mirror of
https://github.com/vgstation-coders/vgstation13.git
synced 2025-12-10 18:32:03 +00:00
More fixes, this time compiling properly in 499.
This commit is contained in:
@@ -508,11 +508,11 @@
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/obj/item/weapon/holo/esword/green
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/obj/item/weapon/holo/esword/green
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New()
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New()
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color = "green"
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_color = "green"
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/obj/item/weapon/holo/esword/red
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/obj/item/weapon/holo/esword/red
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New()
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New()
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color = "red"
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_color = "red"
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/obj/item/weapon/holo/esword/IsShield()
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/obj/item/weapon/holo/esword/IsShield()
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if(active)
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if(active)
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@@ -523,13 +523,13 @@
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..()
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..()
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/obj/item/weapon/holo/esword/New()
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/obj/item/weapon/holo/esword/New()
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color = pick("red","blue","green","purple")
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_color = pick("red","blue","green","purple")
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/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
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/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
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active = !active
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active = !active
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if (active)
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if (active)
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force = 30
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force = 30
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icon_state = "sword[color]"
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icon_state = "sword[_color]"
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w_class = 4
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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user << "\blue [src] is now active."
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@@ -365,7 +365,7 @@ About the new airlock wires panel:
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if(AIRLOCK_WIRE_IDSCAN)
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if(AIRLOCK_WIRE_IDSCAN)
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//Sending a pulse through this flashes the red light on the door (if the door has power).
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//Sending a pulse through this flashes the red light on the door (if the door has power).
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if((src.arePowerSystemsOn()) && (!(stat & NOPOWER)))
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if((src.arePowerSystemsOn()) && (!(stat & NOPOWER)))
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animate("deny")
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door_animate("deny")
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if(AIRLOCK_WIRE_MAIN_POWER1 || AIRLOCK_WIRE_MAIN_POWER2)
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if(AIRLOCK_WIRE_MAIN_POWER1 || AIRLOCK_WIRE_MAIN_POWER2)
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//Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter).
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//Sending a pulse through either one causes a breaker to trip, disabling the door for 10 seconds if backup power is connected, or 1 minute if not (or until backup power comes back on, whichever is shorter).
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src.loseMainPower()
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src.loseMainPower()
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@@ -57,7 +57,7 @@
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color = CR.colourName
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color = CR.colourName
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else if(istype(crayon,/obj/item/weapon/stamp))
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else if(istype(crayon,/obj/item/weapon/stamp))
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var/obj/item/weapon/stamp/ST = crayon
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var/obj/item/weapon/stamp/ST = crayon
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color = ST.color
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color = ST._color
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if(color)
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if(color)
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var/new_jumpsuit_icon_state = ""
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var/new_jumpsuit_icon_state = ""
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@@ -75,8 +75,8 @@
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var/new_desc = "The colors are a bit dodgy."
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var/new_desc = "The colors are a bit dodgy."
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for(var/T in typesof(/obj/item/clothing/under))
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for(var/T in typesof(/obj/item/clothing/under))
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var/obj/item/clothing/under/J = new T
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var/obj/item/clothing/under/J = new T
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//world << "DEBUG: [color] == [J.color]"
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//world << "DEBUG: [color] == [J._color]"
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if(color == J.color)
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if(color == J._color)
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new_jumpsuit_icon_state = J.icon_state
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new_jumpsuit_icon_state = J.icon_state
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new_jumpsuit_item_state = J.item_state
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new_jumpsuit_item_state = J.item_state
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new_jumpsuit_name = J.name
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new_jumpsuit_name = J.name
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@@ -86,8 +86,8 @@
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del(J)
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del(J)
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for(var/T in typesof(/obj/item/clothing/gloves))
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for(var/T in typesof(/obj/item/clothing/gloves))
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var/obj/item/clothing/gloves/G = new T
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var/obj/item/clothing/gloves/G = new T
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//world << "DEBUG: [color] == [J.color]"
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//world << "DEBUG: [color] == [J._color]"
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if(color == G.color)
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if(color == G._color)
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new_glove_icon_state = G.icon_state
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new_glove_icon_state = G.icon_state
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new_glove_item_state = G.item_state
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new_glove_item_state = G.item_state
