12/21 modernizations from TG live (#103)

* sync (#3)

* shuttle auto call

* Merge /vore into /master (#39)

* progress

* Compile errors fixed

No idea if it's test worthy tho as conflicts with race overhaul and
narky removal.

* Update admins.txt

* efforts continue

Fuck grab code, seriously

* grab code is cancer

* Execute the Narkism

Do not hesitate.

Show no mercy.

* holy shit grab code is awful

* have I bitched about grab code

My bitching, let me show you it

* código de agarre es una mierda

No really it is

* yeah I don't even know anymore.

* Lolnope. Fuck grab code

* I'm not even sure what to fix anymore

* Self eating is not an acceptable fate

* Taste the void, son.

* My code doesn't pass it's own sanity check.

Maybe it's a sign of things to come.

* uncommented and notes

* It Works and I Don't Know Why (#38)

* shuttle auto call

* it works and I don't know why

* Subsystem 12/21

Most Recent TG subsystem folder

* globalvars 12/21

Tossed out the flavor_misc and parallax files

* Onclick 12/21

as well as .dme updates

* _defines 12/21

ommited old _MC.dm

* _HELPERS 12/21

Preserved snowflake placement of furry sprites

* _defeines/genetics

reapplied narkism holdover for snowflake races.

* Oops forgot mutant colors

* modules porting 12/21 + Sounds/icons

Admin, Client and most of mob life files ommitted

* enviroment file

* Admin optimizations

ahelp log system kept

* Mob ports 12/21

Flavor text preserved

* datums ported 12/21

* Game ported 12/21

* batch of duplicate fixes/dogborg work

Dogborgs need to be modernized to refractored borg standards.

* moar fixes

* Maps and futher compile fixes
This commit is contained in:
Poojawa
2016-12-22 03:57:55 -06:00
committed by GitHub
parent f5e143a452
commit cf59ac1c3d
2215 changed files with 707445 additions and 87041 deletions
+66 -65
View File
@@ -7,27 +7,35 @@
use_power = 1
idle_power_usage = 300
active_power_usage = 300
obj_integrity = 200
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
var/obj/item/weapon/circuitboard/computer/circuit = null // if circuit==null, computer can't disassembly
var/processing = 0
var/brightness_on = 2
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
var/computer_health = 25
var/clockwork = FALSE
use_auto_lights = 1
light_power_on = 1
light_range_on = 3
/obj/machinery/computer/New(location, obj/item/weapon/circuitboard/C)
..(location)
if(C && istype(C))
circuit = C
else if(circuit)
//Some machines, oldcode arcades mostly, new themselves, so circuit
//can already be an instance of a type and trying to new that will
//cause a runtime
else if(ispath(circuit))
circuit = new circuit(null)
power_change()
update_icon()
/obj/machinery/computer/Destroy()
if(circuit)
qdel(circuit)
circuit = null
return ..()
/obj/machinery/computer/initialize()
power_change()
@@ -36,30 +44,8 @@
return 0
return 1
/obj/machinery/computer/emp_act(severity)
if(severity == 1)
take_damage(rand(15,30), BRUTE, 0)
else
take_damage(rand(15,25), BRUTE, 0)
..()
/obj/machinery/computer/ex_act(severity, target)
if(target == src)
qdel(src)
return
switch(severity)
if(1)
qdel(src)
if(2)
if(prob(25))
qdel(src)
else
take_damage(rand(20,30), BRUTE, 0)
if(3)
take_damage(rand(10,30), BRUTE, 0)
/obj/machinery/computer/ratvar_act()
if(!clockwork && prob(20))
if(!clockwork)
clockwork = TRUE
icon_screen = "ratvar[rand(1, 4)]"
icon_keyboard = "ratvar_key[rand(1, 6)]"
@@ -74,10 +60,6 @@
icon_state = initial(icon_state)
update_icon()
/obj/machinery/computer/bullet_act(obj/item/projectile/P)
take_damage(P.damage, P.damage_type, 0)
..()
/obj/machinery/computer/update_icon()
cut_overlays()
if(stat & NOPOWER)
@@ -86,13 +68,15 @@
add_overlay(icon_keyboard)
if(stat & BROKEN)
add_overlay("[icon_state]_broken")
set_light(l_color = LIGHT_COLOR_BLUE)
else
add_overlay(icon_screen)
set_light(l_color = initial(light_color))
/obj/machinery/computer/power_change()
..()
if(stat & NOPOWER)
SetLuminosity(0)
else
SetLuminosity(brightness_on)
update_icon()
return
@@ -100,44 +84,61 @@
if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags&NODECONSTRUCT))
playsound(src.loc, I.usesound, 50, 1)
user << "<span class='notice'> You start to disconnect the monitor...</span>"
if(do_after(user, 20/I.toolspeed, target = src))
deconstruction()
if(do_after(user, 20*I.toolspeed, target = src))
deconstruct(TRUE, user)
else
return ..()
/obj/machinery/computer/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
if(BRUTE)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(BURN)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
/obj/machinery/computer/obj_break(damage_flag)
if(circuit && !(flags & NODECONSTRUCT)) //no circuit, no breaking
if(!(stat & BROKEN))
playsound(loc, 'sound/effects/Glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
/obj/machinery/computer/emp_act(severity)
switch(severity)
if(1)
if(prob(50))
obj_break("energy")
if(2)
if(prob(10))
obj_break("energy")
..()
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
if(!(flags & NODECONSTRUCT))
if(circuit) //no circuit, no computer frame
var/obj/structure/frame/computer/A = new /obj/structure/frame/computer(src.loc)
A.circuit = circuit
A.anchored = 1
circuit = null
for (var/obj/C in src)
C.loc = src.loc
if (stat & BROKEN)
user << "<span class='notice'>The broken glass falls out.</span>"
if(stat & BROKEN)
if(user)
user << "<span class='notice'>The broken glass falls out.</span>"
else
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
new /obj/item/weapon/shard(src.loc)
new /obj/item/weapon/shard(src.loc)
A.state = 3
A.icon_state = "3"
else
user << "<span class='notice'>You disconnect the monitor.</span>"
if(user)
user << "<span class='notice'>You disconnect the monitor.</span>"
A.state = 4
A.icon_state = "4"
qdel(src)
else
return ..()
circuit = null
for(var/obj/C in src)
C.forceMove(loc)
/obj/machinery/computer/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(stat & BROKEN)
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
else
playsound(src.loc, 'sound/effects/Glasshit.ogg', 75, 1)
if(BURN)
if(sound_effect)
playsound(src.loc, 'sound/items/Welder.ogg', 100, 1)
else
return
computer_health = max(computer_health - damage, 0)
if(circuit) //no circuit, no breaking
if(!computer_health && !(stat & BROKEN))
playsound(loc, 'sound/effects/Glassbr3.ogg', 100, 1)
stat |= BROKEN
update_icon()
qdel(src)