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>
This commit is contained in:
alexkar598
2020-06-23 16:15:23 -04:00
committed by GitHub
parent 27d638395c
commit dab25cb5a6
200 changed files with 741 additions and 776 deletions

View File

@@ -323,12 +323,14 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
qdel(src)
return TRUE
/obj/item/shard/Crossed(mob/living/L)
if(istype(L) && has_gravity(loc))
if(HAS_TRAIT(L, TRAIT_LIGHT_STEP))
playsound(loc, 'sound/effects/glass_step.ogg', 30, 1)
else
playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
/obj/item/shard/Crossed(atom/movable/AM)
if(isliving(AM))
var/mob/living/L = AM
if(!(L.is_flying() || L.buckled))
if(HAS_TRAIT(L, TRAIT_LIGHT_STEP))
playsound(loc, 'sound/effects/glass_step.ogg', 30, TRUE)
else
playsound(loc, 'sound/effects/glass_step.ogg', 50, TRUE)
return ..()
/obj/item/shard/plasma