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new_glove_name = G.name
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new_glove_name = G.name
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@@ -97,8 +97,8 @@
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del(G)
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del(G)
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for(var/T in typesof(/obj/item/clothing/shoes))
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for(var/T in typesof(/obj/item/clothing/shoes))
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var/obj/item/clothing/shoes/S = new T
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var/obj/item/clothing/shoes/S = new T
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//world << "DEBUG: [color] == [J.color]"
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//world << "DEBUG: [color] == [J._color]"
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if(color == S.color)
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if(color == S._color)
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new_shoe_icon_state = S.icon_state
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new_shoe_icon_state = S.icon_state
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new_shoe_name = S.name
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new_shoe_name = S.name
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del(S)
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del(S)
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@@ -107,8 +107,8 @@
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del(S)
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del(S)
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for(var/T in typesof(/obj/item/weapon/bedsheet))
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for(var/T in typesof(/obj/item/weapon/bedsheet))
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var/obj/item/weapon/bedsheet/B = new T
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var/obj/item/weapon/bedsheet/B = new T
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//world << "DEBUG: [color] == [J.color]"
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//world << "DEBUG: [color] == [J._color]"
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if(color == B.color)
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if(color == B._color)
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new_sheet_icon_state = B.icon_state
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new_sheet_icon_state = B.icon_state
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new_sheet_name = B.name
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new_sheet_name = B.name
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del(B)
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del(B)
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@@ -117,8 +117,8 @@
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del(B)
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del(B)
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for(var/T in typesof(/obj/item/clothing/head/soft))
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for(var/T in typesof(/obj/item/clothing/head/soft))
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var/obj/item/clothing/head/soft/H = new T
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var/obj/item/clothing/head/soft/H = new T
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//world << "DEBUG: [color] == [J.color]"
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//world << "DEBUG: [color] == [J._color]"
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if(color == H.color)
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if(color == H._color)
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new_softcap_icon_state = H.icon_state
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new_softcap_icon_state = H.icon_state
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new_softcap_name = H.name
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new_softcap_name = H.name
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del(H)
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del(H)
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@@ -130,7 +130,7 @@
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//world << "DEBUG: YUP! FOUND IT!"
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//world << "DEBUG: YUP! FOUND IT!"
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J.item_state = new_jumpsuit_item_state
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J.item_state = new_jumpsuit_item_state
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J.icon_state = new_jumpsuit_icon_state
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J.icon_state = new_jumpsuit_icon_state
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J.color = color
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J._color = color
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J.name = new_jumpsuit_name
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J.name = new_jumpsuit_name
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J.desc = new_desc
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J.desc = new_desc
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if(new_glove_icon_state && new_glove_item_state && new_glove_name)
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if(new_glove_icon_state && new_glove_item_state && new_glove_name)
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@@ -138,7 +138,7 @@
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//world << "DEBUG: YUP! FOUND IT!"
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//world << "DEBUG: YUP! FOUND IT!"
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G.item_state = new_glove_item_state
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G.item_state = new_glove_item_state
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G.icon_state = new_glove_icon_state
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G.icon_state = new_glove_icon_state
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G.color = color
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G._color = color
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G.name = new_glove_name
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G.name = new_glove_name
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if(!istype(G, /obj/item/clothing/gloves/black/thief))
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if(!istype(G, /obj/item/clothing/gloves/black/thief))
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G.desc = new_desc
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G.desc = new_desc
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@@ -150,21 +150,21 @@
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S.slowdown = SHOES_SLOWDOWN
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S.slowdown = SHOES_SLOWDOWN
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new /obj/item/weapon/handcuffs( src )
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new /obj/item/weapon/handcuffs( src )
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S.icon_state = new_shoe_icon_state
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S.icon_state = new_shoe_icon_state
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S.color = color
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S._color = color
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S.name = new_shoe_name
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S.name = new_shoe_name
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S.desc = new_desc
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S.desc = new_desc
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if(new_sheet_icon_state && new_sheet_name)
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if(new_sheet_icon_state && new_sheet_name)
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for(var/obj/item/weapon/bedsheet/B in contents)
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for(var/obj/item/weapon/bedsheet/B in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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//world << "DEBUG: YUP! FOUND IT!"
