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
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@@ -6,7 +6,7 @@
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icon = 'icons/obj/candle.dmi'
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icon_state = "candle1"
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item_state = "candle1"
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w_class = 1
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w_class = WEIGHT_CLASS_TINY
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var/wax = 200
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var/lit = FALSE
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var/infinite = FALSE
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@@ -31,40 +31,22 @@
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/obj/item/candle/attackby(obj/item/weapon/W, mob/user, params)
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..()
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if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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if(WT.isOn()) //Badasses dont get blinded by lighting their candle with a welding tool
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light("<span class='danger'>[user] casually lights the [name] with [W], what a badass.</span>")
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else if(istype(W, /obj/item/weapon/lighter))
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var/obj/item/weapon/lighter/L = W
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if(L.lit)
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light()
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else if(istype(W, /obj/item/weapon/match))
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var/obj/item/weapon/match/M = W
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if(M.lit)
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light()
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else if(istype(W, /obj/item/candle))
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var/obj/item/candle/C = W
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if(C.lit)
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light()
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else if(istype(W, /obj/item/clothing/mask/cigarette))
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var/obj/item/clothing/mask/cigarette/M = W
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if(M.lit)
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light()
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var/msg = W.ignition_effect(src, user)
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if(msg)
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light(msg)
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/obj/item/candle/fire_act()
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/obj/item/candle/fire_act(exposed_temperature, exposed_volume)
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if(!src.lit)
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light() //honk
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return
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..()
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/obj/item/candle/proc/light(show_message)
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if(!src.lit)
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src.lit = TRUE
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//src.damtype = "fire"
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if(show_message)
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usr.visible_message(
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"<span class='danger'>[usr] lights the [name].</span>")
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set_light(CANDLE_LUMINOSITY)
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usr.visible_message(show_message)
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SetLuminosity(CANDLE_LUMINOSITY)
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START_PROCESSING(SSobj, src)
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update_icon()
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@@ -89,7 +71,22 @@
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"<span class='notice'>[user] snuffs [src].</span>")
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lit = FALSE
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update_icon()
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set_light(0)
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SetLuminosity(0)
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user.AddLuminosity(-CANDLE_LUMINOSITY)
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/obj/item/candle/pickup(mob/user)
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..()
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if(lit)
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SetLuminosity(0)
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user.AddLuminosity(CANDLE_LUMINOSITY)
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/obj/item/candle/dropped(mob/user)
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..()
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if(lit)
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user.AddLuminosity(-CANDLE_LUMINOSITY)
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SetLuminosity(CANDLE_LUMINOSITY)
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/obj/item/candle/is_hot()
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return lit * heat
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