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Have you bingled that (#17407)
* Initial wiki system * wiki organization and spoilers * hide belly chems * move ads to tgui * add search * . * load screen * error screen * 8 * center * . * . * make this more realistic * tgui errro col * move search to top * . * non NT theme * logo to common * base custom theme * . * wip refactor * almost halfway * reworked wiki data * easy fix * get data fix * Material Page in tgui * catch null supply points * . * forward crash * reset pages * . * canvas prep * fix icon stacking * . * colored outlined images * fix sm datum * fix material names * subType prep * only on crash * fix null crash * . * fix solgov * clean hiding * . * implement catalog page * . * particle smasher page * I'm lazy * unfuck some sins * ore page * botany page * allergen list * allergen returns null too * slime injection var * slime core data * fixed warning * wip * proper data list for chems * pass is_slime as null * chems * split that * . * . * . * . * donation for bingle, some cleanup * return types * partially colord icons for chemistry * . * more sillies * donation page * thaler * needs some variation * . * this will crash until implemented * handle it * fix that * dismiss donation banner button * . * fix that * donating procs * donation stuff for comp * - * drink glass for drinks * illegal iconstate pass * fixes * . * nuke drink fix * . * . * . * Drink reagent fix * more cleanup * adjust * . * simple food * . * food list * sending nulls, removed flavor from recipes * . * . * get_donation_current added * . * missing key * . * duped recipes fixed * . * . * wiki food reagent recipes * double list add * properly forbid remaining bad reagent * hide this too * stacky * enable eslint const * fix typing * update that * use proper donation proc * printing fixes * grinding * . * beaker fill volume * plant ore and mat grinding results * duped recipes fixed, unit test tweak * yes this is terrible * . * . * . * chem analyzer tgui mode, some subsystem changes to support it * redoce * . * , * . * small fixes, missing reagent volume * push * sort * catalog entries unlocked by explo * new chem stuff * . * fix byond code * fix scroll tracking * comment * alphabetical * also this * . * fallback icon * . * ... * rel path * that too * to defines * organ to define * . * . * . --------- Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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@@ -88,12 +88,12 @@
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switch(damage_type)
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if("BRUTE")
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H.visible_message(span_danger("\The [src] creaks as it ravages [H]'s hands!"))
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H.apply_damage(rand(min_damage,max_damage), BRUTE, "r_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, "l_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, BP_R_HAND, used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, BP_L_HAND, used_weapon=src)
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if("BURN")
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H.visible_message(span_danger("\The [src] flashes as it scorches [H]'s hands!"))
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H.apply_damage(rand(min_damage,max_damage), BURN, "r_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, "l_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, BP_R_HAND, used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, BP_L_HAND, used_weapon=src)
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if("TOX")
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H.visible_message(span_danger("\The [src] seethes and hisses like burning acid!"))
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if(!H.isSynthetic())
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@@ -145,12 +145,12 @@
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switch(damage_type)
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if("BRUTE")
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H.visible_message(span_danger("\The [src] creaks as it ravages [H]'s hands!"))
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H.apply_damage(rand(min_damage,max_damage), BRUTE, "r_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, "l_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, BP_R_HAND, used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BRUTE, BP_L_HAND, used_weapon=src)
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if("BURN")
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H.visible_message(span_danger("\The [src] flashes as it scorches [H]'s hands!"))
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H.apply_damage(rand(min_damage,max_damage), BURN, "r_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, "l_hand", used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, BP_R_HAND, used_weapon=src)
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H.apply_damage(rand(min_damage,max_damage), BURN, BP_L_HAND, used_weapon=src)
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if("TOX")
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H.visible_message(span_danger("\The [src] seethes and hisses like burning acid!"))
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if(!H.isSynthetic())
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