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B.icon_state = new_sheet_icon_state
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B.icon_state = new_sheet_icon_state
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B.color = color
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B._color = color
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B.name = new_sheet_name
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B.name = new_sheet_name
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B.desc = new_desc
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B.desc = new_desc
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if(new_softcap_icon_state && new_softcap_name)
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if(new_softcap_icon_state && new_softcap_name)
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for(var/obj/item/clothing/head/soft/H in contents)
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for(var/obj/item/clothing/head/soft/H in contents)
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//world << "DEBUG: YUP! FOUND IT!"
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//world << "DEBUG: YUP! FOUND IT!"
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H.icon_state = new_softcap_icon_state
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H.icon_state = new_softcap_icon_state
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H.color = color
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H._color = color
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H.name = new_softcap_name
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H.name = new_softcap_name
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H.desc = new_desc
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H.desc = new_desc
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del(crayon)
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del(crayon)
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@@ -15,7 +15,7 @@
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update()
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update()
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if (src.imp)
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if (src.imp)
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src.icon_state = text("implantcase-[]", src.imp.color)
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src.icon_state = text("implantcase-[]", src.imp._color)
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else
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else
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src.icon_state = "implantcase-0"
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src.icon_state = "implantcase-0"
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return
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return
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@@ -24,7 +24,7 @@
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return 0
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return 0
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/obj/item/weapon/melee/energy/sword/New()
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/obj/item/weapon/melee/energy/sword/New()
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color = pick("red","blue","green","purple")
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_color = pick("red","blue","green","purple")
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((CLUMSY in user.mutations) && prob(50))
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@@ -36,7 +36,7 @@
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
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icon_state = "cutlass1"
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icon_state = "cutlass1"
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else
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else
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icon_state = "sword[color]"
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icon_state = "sword[_color]"
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w_class = 4
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w_class = 4
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
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user << "\blue [src] is now active."
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user << "\blue [src] is now active."
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@@ -193,11 +193,11 @@
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/obj/item/weapon/melee/energy/sword/green
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/obj/item/weapon/melee/energy/sword/green
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New()
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New()
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color = "green"
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_color = "green"
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/obj/item/weapon/melee/energy/sword/red
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/obj/item/weapon/melee/energy/sword/red
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New()
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New()
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color = "red"
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_color = "red"
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/obj/item/weapon/melee/energy/blade/New()
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/obj/item/weapon/melee/energy/blade/New()
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spark_system = new /datum/effect/effect/system/spark_spread()
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spark_system = new /datum/effect/effect/system/spark_spread()
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@@ -2150,7 +2150,7 @@
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for(var/obj/item/clothing/under/W in world)
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for(var/obj/item/clothing/under/W in world)
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W.icon_state = "schoolgirl"
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W.icon_state = "schoolgirl"
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W.item_state = "w_suit"
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W.item_state = "w_suit"
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W.color = "schoolgirl"
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W._color = "schoolgirl"
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message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
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message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
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world << sound('sound/AI/animes.ogg')
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world << sound('sound/AI/animes.ogg')
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if("eagles")//SCRAW
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if("eagles")//SCRAW
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@@ -507,7 +507,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
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/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
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if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
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if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
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w_uniform.screen_loc = ui_iclothing
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w_uniform.screen_loc = ui_iclothing
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var/t_color = w_uniform.color
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var/t_color = w_uniform._color
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if(!t_color) t_color = icon_state
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if(!t_color) t_color = icon_state
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var/image/lying = image("icon_state" = "[t_color]_l")
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var/image/lying = image("icon_state" = "[t_color]_l")
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var/image/standing = image("icon_state" = "[t_color]_s")
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var/image/standing = image("icon_state" = "[t_color]_s")
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@@ -533,7 +533,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
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standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
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if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
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if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
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var/tie_color = w_uniform:hastie.color
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var/tie_color = w_uniform:hastie._color
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if(!tie_color) tie_color = w_uniform:hastie.icon_state
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if(!tie_color) tie_color = w_uniform:hastie.icon_state
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lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2")
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lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2")
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standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
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standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")
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File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user