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
+58 -28
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "flashlight"
item_state = "flashlight"
w_class = 2
w_class = WEIGHT_CLASS_SMALL
flags = CONDUCT
slot_flags = SLOT_BELT
materials = list(MAT_METAL=50, MAT_GLASS=20)
@@ -14,19 +14,30 @@
/obj/item/device/flashlight/initialize()
..()
update_brightness()
/obj/item/device/flashlight/proc/update_brightness()
if(on)
icon_state = "[initial(icon_state)]-on"
set_light(brightness_on)
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
set_light(0)
SetLuminosity(0)
/obj/item/device/flashlight/proc/update_brightness(mob/user = null)
if(on)
icon_state = "[initial(icon_state)]-on"
if(loc == user)
user.AddLuminosity(brightness_on)
else if(isturf(loc))
SetLuminosity(brightness_on)
else
icon_state = initial(icon_state)
if(loc == user)
user.AddLuminosity(-brightness_on)
else if(isturf(loc))
SetLuminosity(0)
/obj/item/device/flashlight/attack_self(mob/user)
on = !on
update_brightness()
update_brightness(user)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
@@ -45,17 +56,15 @@
return
var/mob/living/carbon/human/H = M //mob has protective eyewear
if(istype(M, /mob/living/carbon/human) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
if(ishuman(M) && ((H.head && H.head.flags_cover & HEADCOVERSEYES) || (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) || (H.glasses && H.glasses.flags_cover & GLASSESCOVERSEYES)))
user << "<span class='notice'>You're going to need to remove that [(H.head && H.head.flags_cover & HEADCOVERSEYES) ? "helmet" : (H.wear_mask && H.wear_mask.flags_cover & MASKCOVERSEYES) ? "mask": "glasses"] first.</span>"
return
if(M == user) //they're using it on themselves
if(M.flash_eyes(visual = 1))
M.visible_message("[M] directs [src] to \his eyes.", \
"<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
if(M.flash_act(visual = 1))
M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes! Trippy!</span>")
else
M.visible_message("[M] directs [src] to \his eyes.", \
"<span class='notice'>You wave the light in front of your eyes.</span>")
M.visible_message("[M] directs [src] to [M.p_their()] eyes.", "<span class='notice'>You wave the light in front of your eyes.</span>")
else
user.visible_message("<span class='warning'>[user] directs [src] to [M]'s eyes.</span>", \
"<span class='danger'>You direct [src] to [M]'s eyes.</span>")
@@ -66,11 +75,26 @@
else if(C.dna.check_mutation(XRAY)) //mob has X-RAY vision
user << "<span class='danger'>[C] pupils give an eerie glow!</span>"
else //they're okay!
if(C.flash_eyes(visual = 1))
if(C.flash_act(visual = 1))
user << "<span class='notice'>[C]'s pupils narrow.</span>"
else
return ..()
/obj/item/device/flashlight/pickup(mob/user)
..()
if(on)
user.AddLuminosity(brightness_on)
SetLuminosity(0)
/obj/item/device/flashlight/dropped(mob/user)
..()
if(on)
user.AddLuminosity(-brightness_on)
SetLuminosity(brightness_on)
/obj/item/device/flashlight/pen
name = "penlight"
desc = "A pen-sized light, used by medical staff. It can also be used to create a hologram to alert people of incoming medical assistance."
@@ -121,7 +145,7 @@
icon_state = "lamp"
item_state = "lamp"
brightness_on = 5
w_class = 4
w_class = WEIGHT_CLASS_BULKY
flags = CONDUCT
materials = list()
on = 1
@@ -144,7 +168,7 @@
attack_self(usr)
//Bananalamp
obj/item/device/flashlight/lamp/bananalamp
/obj/item/device/flashlight/lamp/bananalamp
name = "banana lamp"
desc = "Only a clown would think to make a ghetto banana-shaped lamp. Even has a goofy pullstring."
icon_state = "bananalamp"
@@ -155,7 +179,7 @@ obj/item/device/flashlight/lamp/bananalamp
/obj/item/device/flashlight/flare
name = "flare"
desc = "A red Nanotrasen issued flare. There are instructions on the side, it reads 'pull cord, make light'."
w_class = 2
w_class = WEIGHT_CLASS_SMALL
brightness_on = 7 // Pretty bright.
icon_state = "flare"
item_state = "flare"
@@ -164,16 +188,13 @@ obj/item/device/flashlight/lamp/bananalamp
var/on_damage = 7
var/produce_heat = 1500
heat = 1000
light_color = LIGHT_COLOR_FLARE
/obj/item/device/flashlight/flare/New()
fuel = rand(800, 1000) // Sorry for changing this so much but I keep under-estimating how long X number of ticks last in seconds.
..()
/obj/item/device/flashlight/flare/process()
var/turf/pos = get_turf(src)
if(pos)
pos.hotspot_expose(produce_heat, 5)
open_flame(heat)
fuel = max(fuel - 1, 0)
if(!fuel || !on)
turn_off()
@@ -181,13 +202,24 @@ obj/item/device/flashlight/lamp/bananalamp
icon_state = "[initial(icon_state)]-empty"
STOP_PROCESSING(SSobj, src)
/obj/item/device/flashlight/flare/ignition_effect(atom/A, mob/user)
if(fuel && on)
. = "<span class='notice'>[user] lights [A] with [src] like a real \
badass.</span>"
else
. = ""
/obj/item/device/flashlight/flare/proc/turn_off()
on = 0
force = initial(src.force)
damtype = initial(src.damtype)
update_brightness()
if(ismob(loc))
var/mob/U = loc
update_brightness(U)
else
update_brightness(null)
/obj/item/device/flashlight/flare/update_brightness()
/obj/item/device/flashlight/flare/update_brightness(mob/user = null)
..()
if(on)
item_state = "[initial(item_state)]-on"
@@ -217,7 +249,7 @@ obj/item/device/flashlight/lamp/bananalamp
/obj/item/device/flashlight/flare/torch
name = "torch"
desc = "A torch fashioned from some leaves and a log."
w_class = 4
w_class = WEIGHT_CLASS_BULKY
brightness_on = 4
icon_state = "torch"
item_state = "torch"
@@ -230,7 +262,6 @@ obj/item/device/flashlight/lamp/bananalamp
item_state = "lantern"
desc = "A mining lantern."
brightness_on = 6 // luminosity when on
light_color = LIGHT_COLOR_FIRE
/obj/item/device/flashlight/slime
@@ -240,14 +271,13 @@ obj/item/device/flashlight/lamp/bananalamp
icon = 'icons/obj/lighting.dmi'
icon_state = "slime"
item_state = "slime"
w_class = 2
w_class = WEIGHT_CLASS_SMALL
slot_flags = SLOT_BELT
materials = list()
brightness_on = 6 //luminosity when on
light_color = LIGHT_COLOR_SLIME_LAMP
/obj/item/device/flashlight/emp
origin_tech = "magnets=3;syndicate=1"
origin_tech = "magnets=3;syndicate=1"
var/emp_max_charges = 4
var/emp_cur_charges = 4
var/charge_tick = 0