Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-16

# Conflicts:
#	code/_onclick/hud/screen_objects.dm
#	code/game/objects/items/weapons/storage/storage.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/modules/admin/admin_verbs.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/gloves/color.dm
#	code/modules/lore_codex/codex.dm
#	code/modules/mob/living/simple_animal/aliens/alien.dm
#	code/modules/mob/living/simple_animal/animals/cat.dm
#	code/modules/mob/living/simple_animal/animals/goose.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/mob_defines.dm
#	code/modules/projectiles/projectile/special.dm
#	html/changelogs/.all_changelog.yml
#	maps/southern_cross/southern_cross-1.dmm
#	maps/southern_cross/southern_cross-7.dmm
#	vorestation.dme
This commit is contained in:
Leshana
2018-02-17 00:35:29 -05:00
255 changed files with 4854 additions and 2785 deletions
+11 -6
View File
@@ -377,6 +377,13 @@
/turf/simulated/open/check_impact(var/atom/movable/falling_atom)
return FALSE
// Or actual space.
/turf/space/CheckFall(var/atom/movable/falling_atom)
return FALSE
/turf/space/check_impact(var/atom/movable/falling_atom)
return FALSE
// We return 1 without calling fall_impact in order to provide a soft landing. So nice.
// Note this really should never even get this far
/obj/structure/stairs/CheckFall(var/atom/movable/falling_atom)
@@ -407,7 +414,7 @@
A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
// Take damage from falling and hitting the ground
/mob/living/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 10, var/silent = FALSE, var/planetary = FALSE)
/mob/living/fall_impact(var/atom/hit_atom, var/damage_min = 0, var/damage_max = 5, var/silent = FALSE, var/planetary = FALSE)
var/turf/landing = get_turf(hit_atom)
if(planetary && src.CanParachute())
if(!silent)
@@ -532,14 +539,12 @@
"You hear something slam into \the [landing].")
playsound(loc, "punch", 25, 1, -1)
// Now to hurt everything in the mech (if the fall is planetary, the mech blows up, so we do this first)
for(var/atom/movable/A in src.contents)
A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
// And now the Mech
// And now to hurt the mech.
if(!planetary)
take_damage(rand(damage_min, damage_max))
else
for(var/atom/movable/A in src.contents)
A.fall_impact(hit_atom, damage_min, damage_max, silent = TRUE)
qdel(src)
// And hurt the floor.