Merge pull request #14971 from Arturlang/nanite_updates
Ports update appearance
This commit is contained in:
@@ -73,7 +73,7 @@
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M.setDir(dir)
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buckled_mobs |= M
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M.update_mobility()
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M.throw_alert("buckled", /obj/screen/alert/restrained/buckled)
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M.throw_alert("buckled", /atom/movable/screen/alert/restrained/buckled)
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post_buckle_mob(M)
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SEND_SIGNAL(src, COMSIG_MOVABLE_BUCKLE, M, force)
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@@ -99,8 +99,8 @@
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. = ..()
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if(!. && ismob(loc) && loc == usr)
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var/mob/M = loc
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if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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if(!M.incapacitated() && istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/defibrillator/attackby(obj/item/W, mob/user, params)
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@@ -283,7 +283,7 @@
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var/combat = FALSE //If it penetrates armor and gives additional functionality
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var/grab_ghost = FALSE
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var/tlimit = DEFIB_TIME_LIMIT * 10
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var/base_icon_state = "defibpaddles"
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base_icon_state = "defibpaddles"
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var/disarm_shock_time = 10
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var/wielded = FALSE // track wielded status on item
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@@ -184,7 +184,7 @@
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/obj/item/multitool/ai_detect/proc/show_hud(mob/user)
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if(user && hud_type)
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var/obj/screen/plane_master/camera_static/PM = user.hud_used.plane_masters["[CAMERA_STATIC_PLANE]"]
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var/atom/movable/screen/plane_master/camera_static/PM = user.hud_used.plane_masters["[CAMERA_STATIC_PLANE]"]
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PM.alpha = 150
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var/datum/atom_hud/H = GLOB.huds[hud_type]
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if(!H.hudusers[user])
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@@ -194,7 +194,7 @@
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/obj/item/multitool/ai_detect/proc/remove_hud(mob/user)
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if(user && hud_type)
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var/obj/screen/plane_master/camera_static/PM = user.hud_used.plane_masters["[CAMERA_STATIC_PLANE]"]
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var/atom/movable/screen/plane_master/camera_static/PM = user.hud_used.plane_masters["[CAMERA_STATIC_PLANE]"]
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PM.alpha = 255
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var/datum/atom_hud/H = GLOB.huds[hud_type]
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H.remove_hud_from(user)
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@@ -130,8 +130,8 @@
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. = ..()
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if(ismob(loc))
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var/mob/M = loc
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if(!M.incapacitated() && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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if(!M.incapacitated() && istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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/obj/item/storage/portable_chem_mixer/ui_interact(mob/user, datum/tgui/ui)
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@@ -14,7 +14,7 @@ GLOBAL_LIST_INIT(gift_item_blacklist, typecacheof(list(
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/obj/mafia_game_board,
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/obj/docking_port,
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/obj/shapeshift_holder,
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/obj/screen
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/atom/movable/screen
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)))
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GLOBAL_LIST_EMPTY(possible_gifts)
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@@ -446,7 +446,7 @@
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mood_message = null
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cheer_up()
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/obj/item/toy/plush/proc/update_desc()
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/obj/item/toy/plush/update_desc()
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desc = normal_desc
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if(mood_message)
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desc += mood_message
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@@ -548,7 +548,7 @@
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force = 3
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throwforce = 3
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throw_speed = 3
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var/base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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base_icon_state = "eshield" // [base_icon_state]1 for expanded, [base_icon_state]0 for contracted
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var/on_force = 10
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var/on_throwforce = 8
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var/on_throw_speed = 2
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@@ -18,7 +18,7 @@
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. = ..()
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update_desc()
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/obj/item/stack/spacecash/proc/update_desc()
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/obj/item/stack/spacecash/update_desc()
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var/total_worth = get_item_credit_value()
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desc = "It's worth [total_worth] credit[( total_worth > 1 ) ? "s" : ""]"
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@@ -80,8 +80,8 @@
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/obj/item/watertank/MouseDrop(obj/over_object)
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var/mob/M = loc
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if(istype(M) && istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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if(istype(M) && istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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M.putItemFromInventoryInHandIfPossible(src, H.held_index)
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return ..()
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@@ -889,8 +889,8 @@
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M.put_in_hands(src)
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to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
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else if(istype(over_object, /obj/screen/inventory/hand))
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var/obj/screen/inventory/hand/H = over_object
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else if(istype(over_object, /atom/movable/screen/inventory/hand))
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var/atom/movable/screen/inventory/hand/H = over_object
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if(M.putItemFromInventoryInHandIfPossible(src, H.held_index))
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to_chat(usr, "<span class='notice'>You pick up the deck.</span>")
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@@ -22,6 +22,8 @@
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//returns the damage value of the attack after processing the obj's various armor protections
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/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
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if(damage_flag == MELEE && damage_amount < damage_deflection)
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return 0
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switch(damage_type)
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if(BRUTE)
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if(BURN)
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@@ -20,6 +20,9 @@
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var/max_integrity = 500
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var/integrity_failure = 0 //0 if we have no special broken behavior, otherwise is a percentage of at what point the obj breaks. 0.5 being 50%
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///Damage under this value will be completely ignored
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var/damage_deflection = 0
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var/resistance_flags = NONE // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
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var/persistence_replacement //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
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@@ -86,7 +86,7 @@
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. += "off"
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. += "sparking"
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//Overlay is similar enough for both that we can use the same mask for both
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SSvis_overlays.add_vis_overlay(src, icon, "locked", EMISSIVE_LAYER, EMISSIVE_PLANE, dir, alpha)
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. += emissive_appearance(icon, "locked", alpha = src.alpha)
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. += locked ? "locked" : "unlocked"
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@@ -356,7 +356,7 @@
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return
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/obj/structure/closet/MouseDrop_T(atom/movable/O, mob/living/user)
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if(!istype(O) || O.anchored || istype(O, /obj/screen))
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if(!istype(O) || O.anchored || istype(O, /atom/movable/screen))
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return
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if(!istype(user) || user.incapacitated() || user.lying)
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return
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@@ -531,7 +531,7 @@
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/obj/structure/closet/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 1)
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 1)
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/obj/structure/closet/emp_act(severity)
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. = ..()
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@@ -269,7 +269,7 @@
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. += get_airlock_overlay("glass_construction", overlays_file)
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. += get_airlock_overlay("panel_c[state+1]", overlays_file)
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/obj/structure/door_assembly/proc/update_name()
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/obj/structure/door_assembly/update_name()
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name = ""
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switch(state)
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if(AIRLOCK_ASSEMBLY_NEEDS_WIRES)
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@@ -139,7 +139,7 @@ GLOBAL_LIST_EMPTY(bodycontainers) //Let them act as spawnpoints for revenants an
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/obj/structure/bodycontainer/get_remote_view_fullscreens(mob/user)
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if(user.stat == DEAD || !(user.sight & (SEEOBJS|SEEMOBS)))
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user.overlay_fullscreen("remote_view", /obj/screen/fullscreen/impaired, 2)
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user.overlay_fullscreen("remote_view", /atom/movable/screen/fullscreen/impaired, 2)
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/*
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* Morgue
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*/
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