Backward 512 compatibility removal.
This commit is contained in:
@@ -42,7 +42,7 @@
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/mob/living/simple_animal/hostile/blob/fire_act(exposed_temperature, exposed_volume)
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..()
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if(exposed_temperature)
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adjustFireLoss(CLAMP(0.01 * exposed_temperature, 1, 5))
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adjustFireLoss(clamp(0.01 * exposed_temperature, 1, 5))
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else
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adjustFireLoss(5)
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@@ -203,7 +203,7 @@ GLOBAL_LIST_EMPTY(blob_nodes)
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B.hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_core.obj_integrity)]</font></div>"
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/mob/camera/blob/proc/add_points(points)
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blob_points = CLAMP(blob_points + points, 0, max_blob_points)
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blob_points = clamp(blob_points + points, 0, max_blob_points)
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hud_used.blobpwrdisplay.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#82ed00'>[round(blob_points)]</font></div>"
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/mob/camera/blob/say(message, bubble_type, var/list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
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@@ -77,7 +77,7 @@
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/obj/structure/blob/CanAStarPass(ID, dir, caller)
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. = 0
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if(ismovableatom(caller))
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if(ismovable(caller))
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var/atom/movable/mover = caller
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. = . || (mover.pass_flags & PASSBLOB)
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@@ -39,7 +39,7 @@
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/datum/antagonist/bloodsucker/proc/AddBloodVolume(value)
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owner.current.blood_volume = CLAMP(owner.current.blood_volume + value, 0, max_blood_volume)
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owner.current.blood_volume = clamp(owner.current.blood_volume + value, 0, max_blood_volume)
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update_hud()
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/datum/antagonist/bloodsucker/proc/HandleFeeding(mob/living/carbon/target, mult=1)
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@@ -112,7 +112,7 @@
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CheckVampOrgans() // Heart, Eyes
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if(check_limbs(costMult))
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return TRUE
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// BRUTE: Always Heal
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var/bruteheal = min(C.getBruteLoss(), actual_regen)
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var/toxinheal = min(C.getToxLoss(), actual_regen)
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@@ -121,7 +121,7 @@
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if(mult == 0)
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return TRUE
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if(owner.current.stat >= UNCONSCIOUS) //Faster regeneration while unconcious, so you dont have to wait all day
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mult *= 2
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mult *= 2
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// We have damage. Let's heal (one time)
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C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.
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C.adjustFireLoss(-fireheal * mult, forced = TRUE)
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@@ -129,7 +129,7 @@
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//C.heal_overall_damage(bruteheal * mult, fireheal * mult) // REMOVED: We need to FORCE this, because otherwise, vamps won't heal EVER. Swapped to above.
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AddBloodVolume((bruteheal * -0.5 + fireheal * -1 + toxinheal * -0.2) / mult * costMult) // Costs blood to heal
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return TRUE // Healed! Done for this tick.
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/datum/antagonist/bloodsucker/proc/check_limbs(costMult)
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@@ -137,7 +137,7 @@
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var/mob/living/carbon/C = owner.current
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var/list/missing = C.get_missing_limbs()
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if(missing.len && C.blood_volume < limb_regen_cost + 5)
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return FALSE
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return FALSE
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for(var/targetLimbZone in missing) // 1) Find ONE Limb and regenerate it.
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C.regenerate_limb(targetLimbZone, FALSE) // regenerate_limbs() <--- If you want to EXCLUDE certain parts, do it like this ----> regenerate_limbs(0, list("head"))
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AddBloodVolume(50)
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@@ -183,7 +183,7 @@
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owner.current.blur_eyes(8 - 8 * (owner.current.blood_volume / BLOOD_VOLUME_BAD))
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// Nutrition
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owner.current.nutrition = clamp(owner.current.blood_volume, 545, 0) //The amount of blood is how full we are.
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//A bit higher regeneration based on blood volume
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//A bit higher regeneration based on blood volume
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if(owner.current.blood_volume < 700)
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additional_regen = 0.4
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else if(owner.current.blood_volume < BLOOD_VOLUME_NORMAL)
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@@ -369,8 +369,8 @@
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//Puke blood only if puke_blood is true, and loose some blood, else just puke normally.
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if(puke_blood)
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C.blood_volume = max(0, C.blood_volume - foodInGut * 2)
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, foodInGut * 2, 0)
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else
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C.vomit(foodInGut * 4, FALSE, 0)
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C.Stun(30)
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//C.Dizzy(50)
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@@ -87,7 +87,7 @@
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// Heads?
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if (target_role == "HEAD")
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target_amount = rand(1, round(SSticker.mode.num_players() / 20))
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target_amount = CLAMP(target_amount,1,3)
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target_amount = clamp(target_amount,1,3)
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// Department?
