[MIRROR] Rename Bump to Collide (#2002)

* Rename Bump to Collide

* Delete bubblegum.dm.rej

* Update bubblegum.dm
This commit is contained in:
CitadelStationBot
2017-07-14 23:35:56 -05:00
committed by kevinz000
parent 80d06fe843
commit 2d3905457e
37 changed files with 78 additions and 86 deletions
+7 -3
View File
@@ -217,8 +217,12 @@
/atom/movable/Crossed(atom/movable/AM, oldloc)
return
/atom/movable/Bump(atom/A, yes) //the "yes" arg is to differentiate our Bump proc from byond's, without it every Bump() call would become a double Bump().
if((A && yes))
//This is tg's equivalent to the byond bump, it used to be called bump with a second arg
//to differentiate it, naturally everyone forgot about this immediately and so some things
//would bump twice, so now it's called Collide
/atom/movable/proc/Collide(atom/A)
if((A))
if(throwing)
throwing.hit_atom(A)
. = 1
@@ -695,4 +699,4 @@
return FALSE
if(anchored || throwing)
return FALSE
return TRUE
return TRUE
@@ -49,7 +49,7 @@
/mob/living/simple_animal/hostile/clockwork/fragment/Process_Spacemove(movement_dir = 0)
return 1
/mob/living/simple_animal/hostile/clockwork/fragment/Bump(atom/movable/AM)
/mob/living/simple_animal/hostile/clockwork/fragment/Collide(atom/movable/AM)
. = ..()
if(movement_delay_time <= world.time && next_move <= world.time && isliving(AM) && !is_servant_of_ratvar(AM))
var/mob/living/L = AM
@@ -46,7 +46,7 @@
R.visible_message("<span class='heavy_brass'>[R] forms, and its eyes blink open, glowing bright red!</span>")
R.key = O.key
/obj/structure/destructible/clockwork/massive/ratvar/Bump(atom/A)
/obj/structure/destructible/clockwork/massive/ratvar/Collide(atom/A)
var/turf/T = get_turf(A)
if(T == loc)
T = get_step(T, dir) //please don't run into a window like a bird, ratvar
@@ -47,7 +47,7 @@
affect_mob(AM)
return ..()
/obj/structure/destructible/clockwork/taunting_trail/Bump(atom/movable/AM)
/obj/structure/destructible/clockwork/taunting_trail/Collide(atom/movable/AM)
affect_mob(AM)
return ..()
+3 -3
View File
@@ -130,7 +130,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
SpinAnimation()
QDEL_IN(src, lifetime)
/obj/effect/meteor/Bump(atom/A)
/obj/effect/meteor/Collide(atom/A)
if(A)
ram_turf(get_turf(A))
playsound(src.loc, meteorsound, 40, 1)
@@ -295,7 +295,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
if(!isspaceturf(T))
new /obj/effect/decal/cleanable/blood(T)
/obj/effect/meteor/meaty/Bump(atom/A)
/obj/effect/meteor/meaty/Collide(atom/A)
A.ex_act(hitpwr)
get_hit()
@@ -334,7 +334,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
..()
explosion(src.loc, 5, 10, 15, 20, 0)
/obj/effect/meteor/tunguska/Bump()
/obj/effect/meteor/tunguska/Collide()
..()
if(prob(20))
explosion(src.loc,2,4,6,8)
+1 -8
View File
@@ -88,13 +88,6 @@
is_powered = FALSE
icon_state = icon_name + "[is_powered]" + "[(blood ? "bld" : "")]" // add the blood tag at the end
// This is purely for admin possession !FUN!.
/obj/machinery/recycler/Bump(atom/movable/AM)
..()
if(AM)
Bumped(AM)
/obj/machinery/recycler/Bumped(atom/movable/AM)
if(stat & (BROKEN|NOPOWER))
@@ -208,4 +201,4 @@
name = "paper - 'garbage duty instructions'"
info = "<h2>New Assignment</h2> You have been assigned to collect garbage from trash bins, located around the station. The crewmembers will put their trash into it and you will collect the said trash.<br><br>There is a recycling machine near your closet, inside maintenance; use it to recycle the trash for a small chance to get useful minerals. Then deliver these minerals to cargo or engineering. You are our last hope for a clean station, do not screw this up!"
