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:
@@ -15,6 +15,9 @@
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icon_state = "sheet-glass"
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materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
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origin_tech = "materials=1"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/glass
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/obj/item/stack/sheet/glass/cyborg
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materials = list()
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@@ -46,7 +49,7 @@
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RG.add_fingerprint(user)
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var/obj/item/stack/sheet/glass/G = src
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src = null
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var/replace = (user.get_inactive_hand()==G)
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var/replace = (user.get_inactive_held_item()==G)
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V.use(1)
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G.use(1)
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if (!G && replace)
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@@ -60,7 +63,7 @@
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/obj/item/stack/sheet/glass/proc/construct_window(mob/user)
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if(!user || !src)
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return 0
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if(!istype(user.loc,/turf))
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if(!isturf(user.loc))
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return 0
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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@@ -137,26 +140,26 @@
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icon_state = "sheet-rglass"
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materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
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origin_tech = "materials=2"
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100)
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resistance_flags = ACID_PROOF
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merge_type = /obj/item/stack/sheet/rglass
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/obj/item/stack/sheet/rglass/cyborg
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materials = list()
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var/datum/robot_energy_storage/metsource
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var/datum/robot_energy_storage/glasource
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var/metcost = 250
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var/glacost = 500
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/obj/item/stack/sheet/rglass/cyborg/get_amount()
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return min(round(metsource.energy / metcost), round(glasource.energy / glacost))
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return min(round(source.energy / metcost), round(glasource.energy / glacost))
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/obj/item/stack/sheet/rglass/cyborg/use(amount) // Requires special checks, because it uses two storages
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metsource.use_charge(amount * metcost)
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source.use_charge(amount * metcost)
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glasource.use_charge(amount * glacost)
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return
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/obj/item/stack/sheet/rglass/cyborg/add(amount)
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metsource.add_charge(amount * metcost)
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source.add_charge(amount * metcost)
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glasource.add_charge(amount * glacost)
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return
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/obj/item/stack/sheet/rglass/attack_self(mob/user)
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construct_window(user)
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@@ -164,7 +167,7 @@
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/obj/item/stack/sheet/rglass/proc/construct_window(mob/user)
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if(!user || !src)
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return 0
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if(!istype(user.loc,/turf))
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if(!isturf(user.loc))
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return 0
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if(!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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@@ -275,19 +278,22 @@
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desc = "A nasty looking shard of glass."
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icon = 'icons/obj/shards.dmi'
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icon_state = "large"
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w_class = 1
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w_class = WEIGHT_CLASS_TINY
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force = 5
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throwforce = 10
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item_state = "shard-glass"
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materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT)
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attack_verb = list("stabbed", "slashed", "sliced", "cut")
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hitsound = 'sound/weapons/bladeslice.ogg'
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resistance_flags = ACID_PROOF
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armor = list(melee = 100, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100)
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obj_integrity = 40
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max_integrity = 40
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var/cooldown = 0
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sharpness = IS_SHARP
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/obj/item/weapon/shard/suicide_act(mob/user)
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user.visible_message(pick("<span class='suicide'>[user] is slitting \his wrists with the shard of glass! It looks like \he's trying to commit suicide.</span>", \
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"<span class='suicide'>[user] is slitting \his throat with the shard of glass! It looks like \he's trying to commit suicide.</span>"))
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user.visible_message("<span class='suicide'>[user] is slitting [user.p_their()] [pick("wrists", "throat")] with the shard of glass! It looks like [user.p_theyre()] trying to commit suicide.</span>")
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return (BRUTELOSS)
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@@ -311,23 +317,22 @@
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return
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if(istype(A, /obj/item/weapon/storage))
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return
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var/hit_hand = ((user.active_hand_index % 2 == 0) ? "r_" : "l_") + "arm"
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.specflags)) // golems, etc
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if(!H.gloves && !(PIERCEIMMUNE in H.dna.species.species_traits)) // golems, etc
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H << "<span class='warning'>[src] cuts into your hand!</span>"
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var/organ = (H.hand ? "l_" : "r_") + "arm"
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var/obj/item/bodypart/affecting = H.get_bodypart(organ)
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if(affecting && affecting.take_damage(force / 2))
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H.update_damage_overlays(0)
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H.apply_damage(force*0.5, BRUTE, hit_hand)
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else if(ismonkey(user))
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var/mob/living/carbon/monkey/M = user
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M << "<span class='warning'>[src] cuts into your hand!</span>"
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M.adjustBruteLoss(force / 2)
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M.apply_damage(force*0.5, BRUTE, hit_hand)
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/obj/item/weapon/shard/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/weldingtool))
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if(istype(I, /obj/item/device/lightreplacer))
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I.attackby(src, user)
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else if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = I
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if(WT.remove_fuel(0, user))
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var/obj/item/stack/sheet/glass/NG = new (user.loc)
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@@ -347,7 +352,7 @@
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playsound(loc, 'sound/effects/glass_step.ogg', 50, 1)
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if(ishuman(AM))
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var/mob/living/carbon/human/H = AM
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if(PIERCEIMMUNE in H.dna.species.specflags)
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if(PIERCEIMMUNE in H.dna.species.species_traits)
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return
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var/picked_def_zone = pick("l_leg", "r_leg")
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var/obj/item/bodypart/O = H.get_bodypart(picked_def_zone)
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@@ -357,6 +362,11 @@
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H.apply_damage(5, BRUTE, picked_def_zone)
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H.Weaken(3)
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if(cooldown < world.time - 10) //cooldown to avoid message spam.
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H.visible_message("<span class='danger'>[H] steps in the broken glass!</span>", \
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"<span class='userdanger'>You step in the broken glass!</span>")
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if(!H.incapacitated())
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H.visible_message("<span class='danger'>[H] steps in the broken glass!</span>", \
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"<span class='userdanger'>You step in the broken glass!</span>")
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else
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H.visible_message("<span class='danger'>[H] slides on the broken glass!</span>", \
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"<span class='userdanger'>You slide on the broken glass!</span>")
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cooldown = world.time
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