Tweaks to previous commits.

More tweaks to IPC fixes.
Merge resolution/compile fixes.

Further work on properly integrating, updating and fixing prosthetic options.

Repathed internal organs to organ/internal.

More work on full synthetics, changelings, overheating.

Working on getting organs to qdel properly and spawn properly when robotized.

Finalized some overheating values, added remaining prosthetic icons.

Finalizing the testing version of the full prosthetic bodies branch.

Added suit cyclers to the autolathe and map.

Fixing runtime errors.

Fixing errors.

Changelog.

Replacing limb and organ strings with constants.

Prevented brainless species from becoming full cyborgs.

Fixed issues with brain/MMIs renaming themselves inappropriately.

Various fixes and oversights.
This commit is contained in:
Zuhayr
2015-12-24 21:13:40 +10:30
parent 87afd2feb2
commit f93ea6a78f
161 changed files with 1384 additions and 1352 deletions
+16 -16
View File
@@ -124,7 +124,7 @@
if(iscarbon(affecting))
handle_eye_mouth_covering(affecting, assailant, assailant.zone_sel.selecting)
if(force_down)
if(affecting.loc != assailant.loc)
force_down = 0
@@ -148,14 +148,14 @@
/obj/item/weapon/grab/proc/handle_eye_mouth_covering(mob/living/carbon/target, mob/user, var/target_zone)
var/announce = (target_zone != last_hit_zone) //only display messages when switching between different target zones
last_hit_zone = target_zone
switch(target_zone)
if("mouth")
if(O_MOUTH)
if(announce)
user.visible_message("<span class='warning'>\The [user] covers [target]'s mouth!</span>")
if(target.silent < 3)
target.silent = 3
if("eyes")
if(O_EYES)
if(announce)
assailant.visible_message("<span class='warning'>[assailant] covers [affecting]'s eyes!</span>")
if(affecting.eye_blind < 3)
@@ -232,7 +232,7 @@
else
assailant.visible_message("<span class='warning'>[assailant] pins [affecting] down to the ground (now hands)!</span>")
apply_pinning(affecting, assailant)
state = GRAB_AGGRESSIVE
icon_state = "grabbed1"
hud.icon_state = "reinforce1"
@@ -252,7 +252,7 @@
hud.name = "kill"
affecting.Stun(10) //10 ticks of ensured grab
else if(state < GRAB_UPGRADING)
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
assailant.visible_message("<span class='danger'>[assailant] starts to tighten \his grip on [affecting]'s neck!</span>")
hud.icon_state = "kill1"
state = GRAB_KILL
@@ -264,7 +264,7 @@
affecting.setClickCooldown(10)
affecting.losebreath += 1
affecting.set_dir(WEST)
adjust_position()
adjust_position()
//This is used to make sure the victim hasn't managed to yackety sax away before using the grab.
/obj/item/weapon/grab/proc/confirm()
@@ -284,10 +284,10 @@
return
if(world.time < (last_action + 20))
return
last_action = world.time
reset_kill_state() //using special grab moves will interrupt choking them
//clicking on the victim while grabbing them
if(M == affecting)
if(ishuman(affecting))
@@ -300,21 +300,21 @@
force_down = 0
return
inspect_organ(affecting, assailant, hit_zone)
if(I_GRAB)
jointlock(affecting, assailant, hit_zone)
if(I_HURT)
if(hit_zone == "eyes")
if(hit_zone == O_EYES)
attack_eye(affecting, assailant)
else if(hit_zone == "head")
else if(hit_zone == BP_HEAD)
headbut(affecting, assailant)
else
dislocate(affecting, assailant, hit_zone)
if(I_DISARM)
pin_down(affecting, assailant)
//clicking on yourself while grabbing them
if(M == assailant && state >= GRAB_AGGRESSIVE)
devour(affecting, assailant)
@@ -325,7 +325,7 @@
qdel(src)
/obj/item/weapon/grab/proc/reset_kill_state()
if(state == GRAB_KILL)
if(state == GRAB_KILL)
assailant.visible_message("<span class='warning'>[assailant] lost \his tight grip on [affecting]'s neck!</span>")
hud.icon_state = "kill"
state = GRAB_NECK