Merge remote-tracking branch 'upstream/dev' into attack-cleanup2

Conflicts:
	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
	code/modules/mob/living/simple_animal/simple_animal.dm
This commit is contained in:
HarpyEagle
2015-10-05 19:20:33 -04:00
189 changed files with 8211 additions and 8024 deletions
@@ -11,7 +11,7 @@
var/wall_mounted = 0 //never solid (You can always pass over it)
var/health = 100
var/breakout = 0 //if someone is currently breaking out. mutex
var/storage_capacity = 30 //This is so that someone can't pack hundreds of items in a locker/crate
var/storage_capacity = 2 * MOB_MEDIUM //This is so that someone can't pack hundreds of items in a locker/crate
//then open it in a populated area to crash clients.
var/open_sound = 'sound/machines/click.ogg'
var/close_sound = 'sound/machines/click.ogg'
@@ -20,14 +20,12 @@
var/store_items = 1
var/store_mobs = 1
var/const/default_mob_size = 15
/obj/structure/closet/initialize()
if(!opened) // if closed, any item at the crate's loc is put in the contents
var/obj/item/I
for(I in src.loc)
if(I.density || I.anchored || I == src) continue
I.loc = src
I.forceMove(src)
// adjust locker size to hold all items with 5 units of free store room
var/content_size = 0
for(I in src.contents)
@@ -71,13 +69,13 @@
/obj/structure/closet/proc/dump_contents()
//Cham Projector Exception
for(var/obj/effect/dummy/chameleon/AD in src)
AD.loc = src.loc
AD.forceMove(src.loc)
for(var/obj/I in src)
I.loc = src.loc
I.forceMove(src.loc)
for(var/mob/M in src)
M.loc = src.loc
M.forceMove(src.loc)
if(M.client)
M.client.eye = M.client.mob
M.client.perspective = MOB_PERSPECTIVE
@@ -125,7 +123,7 @@
for(var/obj/effect/dummy/chameleon/AD in src.loc)
if((stored_units + added_units) > storage_capacity)
break
AD.loc = src
AD.forceMove(src)
added_units++
return added_units
@@ -136,7 +134,7 @@
if(stored_units + added_units + item_size > storage_capacity)
continue
if(!I.anchored)
I.loc = src
I.forceMove(src)
added_units += item_size
return added_units
@@ -145,14 +143,13 @@
for(var/mob/living/M in src.loc)
if(M.buckled || M.pinned.len)
continue
var/current_mob_size = (M.mob_size ? M.mob_size : default_mob_size)
if(stored_units + added_units + current_mob_size > storage_capacity)
if(stored_units + added_units + M.mob_size > storage_capacity)
break
if(M.client)
M.client.perspective = EYE_PERSPECTIVE
M.client.eye = src
M.loc = src
added_units += current_mob_size
M.forceMove(src)
added_units += M.mob_size
return added_units
/obj/structure/closet/proc/toggle(mob/user as mob)
@@ -166,19 +163,19 @@
switch(severity)
if(1)
for(var/atom/movable/A as mob|obj in src)//pulls everything out of the locker and hits it with an explosion
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
if(2)
if(prob(50))
for (var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
if(3)
if(prob(5))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.forceMove(src.loc)
A.ex_act(severity++)
qdel(src)
@@ -186,7 +183,7 @@
health -= damage
if(health <= 0)
for(var/atom/movable/A in src)
A.loc = src.loc
A.forceMove(src.loc)
qdel(src)
/obj/structure/closet/bullet_act(var/obj/item/projectile/Proj)
@@ -203,7 +200,7 @@
/obj/structure/closet/blob_act()
if(prob(75))
for(var/atom/movable/A as mob|obj in src)
A.loc = src.loc
A.forceMove(src.loc)
qdel(src)
/obj/structure/closet/attackby(obj/item/weapon/W as obj, mob/user as mob)
@@ -233,7 +230,7 @@
return
usr.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/weapon/weldingtool))
@@ -146,7 +146,7 @@
attack_tk(mob/user as mob)
if(localopened && fireaxe)
fireaxe.loc = loc
fireaxe.forceMove(loc)
user << "<span class='notice'>You telekinetically remove the fire axe.</span>"
fireaxe = null
update_icon()
@@ -65,7 +65,7 @@
if (istype(W, /obj/item/weapon/grab))
src.MouseDrop_T(W:affecting, user) //act like they were dragged onto the closet
user.drop_item()
if (W) W.loc = src.loc
if (W) W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/card/id))
if(src.broken)
user << "<span class='warning'>It appears to be broken.</span>"
@@ -77,7 +77,7 @@
return
user.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/melee/energy/blade))
if(emag_act(INFINITY, user, "<span class='danger'>The locker has been sliced open by [user] with \an [W]</span>!", "<span class='danger'>You hear metal being sliced and sparks flying.</span>"))
var/datum/effect/effect/system/spark_spread/spark_system = new /datum/effect/effect/system/spark_spread()
@@ -35,7 +35,7 @@
playsound(src.loc, 'sound/machines/click.ogg', 15, 1, -3)
for(var/obj/O in src)
O.loc = get_turf(src)
O.forceMove(get_turf(src))
icon_state = icon_opened
src.opened = 1
@@ -60,7 +60,7 @@
var/obj/structure/bed/B = O
if(B.buckled_mob)
continue
O.loc = src
O.forceMove(src)
itemcount++
icon_state = icon_closed
@@ -75,7 +75,7 @@
return
user.drop_item()
if(W)
W.loc = src.loc
W.forceMove(src.loc)
else if(istype(W, /obj/item/weapon/packageWrap))
return
else if(istype(W, /obj/item/stack/cable_coil))
@@ -91,7 +91,7 @@
if(rigged)
user << "<span class='notice'>You attach [W] to [src].</span>"
user.drop_item()
W.loc = src
W.forceMove(src)
return
else if(istype(W, /obj/item/weapon/wirecutters))
if(rigged)
@@ -160,7 +160,7 @@
/obj/structure/closet/crate/secure/proc/set_locked(var/newlocked, mob/user = null)
if(locked == newlocked) return
locked = newlocked
if(user)
for(var/mob/O in viewers(user, 3))
@@ -437,12 +437,12 @@
continue
if(!S.anchored)
found = 1
S.loc = src
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.loc = src
M.forceMove(src)
break
return
@@ -465,12 +465,12 @@
continue
if(!S.anchored)
found = 1
S.loc = src
S.forceMove(src)
break
if(!found)
for(var/obj/machinery/M in src.loc)
if(!M.anchored)
M.loc = src
M.forceMove(src)
break
return
@@ -32,7 +32,7 @@
if(istype(victim, /mob/living/carbon/human))
var/mob/living/carbon/human/H = victim
if(!H.species.is_small)
if(!issmall(H))
return 0
meat_type = H.species.meat_type
icon_state = "spikebloody"
-70
View File
@@ -1,70 +0,0 @@
/obj/structure/ladder
name = "ladder"
desc = "A sturdy metal ladder."
