Overhauls and 2/28 sync (#244)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures

* lazy fix for bleeding edgy (#252)

* map tweaks/shuttle engines

* helpers and defines

* global/onclick

* controllers and datums

* mapping

* game folder

* some other stuff

* some modules

* modules that aren't mobs

* some mob stuff

* new player stuff

* mob living

* silicon stuff

* simple animal things

* carbon/ayylmao

* update_icons

* carbon/human

* sounds and tools

* icons and stuff

* hippie grinder changes + tgui

* kitchen.dmi

* compile issues fixed

* mapfix

* Mapfixes 2.0

* mapedit2.0

* mapmerger pls

* Revert "mapedit2.0"

This reverts commit 74139a3cacea10df7aafca06c0a10bd3daf3a481.

* clean up vore folder + 2 hotfixes

* admin ticket refinement

* Blob tweaks and LAZYADD

* LAZYADD IS LAZY

* Magic strings purged

* DEFINES NEED HIGHER PRIORITIES

* Only a sleepless idiot deals in absolute TRUE|FALSE

* u h g

* progress bar fix

* reverts ticket logs

* there's always that one guy

* fixes and stuff

* 2/27 fixes

* game folder stuff

* stats

* some modules again

* clothing stuff

gets vg clothing out of the main files

* everything not mobs again

* mob stuff

* maps, tgui, sql stuff

* icons

* additional fixes and compile errors

* don't need this anymore

* Oh right this isn't needed anymore

* maint bar re-added

* that doesn't need to be here

* stupid events

* wtfeven

* probably makes Travis happy

* don't care to fix the grinder atm

* fixes vending sprites, changes turret

* lethal, not lethals

* overylays are finicky creatures
This commit is contained in:
Poojawa
2017-02-28 09:30:49 -06:00
committed by GitHub
parent 93782cf716
commit 0bca862419
544 changed files with 309981 additions and 81206 deletions
@@ -80,7 +80,7 @@
M.pixel_x = M.get_standard_pixel_x_offset(M.lying)
M.pixel_y = M.get_standard_pixel_y_offset(M.lying)
M.layer = initial(M.layer)
overlays -= nest_overlay
cut_overlay(nest_overlay)
/obj/structure/bed/nest/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -63,7 +63,7 @@
/obj/structure/chair/proc/handle_layer()
if(has_buckled_mobs() && dir == NORTH)
layer = ABOVE_ALL_MOB_LAYER
layer = ABOVE_MOB_LAYER
else
layer = OBJ_LAYER
@@ -146,7 +146,7 @@
if(has_buckled_mobs())
add_overlay(armrest)
else
overlays -= armrest
cut_overlay(armrest)
/obj/structure/chair/comfy/brown
@@ -84,7 +84,7 @@
bleedsuppress = 1
S.icon = icon
S.icon_state = icon_state
S.overlays = overlays
S.copy_overlays(overlays)
var/newcolor = list(rgb(77,77,77), rgb(150,150,150), rgb(28,28,28), rgb(0,0,0))
S.add_atom_colour(newcolor, FIXED_COLOUR_PRIORITY)
return 1
@@ -140,3 +140,8 @@
for(var/i in 1 to 4)
new /obj/item/weapon/rcd_ammo(src)
new /obj/item/weapon/rcd(src)
/obj/structure/closet/crate/science
name = "science crate"
desc = "A science crate."
icon_state = "scicrate"
@@ -64,4 +64,9 @@
/obj/structure/closet/crate/secure/engineering
desc = "A crate with a lock on it, painted in the scheme of the station's engineers."
name = "secure engineering crate"
icon_state = "engi_secure_crate"
icon_state = "engi_secure_crate"
/obj/structure/closet/crate/secure/science
name = "secure science crate"
desc = "A crate with a lock on it, painted in the scheme of the station's scientists."
icon_state = "scisecurecrate"
@@ -12,7 +12,9 @@
for(var/I in debris)
for(var/i in 1 to debris[I])
new I (get_turf(src))
visible_message(break_message)
playsound(src, break_sound, 50, 1)
if(break_message)
visible_message(break_message)
if(break_sound)
playsound(src, break_sound, 50, 1)
qdel(src)
return 1
@@ -287,14 +287,3 @@
/obj/effect/mob_spawn/human/hotel_staff/Destroy()
new/obj/structure/fluff/empty_sleeper/syndicate(get_turf(src))
..()
/obj/effect/mob_spawn/derelict_drone
name = "dust-caked drone shell"
