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
+86 -25
View File
@@ -1,6 +1,14 @@
/obj/item/weapon/melee
needs_permit = 1
/obj/item/weapon/melee/proc/check_martial_counter(mob/living/carbon/human/target, mob/living/carbon/human/user)
if(target.check_block())
target.visible_message("<span class='danger'>[target.name] blocks [src] and twists [user]'s arm behind their back!</span>",
"<span class='userdanger'>You block the attack!</span>")
user.Stun(2)
return TRUE
/obj/item/weapon/melee/chainofcommand
name = "chain of command"
desc = "A tool used by great men to placate the frothing masses."
@@ -10,17 +18,50 @@
slot_flags = SLOT_BELT
force = 10
throwforce = 7
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
origin_tech = "combat=5"
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/slash.ogg' //pls replace
hitsound = 'sound/weapons/chainhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/weapon/melee/chainofcommand/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is strangling \himself with the [src.name]! It looks like \he's trying to commit suicide.</span>")
return (OXYLOSS)
user.visible_message("<span class='suicide'>[user] is strangling [user.p_them()]self with [src]! It looks like [user.p_theyre()] trying to commit suicide!</span>")
return (OXYLOSS)
/obj/item/weapon/melee/synthetic_arm_blade
name = "synthetic arm blade"
desc = "A grotesque blade that on closer inspection seems made of synthentic flesh, it still feels like it would hurt very badly as a weapon."
icon = 'icons/obj/weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
origin_tech = "combat=5,biotech=5"
w_class = WEIGHT_CLASS_HUGE
force = 15
throwforce = 10
sharpness = IS_SHARP
/obj/item/weapon/melee/sabre
name = "officer's sabre"
desc = "An elegant weapon, its monomolecular edge is capable of cutting through flesh and bone with ease."
icon_state = "sabre"
item_state = "sabre"
flags = CONDUCT
unique_rename = 1
force = 15
throwforce = 10
w_class = WEIGHT_CLASS_BULKY
block_chance = 50
armour_penetration = 75
sharpness = IS_SHARP
origin_tech = "combat=5"
attack_verb = list("slashed", "cut")
hitsound = 'sound/weapons/rapierhit.ogg'
materials = list(MAT_METAL = 1000)
/obj/item/weapon/melee/sabre/hit_reaction(mob/living/carbon/human/owner, attack_text, final_block_chance, damage, attack_type)
if(attack_type == PROJECTILE_ATTACK)
final_block_chance = 0 //Don't bring a sword to a gunfight
return ..()
/obj/item/weapon/melee/classic_baton
name = "police baton"
@@ -30,7 +71,7 @@
item_state = "classic_baton"
slot_flags = SLOT_BELT
force = 12 //9 hit crit
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
var/cooldown = 0
var/on = 1
@@ -46,17 +87,17 @@
var/mob/living/carbon/human/H = user
H.apply_damage(2*force, BRUTE, "head")
else
user.take_organ_damage(2*force)
user.take_bodypart_damage(2*force)
return
if(isrobot(target))
if(iscyborg(target))
..()
return
if(!isliving(target))
return
if (user.a_intent == "harm")
if (user.a_intent == INTENT_HARM)
if(!..())
return
if(!isrobot(target))
if(!iscyborg(target))
return
else
if(cooldown <= world.time)
@@ -64,12 +105,14 @@
var/mob/living/carbon/human/H = target
if (H.check_shields(0, "[user]'s [name]", src, MELEE_ATTACK))
return
if(check_martial_counter(H, user))
return
playsound(get_turf(src), 'sound/effects/woodhit.ogg', 75, 1, -1)
target.Weaken(3)
add_logs(user, target, "stunned", src)
src.add_fingerprint(user)
target.visible_message("<span class ='danger'>[user] has knocked down [target] with \the [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with \the [src]!</span>")
target.visible_message("<span class ='danger'>[user] has knocked down [target] with [src]!</span>", \
"<span class ='userdanger'>[user] has knocked down [target] with [src]!</span>")
if(!iscarbon(user))
target.LAssailant = null
else
@@ -83,7 +126,7 @@
icon_state = "telebaton_0"
item_state = null
slot_flags = SLOT_BELT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
needs_permit = 0
force = 0
on = 0
@@ -92,7 +135,7 @@
var/mob/living/carbon/human/H = user
var/obj/item/organ/brain/B = H.getorgan(/obj/item/organ/brain)
user.visible_message("<span class='suicide'>[user] stuffs the [src] up their nose and presses the 'extend' button! It looks like they're trying to clear their mind.</span>")