#undef SAFETY_COOLDOWN
#undef SAFETY_COOLDOWN
+17 -18
View File
@@ -539,7 +539,7 @@
playsound(src,stepsound,40,1)
return result
/obj/mecha/Bump(var/atom/obstacle, yes)
/obj/mecha/Collide(var/atom/obstacle)
if(phasing && get_charge() >= phasing_energy_drain && !throwing)
spawn()
if(can_move)
@@ -551,23 +551,22 @@
sleep(step_in*3)
can_move = 1
else
if(yes)
if(..()) //mech was thrown
return
if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.
if(nextsmash < world.time)
obstacle.mech_melee_attack(src)
if(!obstacle || !obstacle.density)
step(src,dir)
nextsmash = world.time + smashcooldown
if(isobj(obstacle))
var/obj/O = obstacle
if(!O.anchored)
step(obstacle, dir)
else if(ismob(obstacle))
var/mob/M = obstacle
if(!M.anchored)
step(obstacle, dir)
if(..()) //mech was thrown
return
if(bumpsmash && occupant) //Need a pilot to push the PUNCH button.
if(nextsmash < world.time)
obstacle.mech_melee_attack(src)
if(!obstacle || !obstacle.density)
step(src,dir)
nextsmash = world.time + smashcooldown
if(isobj(obstacle))
var/obj/O = obstacle
if(!O.anchored)
step(obstacle, dir)
else if(ismob(obstacle))
var/mob/M = obstacle
if(!M.anchored)
step(obstacle, dir)
+2 -2
View File
@@ -107,7 +107,7 @@
/obj/effect/anomaly/grav/Crossed(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bump(mob/A)
/obj/effect/anomaly/grav/Collide(mob/A)
gravShock(A)
/obj/effect/anomaly/grav/Bumped(mob/A)
@@ -143,7 +143,7 @@
/obj/effect/anomaly/flux/Crossed(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bump(mob/living/M)
/obj/effect/anomaly/flux/Collide(mob/living/M)
mobShock(M)
/obj/effect/anomaly/flux/Bumped(mob/living/M)
@@ -19,7 +19,7 @@
return 0
.=..()
/obj/effect/particle_effect/water/Bump(atom/A)
/obj/effect/particle_effect/water/Collide(atom/A)
if(reagents)
reagents.reaction(A)
return ..()
+1 -1
View File
@@ -103,7 +103,7 @@
/obj/structure/spider/spiderling/nurse
grow_as = /mob/living/simple_animal/hostile/poison/giant_spider/nurse
/obj/structure/spider/spiderling/Bump(atom/user)
/obj/structure/spider/spiderling/Collide(atom/user)
if(istype(user, /obj/structure/table))
src.loc = user.loc
else
+1 -1
View File
@@ -116,7 +116,7 @@
if(istype(M.selected,/obj/item/mecha_parts/mecha_equipment/drill))
src.attackby(M.selected,M)
return*/
//Aparantly mechs are just TOO COOL to call Bump(), so fuck em (for now)
//Aparantly mechs are just TOO COOL to call Collide())
else
return
+4 -4
View File
@@ -113,7 +113,7 @@
// Nothing but border objects stop you from leaving a tile, only one loop is needed
for(var/obj/obstacle in mover.loc)
if(!obstacle.CheckExit(mover, src) && obstacle != mover && obstacle != forget)
mover.Bump(obstacle, 1)
mover.Collide(obstacle)
return FALSE
var/list/large_dense = list()
@@ -122,14 +122,14 @@
for(var/atom/movable/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
mover.Bump(border_obstacle, 1)
mover.Collide(border_obstacle)
return FALSE
else
large_dense += border_obstacle
//Then, check the turf itself
if (!src.CanPass(mover, src))
mover.Bump(src, 1)
mover.Collide(src)
return FALSE
//Finally, check objects/mobs to block entry that are not on the border
@@ -141,7 +141,7 @@
tompost_bump = obstacle
top_layer = obstacle.layer
if(tompost_bump)
mover.Bump(tompost_bump,1)
mover.Collide(tompost_bump)
return FALSE
return TRUE //Nothing found to block so return success!