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
@@ -28,7 +28,7 @@
/mob/living/simple_animal/hostile/clockwork/fragment/Life()
..()
if(ratvar_awakens)
if(GLOB.ratvar_awakens)
adjustHealth(-5)
else if(movement_delay_time > world.time)
adjustHealth(-0.2)
@@ -37,7 +37,7 @@
/mob/living/simple_animal/hostile/clockwork/fragment/Stat()
..()
if(statpanel("Status") && movement_delay_time > world.time && !ratvar_awakens)
if(statpanel("Status") && movement_delay_time > world.time && !GLOB.ratvar_awakens)
stat(null, "Movement delay(seconds): [max(round((movement_delay_time - world.time)*0.1, 0.1), 0)]")
/mob/living/simple_animal/hostile/clockwork/fragment/death(gibbed)
@@ -59,7 +59,7 @@
UnarmedAttack(L)
attacktext = previousattacktext
changeNext_move(CLICK_CD_MELEE)
if(!ratvar_awakens)
if(!GLOB.ratvar_awakens)
adjustHealth(4)
adjust_movement_delay(10) //with the above damage, total of 20 movement delay plus speed = 0 due to damage
@@ -68,7 +68,7 @@
/mob/living/simple_animal/hostile/clockwork/fragment/movement_delay()
. = ..()
if(movement_delay_time > world.time && !ratvar_awakens)
if(movement_delay_time > world.time && !GLOB.ratvar_awakens)
. += min((movement_delay_time - world.time) * 0.1, 10) //the more delay we have, the slower we go
/mob/living/simple_animal/hostile/clockwork/fragment/adjustHealth(amount)
@@ -77,7 +77,7 @@
adjust_movement_delay(amount*2.5)
/mob/living/simple_animal/hostile/clockwork/fragment/proc/adjust_movement_delay(amount)
if(ratvar_awakens) //if ratvar is up we ignore movement delay
if(GLOB.ratvar_awakens) //if ratvar is up we ignore movement delay
movement_delay_time = 0
else if(movement_delay_time > world.time)
movement_delay_time = movement_delay_time + amount
@@ -41,10 +41,10 @@
emerge_from_host(FALSE, TRUE)
unbind_from_host()
return
if(!ratvar_awakens && host.stat == DEAD)
if(!GLOB.ratvar_awakens && host.stat == DEAD)
death()
return
if(ratvar_awakens)
if(GLOB.ratvar_awakens)
adjustHealth(-50)
else
adjustHealth(-10)
@@ -55,7 +55,7 @@
to_chat(host, "<span class='userdanger'>Your marauder is now strong enough to come forward again!</span>")
recovering = FALSE
else
if(ratvar_awakens) //If Ratvar is alive, marauders don't need a host and are downright impossible to kill
if(GLOB.ratvar_awakens) //If Ratvar is alive, marauders don't need a host and are downright impossible to kill
adjustHealth(-5)
heal_host()
else if(host)
@@ -107,7 +107,7 @@
if(iscarbon(host))
resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
stat(null, "Host Health: [resulthealth]%")
if(ratvar_awakens)
if(GLOB.ratvar_awakens)
stat(null, "You are [recovering ? "un" : ""]able to deploy!")
else
if(resulthealth > MARAUDER_EMERGE_THRESHOLD)
@@ -148,7 +148,7 @@
var/resulthealth = round((host.health / host.maxHealth) * 100, 0.5)
if(iscarbon(host))
resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
if(ratvar_awakens || resulthealth <= MARAUDER_EMERGE_THRESHOLD)
if(GLOB.ratvar_awakens || resulthealth <= MARAUDER_EMERGE_THRESHOLD)
new /obj/effect/overlay/temp/heal(host.loc, "#AF0AAF")
host.heal_ordered_damage(4, damage_heal_order)
@@ -180,7 +180,7 @@
hud_used.healths.maptext = "<div align='center' valign='middle' style='position:relative; top:0px; left:6px'><font color='#AF0AAF'>[round((health / maxHealth) * 100, 0.5)]%</font>"
/mob/living/simple_animal/hostile/clockwork/marauder/proc/update_stats()
if(ratvar_awakens)
if(GLOB.ratvar_awakens)
speed = 0
melee_damage_lower = 20
melee_damage_upper = 20
@@ -261,7 +261,7 @@
return ..()
/mob/living/simple_animal/hostile/clockwork/marauder/proc/blockOrCounter(mob/target, atom/textobject)
if(ratvar_awakens) //if ratvar has woken, we block nearly everything at a very high chance
if(GLOB.ratvar_awakens) //if ratvar has woken, we block nearly everything at a very high chance
blockchance = 90
counterchance = 90
if(prob(blockchance))
@@ -284,7 +284,7 @@
counterchance = min(counterchance + initial(counterchance), 100)
else
blockchance = min(blockchance + initial(blockchance), 100)
if(ratvar_awakens)
if(GLOB.ratvar_awakens)
blockchance = 90
counterchance = 90
@@ -301,7 +301,7 @@
message = "<span class='sevtug_small'>\"[message]\"</span>" //Processed output
to_chat(src, "[name_part]<span class='sevtug_small'>:</span> [message]")
to_chat(host, "[name_part]<span class='sevtug_small'>:</span> [message]")
for(var/M in mob_list)
for(var/M in GLOB.mob_list)
if(isobserver(M))
var/link = FOLLOW_LINK(M, src)
to_chat(M, "[link] [name_part] <span class='sevtug_small'>(to</span> <span class='sevtug'>[findtextEx(host.name, host.real_name) ? "[host.name]" : "[host.real_name] (as [host.name])"]</span><span class='sevtug_small'>):</span> [message] ")
@@ -329,7 +329,7 @@
if(!host)
to_chat(src, "<span class='warning'>You don't have a host!</span>")
return FALSE
if(!ratvar_awakens)
if(!GLOB.ratvar_awakens)
var/resulthealth = round((host.health / host.maxHealth) * 100, 0.5)
if(iscarbon(host))
resulthealth = round((abs(HEALTH_THRESHOLD_DEAD - host.health) / abs(HEALTH_THRESHOLD_DEAD - host.maxHealth)) * 100)
@@ -421,7 +421,7 @@
message = "<span class='sevtug_small'>\"[message]\"</span>" //Processed output
to_chat(owner, "[name_part]<span class='sevtug_small'>:</span> [message]")
to_chat(linked_marauder, "[name_part]<span class='sevtug_small'>:</span> [message]")
for(var/M in mob_list)
for(var/M in GLOB.mob_list)
if(isobserver(M))
var/link = FOLLOW_LINK(M, src)
to_chat(M, "[link] [name_part] <span class='sevtug_small'>(to</span> <span class='sevtug'>[linked_marauder] ([linked_marauder.true_name])</span><span class='sevtug_small'>):</span> [message]")