More fixes, this time compiling properly in 499.

This commit is contained in:
Rob Nelson
2013-09-13 07:06:46 -07:00
parent 0f05787f84
commit 112ac3a472
8 changed files with 828 additions and 828 deletions

View File

@@ -508,11 +508,11 @@
/obj/item/weapon/holo/esword/green /obj/item/weapon/holo/esword/green
New() New()
color = "green" _color = "green"
/obj/item/weapon/holo/esword/red /obj/item/weapon/holo/esword/red
New() New()
color = "red" _color = "red"
/obj/item/weapon/holo/esword/IsShield() /obj/item/weapon/holo/esword/IsShield()
if(active) if(active)
@@ -523,13 +523,13 @@
..() ..()
/obj/item/weapon/holo/esword/New() /obj/item/weapon/holo/esword/New()
color = pick("red","blue","green","purple") _color = pick("red","blue","green","purple")
/obj/item/weapon/holo/esword/attack_self(mob/living/user as mob) /obj/item/weapon/holo/esword/attack_self(mob/living/user as mob)
active = !active active = !active
if (active) if (active)
force = 30 force = 30
icon_state = "sword[color]" icon_state = "sword[_color]"
w_class = 4 w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1) playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active." user << "\blue [src] is now active."

View File

@@ -365,7 +365,7 @@ About the new airlock wires panel:
if(AIRLOCK_WIRE_IDSCAN) if(AIRLOCK_WIRE_IDSCAN)
//Sending a pulse through this flashes the red light on the door (if the door has power). //Sending a pulse through this flashes the red light on the door (if the door has power).
if((src.arePowerSystemsOn()) && (!(stat & NOPOWER))) if((src.arePowerSystemsOn()) && (!(stat & NOPOWER)))
animate("deny") door_animate("deny")
if(AIRLOCK_WIRE_MAIN_POWER1 || AIRLOCK_WIRE_MAIN_POWER2) if(AIRLOCK_WIRE_MAIN_POWER1 || AIRLOCK_WIRE_MAIN_POWER2)
//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). //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).
src.loseMainPower() src.loseMainPower()

