April sync (#360)

* Maps and things no code/icons

* helpers defines globalvars

* Onclick world.dm orphaned_procs

* subsystems

Round vote and shuttle autocall done here too

* datums

* Game folder

* Admin - chatter modules

* clothing - mining

* modular computers - zambies

* client

* mob level 1

* mob stage 2 + simple_animal

* silicons n brains

* mob stage 3 + Alien/Monkey

* human mobs

* icons updated

* some sounds

* emitter y u no commit

* update tgstation.dme

* compile fixes

* travis fixes

Also removes Fast digest mode, because reasons.

* tweaks for travis Mentors are broke again

Also fixes Sizeray guns

* oxygen loss fix for vore code.

* removes unused code

* some code updates

* bulk fixes

* further fixes

* outside things

* whoops.

* Maint bar ported

* GLOBs.
This commit is contained in:
Poojawa
2017-04-13 23:37:00 -05:00
committed by GitHub
parent cdc32c98fa
commit 7e9b96a00f
1322 changed files with 174827 additions and 23888 deletions
+9 -13
View File
@@ -31,13 +31,16 @@
Note that this proc can be overridden, and is in the case of screen objects.
*/
/atom/Click(location,control,params)
usr.ClickOn(src, params)
if(initialized)
usr.ClickOn(src, params)
/atom/DblClick(location,control,params)
usr.DblClickOn(src,params)
if(initialized)
usr.DblClickOn(src,params)
/atom/MouseWheel(delta_x,delta_y,location,control,params)
usr.MouseWheelOn(src, delta_x, delta_y, params)
if(initialized)
usr.MouseWheelOn(src, delta_x, delta_y, params)
/*
Standard mob ClickOn()
@@ -114,10 +117,7 @@
if(A.ClickAccessible(src, depth=INVENTORY_DEPTH))
// No adjacency needed
if(W)
if(W.pre_attackby(A,src,params))
var/resolved = A.attackby(W,src)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1 indicates adjacency
melee_item_attack_chain(src, W, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
@@ -131,11 +131,7 @@
if(isturf(A) || isturf(A.loc) || (A.loc && isturf(A.loc.loc)))
if(Adjacent(A) || (W && CheckReach(src, A, W.reach))) //Adjacent or reaching attacks
if(W)
if(W.pre_attackby(A,src,params))
// Return 1 in attackby() to prevent afterattack() effects (when safely moving items for example)
var/resolved = A.attackby(W,src,params)
if(!resolved && A && W)
W.afterattack(A,src,1,params) // 1: clicking something Adjacent
melee_item_attack_chain(src, W, A, params)
else
if(ismob(A))
changeNext_move(CLICK_CD_MELEE)
@@ -163,7 +159,7 @@
if(dummy.loc == there.loc)
qdel(dummy)
return 1
if(there.density && dummy in range(1, there)) //For windows and
if(there.density && dummy in range(1, there)) //For windows and suchlike
qdel(dummy)
return 1
if(!dummy.Move(T)) //we're blocked!