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
+1 -1
View File
@@ -3,7 +3,7 @@
desc = "A bullet casing."
icon = 'icons/obj/ammo.dmi'
icon_state = "s-casing"
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
throwforce = 0
w_class = WEIGHT_CLASS_TINY
@@ -303,7 +303,7 @@
/obj/item/ammo_casing/shotgun/dart/New()
..()
container_type |= OPENCONTAINER
container_type |= OPENCONTAINER_1
create_reagents(30)
reagents.set_reacting(FALSE)
+1 -1
View File
@@ -4,7 +4,7 @@
desc = "A box of ammo."
icon_state = "357"
icon = 'icons/obj/ammo.dmi'
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
item_state = "syringe_kit"
lefthand_file = 'icons/mob/inhands/equipment/medical_lefthand.dmi'
+1 -1
View File
@@ -7,7 +7,7 @@
icon = 'icons/obj/guns/projectile.dmi'
icon_state = "detective"
item_state = "gun"
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BELT
materials = list(MAT_METAL=2000)
w_class = WEIGHT_CLASS_NORMAL
@@ -96,7 +96,7 @@
icon_state = "minigun_spin"
item_state = "minigun"
origin_tech = "combat=6;powerstorage=5;magnets=4"
flags = CONDUCT
flags_1 = CONDUCT_1
slowdown = 1
slot_flags = null
w_class = WEIGHT_CLASS_HUGE
@@ -108,16 +108,15 @@
fire_sound = 'sound/weapons/laser.ogg'
mag_type = /obj/item/ammo_box/magazine/internal/minigun
casing_ejector = 0
flags_2 = SLOWS_WHILE_IN_HAND_2
var/obj/item/weapon/minigunpack/ammo_pack
/obj/item/weapon/gun/ballistic/minigun/Initialize()
SET_SECONDARY_FLAG(src, SLOWS_WHILE_IN_HAND)
if(istype(loc, /obj/item/weapon/minigunpack)) //We should spawn inside a ammo pack so let's use that one.
ammo_pack = loc
else
return INITIALIZE_HINT_QDEL //No pack, no gun
return ..()
/obj/item/weapon/gun/ballistic/minigun/attack_self(mob/living/user)
@@ -261,7 +261,7 @@
w_class = WEIGHT_CLASS_BULKY
weapon_weight = WEAPON_MEDIUM
force = 10
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
mag_type = /obj/item/ammo_box/magazine/internal/shot/dual
sawn_desc = "Omar's coming!"
@@ -5,7 +5,7 @@
item_state = "shotgun"
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
origin_tech = "combat=4;materials=2"
mag_type = /obj/item/ammo_box/magazine/internal/shot
@@ -143,7 +143,7 @@
icon_state = "arcane_barrage"
item_state = "arcane_barrage"
flags = DROPDEL
flags_1 = DROPDEL_1
mag_type = /obj/item/ammo_box/magazine/internal/boltaction/enchanted/arcane_barrage
+2 -2
View File
@@ -678,7 +678,7 @@
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags_1 = ANIMATION_END_NOW)
old_pixel_x = pixel_x_offset
old_pixel_y = pixel_y_offset
if(can_hit_target(original, permutated))
@@ -715,7 +715,7 @@
light_range = 2
light_color = "#00ffff"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
flags = ABSTRACT
flags_1 = ABSTRACT_1
appearance_flags = 0
/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
@@ -0,0 +1,10 @@
diff a/code/modules/projectiles/guns/beam_rifle.dm b/code/modules/projectiles/guns/beam_rifle.dm (rejected hunks)
@@ -715,7 +715,7 @@
light_range = 2
light_color = "#00ffff"
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
- flags = ABSTRACT
+ flags_1 = ABSTRACT_1
appearance_flags = 0
/obj/effect/projectile_beam/proc/scale_to(nx,ny,override=TRUE)
@@ -83,7 +83,7 @@
item_state = "laser"
