Merge branch 'master' into upstream-merge-31222

This commit is contained in:
LetterJay
2017-10-04 21:50:07 -04:00
committed by GitHub
100 changed files with 1202 additions and 499 deletions
-3
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@@ -591,7 +591,4 @@
var/mob/M = owner
var/datum/language_holder/H = M.get_language_holder()
H.open_language_menu(usr)
<<<<<<< HEAD
=======
>>>>>>> 380413f... Ports dash weapons to the dash datum (#31222)
+8 -2
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@@ -17,6 +17,7 @@
var/show_on_examine
var/list/allowed_typecache
var/last_inserted_type
var/last_inserted_id
var/last_amount_inserted
var/last_insert_success
var/datum/callback/precondition
@@ -116,7 +117,7 @@
if(!amt)
return 0
insert_materials(S,amt)
last_inserted_id = insert_materials(S,amt)
last_inserted_type = S.type
S.use(amt)
last_amount_inserted = amt
@@ -133,17 +134,22 @@
if(!material_amount || !has_space(material_amount))
return 0
insert_materials(I, multiplier)
last_inserted_id = insert_materials(I, multiplier)
last_inserted_type = I.type
last_amount_inserted = material_amount
return material_amount
/datum/component/material_container/proc/insert_materials(obj/item/I, multiplier = 1) //for internal usage only
var/datum/material/M
var/primary_mat
var/max_mat_value = 0
for(var/MAT in materials)
M = materials[MAT]
M.amount += I.materials[MAT] * multiplier
total_amount += I.materials[MAT] * multiplier
if(I.materials[MAT] > max_mat_value)
primary_mat = MAT
return primary_mat
//For consuming material
//mats is a list of types of material to use and the corresponding amounts, example: list(MAT_METAL=100, MAT_GLASS=200)
+1
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@@ -63,6 +63,7 @@
var/mob/living/enslaved_to //If this mind's master is another mob (i.e. adamantine golems)
var/datum/language_holder/language_holder
var/unconvertable = FALSE
/datum/mind/New(var/key)
src.key = key
+28
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@@ -384,3 +384,31 @@
if(islist(owner.stun_absorption) && owner.stun_absorption["blooddrunk"])
owner.stun_absorption -= "blooddrunk"
/datum/status_effect/sword_spin
id = "Bastard Sword Spin"
duration = 50
tick_interval = 8
alert_type = null
/datum/status_effect/sword_spin/on_apply()
owner.visible_message("<span class='danger'>[owner] begins swinging the sword with inhuman strength!</span>")
var/oldcolor = owner.color
owner.color = "#ff0000"
owner.add_stun_absorption("bloody bastard sword", duration, 2, "doesn't even flinch as the sword's power courses through them!", "You shrug off the stun!", " glowing with a blazing red aura!")
owner.spin(duration,1)
animate(owner, color = oldcolor, time = duration, easing = EASE_IN)
addtimer(CALLBACK(owner, /atom/proc/update_atom_colour), duration)
playsound(owner, 'sound/weapons/fwoosh.wav', 75, 0)
return ..()
/datum/status_effect/sword_spin/tick()
playsound(owner, 'sound/weapons/fwoosh.wav', 75, 0)
var/obj/item/slashy
slashy = owner.get_active_held_item()
for(var/mob/living/M in orange(1,owner))
slashy.attack(M, owner)
/datum/status_effect/sword_spin/on_remove()
owner.visible_message("<span class='warning'>[owner]'s inhuman strength dissipates and the sword's runes grow cold!</span>")