* ports all the tg junk for icemoon, not yet changed to make it all compile * fixes * fixes * fixes * fixes * fixes * new stuff * whew * fixes * it compiles, now to fix the maps * fixes the maps * fixes solars + removes the space tiles in the toxins burn chamber * nukes the SpawnTerrain proc used for tg geysers * linter fix * fix * fixes the non matching turf atmos (hopefully) * more mapping fixes * dmm2tgm * unfucks changeturf for the more_caves * fixes the volanic subtypes of the other thing * fixes the stupid fucking tile placing list * some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life * fixes a bunch of mismatch atmos in ruins * fixes wendigo cave having no air * backwards couch backwards couch * fixes the SM up * wendigos can't runtime when butchering if you can't butcher them 😎 * makes the wendigo fight have the same atmos as the surrounding icemoon * Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work * makes the wendigo screech shake not completely aids * fixes snowlegion portals dropping proper legions instead of skeles * brings the engioutpost ruin over as well * whoopps * empty commit to reroll bots * Fixes pirates, ops, the mining base, and gives pirates and ops drills * fixes lone ops and ninjas * fixes the snowed plating getting fucked when tiles are placed on it * removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again) * more bug fixes * empty commit to reroll bots * hopefully finally kills the active turfs on the library ruin Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>
This commit is contained in:
@@ -391,78 +391,34 @@
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owner.underlays -= marked_underlay //if this is being called, we should have an owner at this point.
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..()
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/datum/status_effect/saw_bleed
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/datum/status_effect/stacking/saw_bleed
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id = "saw_bleed"
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duration = -1 //removed under specific conditions
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tick_interval = 6
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alert_type = null
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var/mutable_appearance/bleed_overlay
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var/mutable_appearance/bleed_underlay
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var/bleed_amount = 3
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var/bleed_buildup = 3
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var/delay_before_decay = 5
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delay_before_decay = 5
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stack_threshold = 10
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max_stacks = 10
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overlay_file = 'icons/effects/bleed.dmi'
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underlay_file = 'icons/effects/bleed.dmi'
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overlay_state = "bleed"
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underlay_state = "bleed"
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var/bleed_damage = 200
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var/needs_to_bleed = FALSE
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/datum/status_effect/saw_bleed/Destroy()
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if(owner)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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QDEL_NULL(bleed_overlay)
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return ..()
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/datum/status_effect/stacking/saw_bleed/fadeout_effect()
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/saw_bleed/on_apply()
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if(owner.stat == DEAD)
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return FALSE
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bleed_overlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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bleed_underlay = mutable_appearance('icons/effects/bleed.dmi', "bleed[bleed_amount]")
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var/icon/I = icon(owner.icon, owner.icon_state, owner.dir)
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var/icon_height = I.Height()
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bleed_overlay.pixel_x = -owner.pixel_x
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bleed_overlay.pixel_y = FLOOR(icon_height * 0.25, 1)
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bleed_overlay.transform = matrix() * (icon_height/world.icon_size) //scale the bleed overlay's size based on the target's icon size
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bleed_underlay.pixel_x = -owner.pixel_x
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bleed_underlay.transform = matrix() * (icon_height/world.icon_size) * 3
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bleed_underlay.alpha = 40
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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return ..()
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/datum/status_effect/stacking/saw_bleed/threshold_cross_effect()
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owner.adjustBruteLoss(bleed_damage)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 100, TRUE, -1)
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/datum/status_effect/saw_bleed/tick()
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if(owner.stat == DEAD)
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qdel(src)
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else
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add_bleed(-1)
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/datum/status_effect/saw_bleed/proc/add_bleed(amount)
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owner.cut_overlay(bleed_overlay)
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owner.underlays -= bleed_underlay
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bleed_amount += amount
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if(bleed_amount)
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if(bleed_amount >= 10)
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needs_to_bleed = TRUE
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qdel(src)
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else
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if(amount > 0)
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tick_interval += delay_before_decay
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bleed_overlay.icon_state = "bleed[bleed_amount]"
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bleed_underlay.icon_state = "bleed[bleed_amount]"
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owner.add_overlay(bleed_overlay)
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owner.underlays += bleed_underlay
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else
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qdel(src)
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/datum/status_effect/saw_bleed/on_remove()
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. = ..()
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if(needs_to_bleed)
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var/turf/T = get_turf(owner)
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new /obj/effect/temp_visual/bleed/explode(T)
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for(var/d in GLOB.alldirs)
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new /obj/effect/temp_visual/dir_setting/bloodsplatter(T, d)
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playsound(T, "desceration", 200, 1, -1)
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owner.adjustBruteLoss(bleed_damage)
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else
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new /obj/effect/temp_visual/bleed(get_turf(owner))
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/datum/status_effect/stacking/saw_bleed/bloodletting
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id = "bloodletting"
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stack_threshold = 7
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max_stacks = 7
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bleed_damage = 20
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/datum/status_effect/neck_slice
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id = "neck_slice"
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