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Dreamchecker (#8977)
* Changes obj_break on machines to use parent calls (#46485) The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state. Why It's Good For The Game Better code quality, more signals. * e * Can pass refactor (#48659) * Makes all CanPass procs call parent * Makes CanPass more extendable and gives the mover a say in the matter * Replace CanPass with CanAllowThrough to use the new system Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(` * Simple optimization pass * Adds linting for equipped() pickup() dropped() (#46614) * lint some inventory procs * lineends * f * line end * lineend * fuck * changes per review * does more * Changes power_change() to respect parent calls for toggling NOPOWER (#46486) About The Pull Request Similar to #46485 Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed. Why It's Good For The Game code quality, eventually signal stuff. and signal stuff * Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016) About The Pull Request Detected as part of my work on SpaceManiac/SpacemanDMM#167 * Makes Crossed and Moved should call parent (#49671) * makes setDir shouldcallparent (#49692) * owo * hehe * Update atoms.dm * Update atoms.dm * Update atoms_movable.dm Co-authored-by: spookydonut <github@spooksoftware.com> Co-authored-by: alexkar598 <> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
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@@ -323,12 +323,14 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
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qdel(src)
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return TRUE
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/obj/item/shard/Crossed(mob/living/L)
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if(istype(L) && has_gravity(loc))
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if(HAS_TRAIT(L, TRAIT_LIGHT_STEP))
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playsound(loc, 'sound/effects/glass_step.ogg', 30, 1)
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else
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playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
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/obj/item/shard/Crossed(atom/movable/AM)
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if(isliving(AM))
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var/mob/living/L = AM
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if(!(L.is_flying() || L.buckled))
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if(HAS_TRAIT(L, TRAIT_LIGHT_STEP))
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playsound(loc, 'sound/effects/glass_step.ogg', 30, TRUE)
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else
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playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
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return ..()
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/obj/item/shard/plasma
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