View File

@@ -57,7 +57,7 @@
color = CR.colourName color = CR.colourName
else if(istype(crayon,/obj/item/weapon/stamp)) else if(istype(crayon,/obj/item/weapon/stamp))
var/obj/item/weapon/stamp/ST = crayon var/obj/item/weapon/stamp/ST = crayon
color = ST.color color = ST._color
if(color) if(color)
var/new_jumpsuit_icon_state = "" var/new_jumpsuit_icon_state = ""
@@ -75,8 +75,8 @@
var/new_desc = "The colors are a bit dodgy." var/new_desc = "The colors are a bit dodgy."
for(var/T in typesof(/obj/item/clothing/under)) for(var/T in typesof(/obj/item/clothing/under))
var/obj/item/clothing/under/J = new T var/obj/item/clothing/under/J = new T
//world << "DEBUG: [color] == [J.color]" //world << "DEBUG: [color] == [J._color]"
if(color == J.color) if(color == J._color)
new_jumpsuit_icon_state = J.icon_state new_jumpsuit_icon_state = J.icon_state
new_jumpsuit_item_state = J.item_state new_jumpsuit_item_state = J.item_state
new_jumpsuit_name = J.name new_jumpsuit_name = J.name
@@ -86,8 +86,8 @@
del(J) del(J)
for(var/T in typesof(/obj/item/clothing/gloves)) for(var/T in typesof(/obj/item/clothing/gloves))
var/obj/item/clothing/gloves/G = new T var/obj/item/clothing/gloves/G = new T
//world << "DEBUG: [color] == [J.color]" //world << "DEBUG: [color] == [J._color]"
if(color == G.color) if(color == G._color)
new_glove_icon_state = G.icon_state new_glove_icon_state = G.icon_state
new_glove_item_state = G.item_state new_glove_item_state = G.item_state
new_glove_name = G.name new_glove_name = G.name
@@ -97,8 +97,8 @@
del(G) del(G)
for(var/T in typesof(/obj/item/clothing/shoes)) for(var/T in typesof(/obj/item/clothing/shoes))
var/obj/item/clothing/shoes/S = new T var/obj/item/clothing/shoes/S = new T
//world << "DEBUG: [color] == [J.color]" //world << "DEBUG: [color] == [J._color]"
if(color == S.color) if(color == S._color)
new_shoe_icon_state = S.icon_state new_shoe_icon_state = S.icon_state
new_shoe_name = S.name new_shoe_name = S.name
del(S) del(S)
@@ -107,8 +107,8 @@
del(S) del(S)
for(var/T in typesof(/obj/item/weapon/bedsheet)) for(var/T in typesof(/obj/item/weapon/bedsheet))
var/obj/item/weapon/bedsheet/B = new T var/obj/item/weapon/bedsheet/B = new T
//world << "DEBUG: [color] == [J.color]" //world << "DEBUG: [color] == [J._color]"
if(color == B.color) if(color == B._color)
new_sheet_icon_state = B.icon_state new_sheet_icon_state = B.icon_state
new_sheet_name = B.name new_sheet_name = B.name
del(B) del(B)
@@ -117,8 +117,8 @@
del(B) del(B)
for(var/T in typesof(/obj/item/clothing/head/soft)) for(var/T in typesof(/obj/item/clothing/head/soft))
var/obj/item/clothing/head/soft/H = new T var/obj/item/clothing/head/soft/H = new T
//world << "DEBUG: [color] == [J.color]" //world << "DEBUG: [color] == [J._color]"
if(color == H.color) if(color == H._color)
new_softcap_icon_state = H.icon_state new_softcap_icon_state = H.icon_state
new_softcap_name = H.name new_softcap_name = H.name
del(H) del(H)
@@ -130,7 +130,7 @@
//world << "DEBUG: YUP! FOUND IT!" //world << "DEBUG: YUP! FOUND IT!"
J.item_state = new_jumpsuit_item_state J.item_state = new_jumpsuit_item_state
J.icon_state = new_jumpsuit_icon_state J.icon_state = new_jumpsuit_icon_state
J.color = color J._color = color
J.name = new_jumpsuit_name J.name = new_jumpsuit_name
J.desc = new_desc J.desc = new_desc
if(new_glove_icon_state && new_glove_item_state && new_glove_name) if(new_glove_icon_state && new_glove_item_state && new_glove_name)
@@ -138,7 +138,7 @@
//world << "DEBUG: YUP! FOUND IT!" //world << "DEBUG: YUP! FOUND IT!"
G.item_state = new_glove_item_state G.item_state = new_glove_item_state
G.icon_state = new_glove_icon_state G.icon_state = new_glove_icon_state
G.color = color G._color = color
G.name = new_glove_name G.name = new_glove_name
if(!istype(G, /obj/item/clothing/gloves/black/thief)) if(!istype(G, /obj/item/clothing/gloves/black/thief))
G.desc = new_desc G.desc = new_desc
@@ -150,21 +150,21 @@
S.slowdown = SHOES_SLOWDOWN S.slowdown = SHOES_SLOWDOWN
new /obj/item/weapon/handcuffs( src ) new /obj/item/weapon/handcuffs( src )
S.icon_state = new_shoe_icon_state S.icon_state = new_shoe_icon_state
S.color = color S._color = color
S.name = new_shoe_name S.name = new_shoe_name
S.desc = new_desc S.desc = new_desc
if(new_sheet_icon_state && new_sheet_name) if(new_sheet_icon_state && new_sheet_name)
for(var/obj/item/weapon/bedsheet/B in contents) for(var/obj/item/weapon/bedsheet/B in contents)
//world << "DEBUG: YUP! FOUND IT!" //world << "DEBUG: YUP! FOUND IT!"
B.icon_state = new_sheet_icon_state B.icon_state = new_sheet_icon_state
B.color = color B._color = color
B.name = new_sheet_name B.name = new_sheet_name
B.desc = new_desc B.desc = new_desc
if(new_softcap_icon_state && new_softcap_name) if(new_softcap_icon_state && new_softcap_name)
for(var/obj/item/clothing/head/soft/H in contents) for(var/obj/item/clothing/head/soft/H in contents)
//world << "DEBUG: YUP! FOUND IT!" //world << "DEBUG: YUP! FOUND IT!"
H.icon_state = new_softcap_icon_state H.icon_state = new_softcap_icon_state
H.color = color H._color = color
H.name = new_softcap_name H.name = new_softcap_name
H.desc = new_desc H.desc = new_desc
del(crayon) del(crayon)