w_class = WEIGHT_CLASS_BULKY
force = 10
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
origin_tech = "combat=4;magnets=4;powerstorage=3"
ammo_type = list(/obj/item/ammo_casing/energy/laser/accelerator)
@@ -6,7 +6,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
modifystate = TRUE
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = "/obj/item/weapon/stock_parts/cell/pulse"
@@ -0,0 +1,10 @@
diff a/code/modules/projectiles/guns/energy/pulse.dm b/code/modules/projectiles/guns/energy/pulse.dm (rejected hunks)
@@ -6,7 +6,7 @@
w_class = WEIGHT_CLASS_BULKY
force = 10
modifystate = TRUE
- flags = CONDUCT
+ flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/laser/pulse, /obj/item/ammo_casing/energy/electrode, /obj/item/ammo_casing/energy/laser)
cell_type = "/obj/item/stock_parts/cell/pulse"
@@ -6,7 +6,7 @@
origin_tech = "combat=4;magnets=4"
can_flashlight = 1
w_class = WEIGHT_CLASS_HUGE
flags = CONDUCT
flags_1 = CONDUCT_1
slot_flags = SLOT_BACK
ammo_type = list(/obj/item/ammo_casing/energy/ion)
ammo_x_offset = 3
@@ -126,8 +126,8 @@
item_state = "plasmacutter"
origin_tech = "combat=1;materials=3;magnets=2;plasmatech=3;engineering=1"
ammo_type = list(/obj/item/ammo_casing/energy/plasma)
flags = CONDUCT
container_type = OPENCONTAINER
flags_1 = CONDUCT_1
container_type = OPENCONTAINER_1
attack_verb = list("attacked", "slashed", "cut", "sliced")
force = 12
sharpness = IS_SHARP
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "staffofnothing"
item_state = "staff"
fire_sound = 'sound/weapons/emitter.ogg'
flags = CONDUCT
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_HUGE
var/max_charges = 6
var/charges = 0
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "firing_pin"
item_state = "pen"
origin_tech = "materials=2;combat=4"
flags = CONDUCT
flags_1 = CONDUCT_1
w_class = WEIGHT_CLASS_TINY
attack_verb = list("poked")
var/emagged = FALSE
+3 -3
View File
@@ -4,7 +4,7 @@
icon_state = "bullet"
density = FALSE
anchored = TRUE
flags = ABSTRACT
flags_1 = ABSTRACT_1
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
@@ -170,7 +170,7 @@
permutated.Add(A)
return FALSE
else
if(A && A.density && !ismob(A) && !(A.flags & ON_BORDER)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
if(A && A.density && !ismob(A) && !(A.flags_1 & ON_BORDER_1)) //if we hit a dense non-border obj or dense turf then we also hit one of the mobs on that tile.
var/list/mobs_list = list()
for(var/mob/living/L in target_turf)
mobs_list += L
@@ -188,7 +188,7 @@
return FALSE
/obj/item/projectile/proc/check_ricochet_flag(atom/A)
if(A.flags & CHECK_RICOCHET)
if(A.flags_1 & CHECK_RICOCHET_1)
return TRUE
return FALSE
@@ -0,0 +1,10 @@
diff a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm (rejected hunks)
@@ -4,7 +4,7 @@
icon_state = "bullet"
density = FALSE
anchored = TRUE
- flags = ABSTRACT
+ flags_1 = ABSTRACT_1
pass_flags = PASSTABLE
mouse_opacity = MOUSE_OPACITY_TRANSPARENT
hitsound = 'sound/weapons/pierce.ogg'
+1 -1
View File
@@ -259,7 +259,7 @@
if(!new_mob)
return
new_mob.grant_language(/datum/language/common)
SET_SECONDARY_FLAG(new_mob, OMNITONGUE)
new_mob.flags_2 |= OMNITONGUE_2
new_mob.logging = M.logging
// Some forms can still wear some items