Hard upstream sync (#6951)

* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync

* sync part 1 - underscore folders in code

* controllers folder

* datums folder

* game folder

* cmon, work

* modules - admin to awaymissions

* cargo to events

* fields to lighting

* mapping > ruins

* rest of the code folder

* rest of the folders in the root directory

* DME

* fixes compiling errors. it compiles so it works

* readds map changes

* fixes dogborg module select

* fixes typo in moduleselect_alternate_icon filepath
This commit is contained in:
deathride58
2018-05-31 23:03:18 +00:00
committed by kevinz000
parent b6e608cb4c
commit 2f9e3e403d
395 changed files with 134016 additions and 26287 deletions
+4 -3
View File
@@ -127,9 +127,10 @@
user.visible_message("<span class='danger'>[user] fires [src]!</span>", null, null, COMBAT_MESSAGE_RANGE)
/obj/item/gun/emp_act(severity)
for(var/obj/O in contents)
O.emp_act(severity)
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
for(var/obj/O in contents)
O.emp_act(severity)
/obj/item/gun/afterattack(atom/target, mob/living/user, flag, params)
if(firing_burst)
+6 -4
View File
@@ -22,10 +22,12 @@
var/dead_cell = FALSE //set to true so the gun is given an empty cell
/obj/item/gun/energy/emp_act(severity)
cell.use(round(cell.charge / severity))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
. = ..()
if(!(. & EMP_PROTECT_CONTENTS))
cell.use(round(cell.charge / severity))
chambered = null //we empty the chamber
recharge_newshot() //and try to charge a new shot
update_icon()
/obj/item/gun/energy/get_cell()
return cell
@@ -127,7 +127,9 @@
to_chat(M, "<span class='userdanger'>Your [name]'s reactor overloads!</span>")
/obj/item/gun/energy/e_gun/nuclear/emp_act(severity)
..()
. = ..()
if(. & EMP_PROTECT_SELF)
return
fail_chance = min(fail_chance + round(15/severity), 100)
/obj/item/gun/energy/e_gun/nuclear/update_icon()
@@ -195,6 +195,9 @@
return ..()
/obj/item/gun/energy/beam_rifle/emp_act(severity)
. = ..()
if(. & EMP_PROTECT_SELF)
return
chambered = null
recharge_newshot()
+1 -1
View File
@@ -36,7 +36,7 @@
var/trajectory_ignore_forcemove = FALSE //instructs forceMove to NOT reset our trajectory to the new location!
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/pixel_speed = 33 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
var/pixel_speed = 32 //pixels per move - DO NOT FUCK WITH THIS UNLESS YOU ABSOLUTELY KNOW WHAT YOU ARE DOING OR UNEXPECTED THINGS /WILL/ HAPPEN!
var/Angle = 0
var/original_angle = 0 //Angle at firing
var/nondirectional_sprite = FALSE //Set TRUE to prevent projectiles from having their sprites rotated based on firing angle
@@ -3,12 +3,20 @@
icon_state = "tesla_projectile"
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
var/chain
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_OBJ_DAMAGE
var/zap_range = 3
var/power = 10000
/obj/item/projectile/energy/tesla/fire(setAngle)
if(firer)
chain = firer.Beam(src, icon_state = "lightning[rand(1, 12)]", time = INFINITY, maxdistance = INFINITY)
..()
/obj/item/projectile/energy/tesla/on_hit(atom/target)
. = ..()
tesla_zap(target, zap_range, power, tesla_flags)
qdel(src)
/obj/item/projectile/energy/tesla/Destroy()
qdel(chain)
return ..()
@@ -16,16 +24,6 @@
/obj/item/projectile/energy/tesla/revolver
name = "energy orb"
/obj/item/projectile/energy/tesla/revolver/on_hit(atom/target)
. = ..()
if(isliving(target))
tesla_zap(target, 3, 10000)
qdel(src)
/obj/item/projectile/energy/tesla/cannon
name = "tesla orb"
/obj/item/projectile/energy/tesla/cannon/on_hit(atom/target)
. = ..()
tesla_zap(target, 3, 10000, explosive = FALSE, stun_mobs = FALSE)
qdel(src)
power = 20000
+2 -2
View File
@@ -360,7 +360,7 @@
var/tesla_power = 20000
var/tesla_range = 15
var/tesla_boom = FALSE
var/tesla_flags = TESLA_MOB_DAMAGE | TESLA_MOB_STUN | TESLA_OBJ_DAMAGE
var/chain
var/mob/living/caster
@@ -377,7 +377,7 @@
visible_message("<span class='warning'>[src] fizzles on contact with [target]!</span>")
qdel(src)
return
tesla_zap(src, tesla_range, tesla_power, tesla_boom)
tesla_zap(src, tesla_range, tesla_power, tesla_flags)
qdel(src)
/obj/item/projectile/magic/aoe/lightning/Destroy()