user.visible_message("<span class='suicide'>[user] stuffs [src] up [user.p_their()] nose and presses the 'extend' button! It looks like [user.p_theyre()] trying to clear their mind.</span>")
if(!on)
src.attack_self(user)
else
@@ -103,7 +146,7 @@
if (B && !qdeleted(B))
H.internal_organs -= B
qdel(B)
gibs(H.loc, H.viruses, H.dna)
new /obj/effect/gibspawner/generic(H.loc, H.viruses, H.dna)
return (BRUTELOSS)
/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user)
@@ -112,7 +155,7 @@
user << "<span class ='warning'>You extend the baton.</span>"
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = 4 //doesnt fit in backpack when its on for balance
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
@@ -120,7 +163,7 @@
icon_state = "telebaton_0"
item_state = null //no sprite for concealment even when in hand
slot_flags = SLOT_BELT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
force = 0 //not so robust now
attack_verb = list("hit", "poked")
@@ -134,7 +177,7 @@
icon_state = "supermatter_sword"
item_state = "supermatter_sword"
slot_flags = null
w_class = 4
w_class = WEIGHT_CLASS_BULKY
force = 0.001
armour_penetration = 1000
var/obj/machinery/power/supermatter_shard/shard
@@ -145,7 +188,7 @@
..()
shard = new /obj/machinery/power/supermatter_shard(src)
START_PROCESSING(SSobj, src)
visible_message("<span class='warning'>\The [src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
visible_message("<span class='warning'>[src] appears, balanced ever so perfectly on its hilt. This isn't ominous at all.</span>")
/obj/item/weapon/melee/supermatter_sword/process()
if(balanced || throwing || ismob(src.loc) || isnull(src.loc))
@@ -156,7 +199,7 @@
consume_everything(target)
else
var/turf/T = get_turf(src)
if(!istype(T,/turf/open/space))
if(!isspaceturf(T))
consume_turf(T)
/obj/item/weapon/melee/supermatter_sword/afterattack(target, mob/user, proximity_flag)
@@ -179,22 +222,22 @@
balanced = 0
/obj/item/weapon/melee/supermatter_sword/ex_act(severity, target)
visible_message("<span class='danger'>\The blast wave smacks into \the [src] and rapidly flashes to ash.</span>",\
visible_message("<span class='danger'>The blast wave smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/weapon/melee/supermatter_sword/acid_act()
visible_message("<span class='danger'>\The acid smacks into \the [src] and rapidly flashes to ash.</span>",\
visible_message("<span class='danger'>The acid smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/weapon/melee/supermatter_sword/bullet_act(obj/item/projectile/P)
visible_message("<span class='danger'>[P] smacks into \the [src] and rapidly flashes to ash.</span>",\
visible_message("<span class='danger'>[P] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
consume_everything()
/obj/item/weapon/melee/supermatter_sword/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] touches the [src]'s blade. It looks like they're tired of waiting for the radiation to kill them!</span>")
user.visible_message("<span class='suicide'>[user] touches [src]'s blade. It looks like [user.p_theyre()] tired of waiting for the radiation to kill [user.p_them()]!</span>")
user.drop_item()
shard.Bumped(user)
@@ -210,11 +253,29 @@
if(istype(T, T.baseturf))
return //Can't void the void, baby!
playsound(T, 'sound/effects/supermatter.ogg', 50, 1)
T.visible_message("<span class='danger'>\The [T] smacks into \the [src] and rapidly flashes to ash.</span>",\
T.visible_message("<span class='danger'>[T] smacks into [src] and rapidly flashes to ash.</span>",\
"<span class='italics'>You hear a loud crack as you are washed with a wave of heat.</span>")
shard.Consume()
T.ChangeTurf(T.baseturf)
T.CalculateAdjacentTurfs()
/obj/item/weapon/melee/supermatter_sword/add_blood(list/blood_dna)
return 0
return 0
/obj/item/weapon/melee/curator_whip
name = "curator's whip"
desc = "Somewhat eccentric and outdated, it still stings like hell to be hit by."
icon_state = "whip"
item_state = "chain"
slot_flags = SLOT_BELT
force = 15
w_class = WEIGHT_CLASS_NORMAL
attack_verb = list("flogged", "whipped", "lashed", "disciplined")
hitsound = 'sound/weapons/chainhit.ogg'
/obj/item/weapon/melee/curator_whip/afterattack(target, mob/user, proximity_flag)
if(ishuman(target) && proximity_flag)
var/mob/living/carbon/human/H = target
H.drop_all_held_items()
H.visible_message("<span class='danger'>[user] disarms [H]!</span>", "<span class='userdanger'>[user] disarmed you!</span>")
..()