icon = 'icons/obj/structures.dmi'
icon_state = "ladder11"
var/id = null
var/height = 0 //the 'height' of the ladder. higher numbers are considered physically higher
var/obj/structure/ladder/down = null //the ladder below this one
var/obj/structure/ladder/up = null //the ladder above this one
/obj/structure/ladder/New()
spawn(8)
for(var/obj/structure/ladder/L in world)
if(L.id == id)
if(L.height == (height - 1))
down = L
continue
if(L.height == (height + 1))
up = L
continue
if(up && down) //if both our connections are filled
break
update_icon()
/obj/structure/ladder/update_icon()
if(up && down)
icon_state = "ladder11"
else if(up)
icon_state = "ladder10"
else if(down)
icon_state = "ladder01"
else //wtf make your ladders properly assholes
icon_state = "ladder00"
/obj/structure/ladder/attack_hand(mob/user as mob)
if(up && down)
switch( alert("Go up or down the ladder?", "Ladder", "Up", "Down", "Cancel") )
if("Up")
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
if("Down")
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
if("Cancel")
return
else if(up)
user.visible_message("<span class='notice'>[user] climbs up \the [src]!</span>", \
"<span class='notice'>You climb up \the [src]!</span>")
user.loc = get_turf(up)
up.add_fingerprint(user)
else if(down)
user.visible_message("<span class='notice'>[user] climbs down \the [src]!</span>", \
"<span class='notice'>You climb down \the [src]!</span>")
user.loc = get_turf(down)
down.add_fingerprint(user)
add_fingerprint(user)
/obj/structure/ladder/attackby(obj/item/weapon/W, mob/user as mob)
return attack_hand(user)
@@ -15,6 +15,7 @@
pressure_resistance = 15
anchored = 1
can_buckle = 1
buckle_dir = SOUTH
buckle_lying = 1
var/material/material
var/material/padding_material
@@ -131,14 +132,18 @@
remove_padding()
else if(istype(W, /obj/item/weapon/grab))
user.visible_message("<span class='notice'>[user] attempts to buckle [W:affecting] into \the [src]!</span>")
var/obj/item/weapon/grab/G = W
var/mob/living/affecting = G.affecting
user.visible_message("<span class='notice'>[user] attempts to buckle [affecting] into \the [src]!</span>")
if(do_after(user, 20))
W:affecting.loc = loc
if(buckle_mob(W:affecting))
W:affecting.visible_message(\
"<span class='danger'>[W:affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
affecting.loc = loc
spawn(0)
if(buckle_mob(affecting))
affecting.visible_message(\
"<span class='danger'>[affecting.name] is buckled to [src] by [user.name]!</span>",\
"<span class='danger'>You are buckled to [src] by [user.name]!</span>",\
"<span class='notice'>You hear metal clanking.</span>")
qdel(W)
else
..()
@@ -4,6 +4,7 @@
icon_state = "chair_preview"
color = "#666666"
base_icon = "chair"
buckle_dir = 0
buckle_lying = 0 //force people to sit up in chairs when buckled
var/propelled = 0 // Check for fire-extinguisher-driven chairs
@@ -75,7 +75,7 @@
set_dir(direction)
if(pulling) // Driver
if(pulling.loc == src.loc) // We moved onto the wheelchair? Revert!
pulling.loc = T
pulling.forceMove(T)
else
spawn(0)
if(get_dist(src, pulling) > 1) // We are too far away? Losing control.
@@ -107,7 +107,7 @@
pulling = null
else
if (occupant && (src.loc != occupant.loc))
src.loc = occupant.loc // Failsafe to make sure the wheelchair stays beneath the occupant after driving
src.forceMove(occupant.loc) // Failsafe to make sure the wheelchair stays beneath the occupant after driving
/obj/structure/bed/chair/wheelchair/attack_hand(mob/living/user as mob)
if (pulling)