View File

@@ -15,7 +15,7 @@
update() update()
if (src.imp) if (src.imp)
src.icon_state = text("implantcase-[]", src.imp.color) src.icon_state = text("implantcase-[]", src.imp._color)
else else
src.icon_state = "implantcase-0" src.icon_state = "implantcase-0"
return return

View File

@@ -24,7 +24,7 @@
return 0 return 0
/obj/item/weapon/melee/energy/sword/New() /obj/item/weapon/melee/energy/sword/New()
color = pick("red","blue","green","purple") _color = pick("red","blue","green","purple")
/obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob) /obj/item/weapon/melee/energy/sword/attack_self(mob/living/user as mob)
if ((CLUMSY in user.mutations) && prob(50)) if ((CLUMSY in user.mutations) && prob(50))
@@ -36,7 +36,7 @@
if(istype(src,/obj/item/weapon/melee/energy/sword/pirate)) if(istype(src,/obj/item/weapon/melee/energy/sword/pirate))
icon_state = "cutlass1" icon_state = "cutlass1"
else else
icon_state = "sword[color]" icon_state = "sword[_color]"
w_class = 4 w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 50, 1) playsound(user, 'sound/weapons/saberon.ogg', 50, 1)
user << "\blue [src] is now active." user << "\blue [src] is now active."
@@ -193,11 +193,11 @@
/obj/item/weapon/melee/energy/sword/green /obj/item/weapon/melee/energy/sword/green
New() New()
color = "green" _color = "green"
/obj/item/weapon/melee/energy/sword/red /obj/item/weapon/melee/energy/sword/red
New() New()
color = "red" _color = "red"
/obj/item/weapon/melee/energy/blade/New() /obj/item/weapon/melee/energy/blade/New()
spark_system = new /datum/effect/effect/system/spark_spread() spark_system = new /datum/effect/effect/system/spark_spread()

View File

@@ -2150,7 +2150,7 @@
for(var/obj/item/clothing/under/W in world) for(var/obj/item/clothing/under/W in world)
W.icon_state = "schoolgirl" W.icon_state = "schoolgirl"
W.item_state = "w_suit" W.item_state = "w_suit"
W.color = "schoolgirl" W._color = "schoolgirl"
message_admins("[key_name_admin(usr)] activated Japanese Animes mode") message_admins("[key_name_admin(usr)] activated Japanese Animes mode")
world << sound('sound/AI/animes.ogg') world << sound('sound/AI/animes.ogg')
if("eagles")//SCRAW if("eagles")//SCRAW

View File

@@ -507,7 +507,7 @@ proc/get_damage_icon_part(damage_state, body_part)
/mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1) /mob/living/carbon/human/update_inv_w_uniform(var/update_icons=1)
if(w_uniform && istype(w_uniform, /obj/item/clothing/under) ) if(w_uniform && istype(w_uniform, /obj/item/clothing/under) )
w_uniform.screen_loc = ui_iclothing w_uniform.screen_loc = ui_iclothing
var/t_color = w_uniform.color var/t_color = w_uniform._color
if(!t_color) t_color = icon_state if(!t_color) t_color = icon_state
var/image/lying = image("icon_state" = "[t_color]_l") var/image/lying = image("icon_state" = "[t_color]_l")
var/image/standing = image("icon_state" = "[t_color]_s") var/image/standing = image("icon_state" = "[t_color]_s")
@@ -533,7 +533,7 @@ proc/get_damage_icon_part(damage_state, body_part)
standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood") standing.overlays += image("icon" = 'icons/effects/blood.dmi', "icon_state" = "uniformblood")
if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE. if(w_uniform:hastie) //WE CHECKED THE TYPE ABOVE. THIS REALLY SHOULD BE FINE.
var/tie_color = w_uniform:hastie.color var/tie_color = w_uniform:hastie._color
if(!tie_color) tie_color = w_uniform:hastie.icon_state if(!tie_color) tie_color = w_uniform:hastie.icon_state
lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2") lying.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]2")
standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]") standing.overlays += image("icon" = 'icons/mob/ties.dmi', "icon_state" = "[tie_color]")

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