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 -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