ok this is going to be a pain in the ass ain't it (#2458)

lets hope nothing blows up this time (Flags PR but it works!)
This commit is contained in:
kevinz000
2017-08-22 05:01:38 -07:00
committed by GitHub
parent 6a309b5996
commit 35b7b93b24
535 changed files with 2471 additions and 1486 deletions
+2 -2
View File
@@ -125,7 +125,7 @@
for(var/obj/I in contents)
if(I.resistance_flags & FREEZE_PROOF)
return
if(!HAS_SECONDARY_FLAG(I, FROZEN)) //let it go
if(!(I.flags_2 & FROZEN_2)) //let it go
I.make_frozen_visual()
for(var/mob/living/L in contents)
if(L.bodytemperature <= 50)
@@ -241,7 +241,7 @@
wet_time = MAXIMUM_WET_TIME
if(wet == TURF_WET_ICE && air.temperature > T0C)
for(var/obj/O in contents)
if(HAS_SECONDARY_FLAG(O, FROZEN))
if(O.flags_2 & FROZEN_2)
O.make_unfrozen()
MakeDry(TURF_WET_ICE)
MakeSlippery(TURF_WET_WATER)
+2 -2
View File
@@ -11,7 +11,7 @@
if(prob(66)) //fastest possible exit 2/3 of the time
return
if(!(flags & CAN_BE_DIRTY))
if(!(flags_1 & CAN_BE_DIRTY_1))
return
if(locate(/obj/structure/grille) in contents)
@@ -19,7 +19,7 @@
var/area/A = get_area(src)
if(A && !(A.flags & CAN_BE_DIRTY))
if(A && !(A.flags_1 & CAN_BE_DIRTY_1))
return
//The code below here isn't exactly optimal, but because of the individual decals that each area uses it's still applicable.
@@ -66,7 +66,7 @@
icon_state = "grass"
floor_tile = /obj/item/stack/tile/grass
broken_states = list("sand")
flags = NONE
flags_1 = NONE
var/ore_type = /obj/item/weapon/ore/glass
var/turfverb = "uproot"
@@ -141,7 +141,7 @@
broken_states = list("damaged")
smooth = SMOOTH_TRUE
canSmoothWith = list(/turf/open/floor/carpet)
flags = NONE
flags_1 = NONE
/turf/open/floor/carpet/Initialize()
..()
@@ -0,0 +1,10 @@
diff a/code/game/turfs/simulated/floor/fancy_floor.dm b/code/game/turfs/simulated/floor/fancy_floor.dm (rejected hunks)
@@ -66,7 +66,7 @@
icon_state = "grass"
floor_tile = /obj/item/stack/tile/grass
broken_states = list("sand")
- flags = NONE
+ flags_1 = NONE
var/ore_type = /obj/item/ore/glass
var/turfverb = "uproot"
@@ -339,7 +339,7 @@
slowdown = 2
environment_type = "snow"
sand_type = /obj/item/stack/sheet/mineral/snow
flags = NONE
flags_1 = NONE
/turf/open/floor/plating/asteroid/snow/airless
initial_gas_mix = "TEMP=2.7"
@@ -80,7 +80,7 @@
/turf/open/floor/plating/beach
name = "beach"
icon = 'icons/misc/beach.dmi'
flags = NONE
flags_1 = NONE
/turf/open/floor/plating/beach/ex_act(severity, target)
contents_explosion(severity, target)
@@ -175,7 +175,7 @@
desc = "A light-weight titanium wall used in shuttles."
icon = 'icons/turf/walls/shuttle_wall.dmi'
icon_state = "map-shuttle"
flags = CAN_BE_DIRTY | CHECK_RICOCHET
flags_1 = CAN_BE_DIRTY_1 | CHECK_RICOCHET_1
sheet_type = /obj/item/stack/sheet/mineral/titanium
smooth = SMOOTH_MORE|SMOOTH_DIAGONAL
canSmoothWith = list(/turf/closed/wall/mineral/titanium, /obj/machinery/door/airlock/shuttle, /obj/machinery/door/airlock/, /turf/closed/wall/shuttle, /obj/structure/window/shuttle, /obj/structure/shuttle/engine/heater, /obj/structure/falsewall/titanium)
+1 -1
View File
@@ -2,7 +2,7 @@
icon_state = "black"
dir = SOUTH
baseturf = /turf/open/space/transit
flags = NOJAUNT //This line goes out to every wizard that ever managed to escape the den. I'm sorry.
flags_1 = NOJAUNT_1 //This line goes out to every wizard that ever managed to escape the den. I'm sorry.
/turf/open/space/transit/get_smooth_underlay_icon(mutable_appearance/underlay_appearance, turf/asking_turf, adjacency_dir)
. = ..()
+7 -7
View File
@@ -11,7 +11,7 @@
var/blocks_air = FALSE
flags = CAN_BE_DIRTY
flags_1 = CAN_BE_DIRTY_1
var/image/obscured //camerachunks
@@ -133,7 +133,7 @@
//Next, check objects to block entry that are on the border
for(var/atom/movable/border_obstacle in src)
if(border_obstacle.flags & ON_BORDER)
if(border_obstacle.flags_1 & ON_BORDER_1)
if(!border_obstacle.CanPass(mover, mover.loc, 1) && (forget != border_obstacle))
mover.Collide(border_obstacle)
return FALSE
@@ -163,7 +163,7 @@
..()
if(explosion_level && AM.ex_check(explosion_id))
AM.ex_act(explosion_level)
// If an opaque movable atom moves around we need to potentially update visibility.
if (AM.opacity)
has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
@@ -193,7 +193,7 @@
//melting
if(isobj(AM) && air && air.temperature > T0C)
var/obj/O = AM
if(HAS_SECONDARY_FLAG(O, FROZEN))
if(O.flags_2 & FROZEN_2)
O.make_unfrozen()
/turf/proc/is_plasteel_floor()
@@ -232,7 +232,7 @@
var/old_affecting_lights = affecting_lights
var/old_lighting_object = lighting_object
var/old_corners = corners
var/old_exl = explosion_level
var/old_exi = explosion_id
var/old_bp = blueprint_data
@@ -256,7 +256,7 @@
W.AfterChange(ignore_air)
W.blueprint_data = old_bp
if(SSlighting.initialized)
recalc_atom_opacity()
lighting_object = old_lighting_object
@@ -342,7 +342,7 @@
M.take_damage(damage*2, BRUTE, "melee", 1)
/turf/proc/Bless()
flags |= NOJAUNT
flags_1 |= NOJAUNT_1
/turf/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
if(src_object.contents.len)
+1 -13
View File
@@ -1,13 +1 @@
diff a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm (rejected hunks)
@@ -163,6 +163,11 @@
if(explosion_level && AM.ex_check(explosion_id))
AM.ex_act(explosion_level)
+ // If an opaque movable atom moves around we need to potentially update visibility.
+ if (AM.opacity)
+ has_opaque_atom = TRUE // Make sure to do this before reconsider_lights(), incase we're on instant updates. Guaranteed to be on in this case.
+ reconsider_lights()
+
/turf/open/Entered(atom/movable/AM)
..()
//melting
garbage