desc = "A long-forgotten drone shell."
flavour_text = "This station sure is a mess. It's time to get to work."
mob_name = "a derelict drone"
mob_type = /mob/living/simple_animal/drone
icon = 'icons/mob/drone.dmi'
icon_state = "drone_maint_hat"
death = FALSE
roundstart = FALSE
@@ -7,6 +7,50 @@
density = 0
anchored = 1
layer = ABOVE_MOB_LAYER
var/state = PLASTIC_FLAPS_NORMAL
/obj/structure/plasticflaps/examine(mob/user)
. = ..()
switch(state)
if(PLASTIC_FLAPS_NORMAL)
user << "<span class='notice'>[src] are <b>screwed</b> to the floor.</span>"
if(PLASTIC_FLAPS_DETACHED)
user << "<span class='notice'>[src] are no longer <i>screwed</i> to the floor, and the flaps can be <b>cut</b> apart.</span>"
/obj/structure/plasticflaps/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/weapon/screwdriver))
if(state == PLASTIC_FLAPS_NORMAL)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] unscrews [src] from the floor.</span>", "<span class='notice'>You start to unscrew [src] from the floor...</span>", "You hear rustling noises.")
if(do_after(user, 100*W.toolspeed, target = src))
if(state != PLASTIC_FLAPS_NORMAL)
return
state = PLASTIC_FLAPS_DETACHED
anchored = FALSE
user << "<span class='notice'>You unscrew [src] from the floor.</span>"
else if(state == PLASTIC_FLAPS_DETACHED)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] screws [src] to the floor.</span>", "<span class='notice'>You start to screw [src] to the floor...</span>", "You hear rustling noises.")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != PLASTIC_FLAPS_DETACHED)
return
state = PLASTIC_FLAPS_NORMAL
anchored = TRUE
user << "<span class='notice'>You screw [src] from the floor.</span>"
else if(istype(W, /obj/item/weapon/wirecutters))
if(state == PLASTIC_FLAPS_DETACHED)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("<span class='warning'>[user] cuts apart [src].</span>", "<span class='notice'>You start to cut apart [src].</span>", "You hear cutting.")
if(do_after(user, 50*W.toolspeed, target = src))
if(state != PLASTIC_FLAPS_DETACHED)
return
user << "<span class='notice'>You cut apart [src].</span>"
var/obj/item/stack/sheet/plastic/five/P = new(loc)
P.add_fingerprint(user)
qdel(src)
else
. = ..()
/obj/structure/plasticflaps/CanAStarPass(ID, to_dir, caller)
if(isliving(caller))
@@ -46,6 +90,11 @@
return 0
return ..()
/obj/structure/plasticflaps/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
new /obj/item/stack/sheet/plastic/five(loc)
qdel(src)
/obj/structure/plasticflaps/mining //A specific type for mining that doesn't allow airflow because of them damn crates
name = "airtight plastic flaps"
desc = "Heavy duty, airtight, plastic flaps."
@@ -485,6 +485,7 @@
icon_state = "rack_parts"
flags = CONDUCT
materials = list(MAT_METAL=2000)
var/building = FALSE
/obj/item/weapon/rack_parts/attackby(obj/item/weapon/W, mob/user, params)
if (istype(W, /obj/item/weapon/wrench))
@@ -494,6 +495,9 @@
. = ..()
/obj/item/weapon/rack_parts/attack_self(mob/user)
if(building)
return
building = TRUE
user << "<span class='notice'>You start constructing a rack...</span>"
if(do_after(user, 50, target = src, progress=TRUE))
if(!user.drop_item())
@@ -503,3 +507,4 @@
</span>", "<span class='notice'>You assemble \a [R].</span>")
R.add_fingerprint(user)
qdel(src)
building = FALSE
+2 -1
View File
@@ -345,7 +345,7 @@
if(smooth)
queue_smooth(src)
overlays -= crack_overlay
cut_overlay(crack_overlay)
if(ratio > 75)
return
crack_overlay = image('icons/obj/structures.dmi',"damage[ratio]",-(layer+0.1))
@@ -474,6 +474,7 @@
explosion_block = 2 //fancy AND hard to destroy. the most useful combination.
glass_type = /obj/item/stack/tile/brass
glass_amount = 1
reinf = FALSE
var/made_glow = FALSE
/obj/structure/window/reinforced/clockwork/New(loc, direct)