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else
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switch(target_role)
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@@ -100,7 +100,7 @@
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if("Quartermaster")
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department_string = "Cargo"
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target_amount = rand(round(SSticker.mode.num_players() / 20), round(SSticker.mode.num_players() / 10))
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target_amount = CLAMP(target_amount, 2, 4)
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target_amount = clamp(target_amount, 2, 4)
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..()
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// EXPLANATION
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@@ -63,7 +63,7 @@
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// Find Animals in Area
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/* if(rand(0,2) == 0)
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var/mobCount = 0
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var/mobMax = CLAMP(area_turfs.len / 25, 1, 4)
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var/mobMax = clamp(area_turfs.len / 25, 1, 4)
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for (var/turf/T in area_turfs)
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if(!T) continue
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var/mob/living/simple_animal/SA = locate() in T
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@@ -239,7 +239,7 @@
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if(!do_after(user, repair_values["healing_for_cycle"] * fabricator.speed_multiplier, target = src, \
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extra_checks = CALLBACK(fabricator, /obj/item/clockwork/replica_fabricator.proc/fabricator_repair_checks, repair_values, src, user, TRUE)))
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break
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obj_integrity = CLAMP(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
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obj_integrity = clamp(obj_integrity + repair_values["healing_for_cycle"], 0, max_integrity)
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adjust_clockwork_power(-repair_values["power_required"])
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playsound(src, 'sound/machines/click.ogg', 50, 1)
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@@ -10,7 +10,7 @@
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if(GLOB.ratvar_awakens)
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current_power = GLOB.clockwork_power = INFINITY
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else
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current_power = GLOB.clockwork_power = CLAMP(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
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current_power = GLOB.clockwork_power = clamp(GLOB.clockwork_power + amount, 0, MAX_CLOCKWORK_POWER)
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for(var/obj/effect/clockwork/sigil/transmission/T in GLOB.all_clockwork_objects)
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T.update_icon()
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var/unlock_message
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@@ -211,7 +211,7 @@
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var/mob/living/carbon/C = L
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C.stuttering = max(8, C.stuttering)
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C.drowsyness = max(8, C.drowsyness)
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C.confused += CLAMP(16 - C.confused, 0, 8)
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C.confused += clamp(16 - C.confused, 0, 8)
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C.apply_status_effect(STATUS_EFFECT_BELLIGERENT)
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L.adjustFireLoss(15)
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..()
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@@ -59,7 +59,7 @@
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if(issilicon(L))
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L.DefaultCombatKnockdown(100)
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else if(iscultist(L))
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L.confused += CLAMP(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
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L.confused += clamp(10 - L.confused, 0, 5) // Spearthrow now confuses enemy cultists + just deals extra damage / sets on fire instead of hardstunning + damage
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to_chat(L, "<span class ='userdanger'>[src] crashes into you with burning force, sending you reeling!</span>")
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L.adjust_fire_stacks(2)
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L.DefaultCombatKnockdown(1)
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@@ -111,7 +111,7 @@
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var/mob/living/L = M.current
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if(ishuman(L) && L.stat != DEAD)
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human_servants++
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construct_limit = round(CLAMP((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
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construct_limit = round(clamp((human_servants / 4), 1, 3)) //1 per 4 human servants, maximum of 3
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//Summon Neovgre: Summon a very powerful combat mech that explodes when destroyed for massive damage.
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/datum/clockwork_scripture/create_object/summon_arbiter
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@@ -63,4 +63,4 @@
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break
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if(!M)
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M = H.apply_status_effect(STATUS_EFFECT_MANIAMOTOR, src)
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M.severity = CLAMP(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
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M.severity = clamp(M.severity + ((11 - get_dist(src, H)) * efficiency * efficiency), 0, MAX_MANIA_SEVERITY)
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@@ -454,16 +454,16 @@
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S.emp_act(EMP_HEAVY)
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else if(iscarbon(target))
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var/mob/living/carbon/C = L
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C.silent += CLAMP(12 - C.silent, 0, 6)
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C.stuttering += CLAMP(30 - C.stuttering, 0, 15)
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C.cultslurring += CLAMP(30 - C.cultslurring, 0, 15)
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C.silent += clamp(12 - C.silent, 0, 6)
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C.stuttering += clamp(30 - C.stuttering, 0, 15)
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C.cultslurring += clamp(30 - C.cultslurring, 0, 15)
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C.Jitter(15)
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else // cultstun no longer hardstuns + damages hostile cultists, instead debuffs them hard + deals some damage; debuffs for a bit longer since they don't add the clockie belligerent debuff
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if(iscarbon(target))
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var/mob/living/carbon/C = L
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C.stuttering = max(10, C.stuttering)
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C.drowsyness = max(10, C.drowsyness)
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C.confused += CLAMP(20 - C.confused, 0, 10)
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C.confused += clamp(20 - C.confused, 0, 10)
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L.adjustBruteLoss(15)
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to_chat(user, "<span class='cultitalic'>In an brilliant flash of red, [L] [iscultist(L) ? "writhes in pain" : "falls to the ground!"]</span>")
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uses--
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@@ -731,7 +731,7 @@
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if(!L.anti_magic_check())
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if(is_servant_of_ratvar(L))
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to_chat(L, "<span class='cultlarge'>\"Kneel for me, scum\"</span>")
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L.confused += CLAMP(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
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L.confused += clamp(10 - L.confused, 0, 5) //confuses and lightly knockdowns + damages hostile cultists instead of hardstunning like before
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L.DefaultCombatKnockdown(15)
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L.adjustBruteLoss(10)
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else
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@@ -358,7 +358,7 @@
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if(NUKEUI_AWAIT_TIMER)
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var/number_value = text2num(numeric_input)
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if(number_value)
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timer_set = CLAMP(number_value, minimum_timer_set, maximum_timer_set)
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timer_set = clamp(number_value, minimum_timer_set, maximum_timer_set)
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playsound(src, 'sound/machines/nuke/general_beep.ogg', 50, FALSE)
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set_safety()
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. = TRUE
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