
use_power = 2
idle_power_usage = 2
active_power_usage = 20
@@ -12,7 +12,7 @@
desc = "Small machine which transmits data about specific powernet"
anchored = 1
density = 0
layer = 2.46 // Above cables, but should be below floors.
layer = ABOVE_UTILITY
icon = 'icons/obj/objects.dmi'
icon_state = "floor_beacon" // If anyone wants to make better sprite, feel free to do so without asking me.
@@ -7,7 +7,7 @@
icon_state = "singularity_s1"
anchored = 1
density = 1
layer = 6
plane = ABOVE_PLANE
light_range = 6
unacidable = 1 //Don't comment this out.
+2 -2
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@@ -8,10 +8,10 @@
icon_state = "term"
desc = "It's an underfloor wiring terminal for power equipment."
level = 1
layer = TURF_LAYER
var/obj/machinery/power/master = null
anchored = 1
layer = 2.6 // a bit above wires
plane = PLATING_PLANE
layer = WIRES_LAYER+0.01
/obj/machinery/power/terminal/New()
+1 -1
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@@ -1,7 +1,7 @@
/obj/effect/projectile
icon = 'icons/effects/projectiles.dmi'
icon_state = "bolt"
layer = 20
plane = ABOVE_PLANE
/obj/effect/projectile/New(var/turf/location)
if(istype(location))
@@ -281,7 +281,6 @@
name = "All-In-One Grinder"
icon = 'icons/obj/kitchen.dmi'
icon_state = "juicer1"
layer = 2.9
density = 0
anchored = 0
use_power = 1
+2 -1
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@@ -6,7 +6,8 @@
icon_state = "conveyor0"
name = "conveyor belt"
desc = "A conveyor belt."
layer = 2 // so they appear under stuff
plane = TURF_PLANE
layer = ABOVE_TURF_LAYER
anchored = 1
circuit = /obj/item/weapon/circuitboard/conveyor
var/operating = 0 // 1 if running forward, -1 if backwards, 0 if off
+1 -1
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@@ -663,7 +663,7 @@
var/dpdir = 0 // bitmask of pipe directions
dir = 0 // dir will contain dominant direction for junction pipes
var/health = 10 // health points 0-10
layer = 2.3 // slightly lower than wires and other pipes
layer = DISPOSAL_LAYER // slightly lower than wires and other pipes
var/base_icon_state // initial icon state on map
var/sortType = ""
var/subtype = 0
+2 -1
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@@ -15,7 +15,8 @@
icon_state = "shield"
alpha = 100
anchored = 1
layer = 4.1 //just above mobs
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
density = 0
var/obj/machinery/shield_gen/my_gen = null
var/strength = 0 // in Renwicks
@@ -56,7 +56,8 @@ How they spawn stuff is decided by behaviour vars, which are explained below
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/effects/effects.dmi'
animation.layer = 3
animation.plane = OBJ_PLANE
animation.layer = ABOVE_JUNK_LAYER
animation.master = summoned_object
for(var/varName in newVars)
@@ -26,7 +26,8 @@
animation.density = 0
animation.anchored = 1
animation.icon = 'icons/mob/mob.dmi'
animation.layer = 5
animation.plane = MOB_PLANE
animation.layer = ABOVE_MOB_LAYER
animation.master = holder
target.ExtinguishMob()
if(target.buckled)
+3 -2
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@@ -84,7 +84,8 @@
set_dir(direction)
if(dir != NORTH)
layer = 5
plane = MOB_PLANE
layer = ABOVE_MOB_LAYER
climbable = 0 //flipping tables allows them to be used as makeshift barriers
flipped = 1
flags |= ON_BORDER
@@ -102,7 +103,7 @@
verbs -=/obj/structure/table/proc/do_put
verbs +=/obj/structure/table/verb/do_flip
layer = initial(layer)
reset_plane_and_layer()
flipped = 0
climbable = initial(climbable)
flags &= ~ON_BORDER
+1 -1
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@@ -6,7 +6,7 @@
density = 1
anchored = 1
climbable = 1
layer = 2.8
layer = UNDER_JUNK_LAYER
throwpass = 1
surgery_odds = 66
var/flipped = 0
+1 -1
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@@ -4,7 +4,7 @@
icon = 'icons/obj/turbolift.dmi'
anchored = 1
density = 0
layer = 4
plane = MOB_PLANE
var/datum/turbolift/lift
+2 -1
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@@ -181,7 +181,8 @@ var/list/ventcrawl_machinery = list(
for(var/datum/pipeline/pipeline in network.line_members)
for(var/obj/machinery/atmospherics/A in (pipeline.members || pipeline.edges))
if(!A.pipe_image)
A.pipe_image = image(A, A.loc, layer = 20, dir = A.dir)
A.pipe_image = image(A, A.loc, dir = A.dir)
A.pipe_image.plane = PLANE_LIGHTING_ABOVE
pipes_shown += A.pipe_image
client.images += A.pipe_image
if(client)
@@ -7,7 +7,7 @@
var/drill_time = 10
var/turf/drilling_turf
density = 1
layer = 3.1 //to go over ores
layer = ABOVE_JUNK_LAYER
/obj/machinery/giga_drill/attack_hand(mob/user as mob)
if(active)