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
+72 -65
View File
@@ -2,7 +2,6 @@
languages_spoken = HUMAN
languages_understood = HUMAN
var/crit_fail = 0
var/unacidable = 0 //universal "unacidabliness" var, here so you can use it in any obj.
animate_movement = 2
var/throwforce = 0
var/in_use = 0 // If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
@@ -10,17 +9,29 @@
var/damtype = "brute"
var/force = 0
var/burn_state = FIRE_PROOF // LAVA_PROOF | FIRE_PROOF | FLAMMABLE | ON_FIRE
var/burntime = 10 //How long it takes to burn to ashes, in seconds
var/burn_world_time //What world time the object will burn up completely
var/list/armor
var/obj_integrity = 500
var/max_integrity = 500
var/integrity_failure = 0 //0 if we have no special broken behavior
var/resistance_flags = 0 // INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ON_FIRE | UNACIDABLE | ACID_PROOF
var/acid_level = 0 //how much acid is on that obj
var/being_shocked = 0
var/on_blueprints = FALSE //Are we visible on the station blueprints at roundstart?
var/force_blueprints = FALSE //forces the obj to be on the blueprints, regardless of when it was created.
var/persistence_replacement = null //have something WAY too amazing to live to the next round? Set a new path here. Overuse of this var will make me upset.
var/is_frozen = FALSE
var/unique_rename = 0 // can you customize the description/name of the thing?
/obj/New()
..()
if (!armor)
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0)
if(on_blueprints && isturf(loc))
var/turf/T = loc
if(force_blueprints)
@@ -34,6 +45,12 @@
SStgui.close_uis(src)
return ..()
/obj/throw_at(atom/target, range, speed, mob/thrower, spin=1, diagonals_first = 0)
..()
if(is_frozen)
visible_message("<span class = 'danger'><b>[src] shatters into a million pieces!</b></span>")
qdel(src)
/obj/assume_air(datum/gas_mixture/giver)
if(loc)
return loc.assume_air(giver)
@@ -52,6 +69,14 @@
else
return null
/obj/proc/rewrite(mob/user)
var/penchoice = alert("What would you like to edit?", "Rename or change description?", "Rename", "Change description", "Cancel")
if(!qdeleted(src) && user.canUseTopic(src, BE_CLOSE))
if(penchoice == "Rename")
rename_obj(user)
if(penchoice == "Change description")
redesc_obj(user)
/obj/proc/handle_internal_lifeform(mob/lifeform_inside_me, breath_request)
//Return: (NONSTANDARD)
// null if object handles breathing logic for lifeform
@@ -73,7 +98,7 @@
if ((M.client && M.machine == src))
is_in_use = 1
src.attack_hand(M)
if (istype(usr, /mob/living/silicon/ai) || istype(usr, /mob/living/silicon/robot) || IsAdminGhost(usr))
if(isAI(usr) || iscyborg(usr) || IsAdminGhost(usr))
if (!(usr in nearby))
if (usr.client && usr.machine==src) // && M.machine == src is omitted because if we triggered this by using the dialog, it doesn't matter if our machine changed in between triggering it and this - the dialog is probably still supposed to refresh.
is_in_use = 1
@@ -110,7 +135,7 @@
return
..()
/obj/proc/container_resist()
/obj/proc/container_resist(mob/living/user)
return
/obj/proc/update_icon()
@@ -137,22 +162,9 @@
if(istype(M) && M.client && M.machine == src)
src.attack_self(M)
/obj/proc/alter_health()
return 1
/obj/proc/hide(h)
return
/obj/ex_act(severity, target)
if(severity == 1 || target == src)
qdel(src)
else if(severity == 2)
if(prob(50))
qdel(src)
if(!qdeleted(src))
..()
//If a mob logouts/logins in side of an object you can use this proc
/obj/proc/on_log()
..()
@@ -160,19 +172,11 @@
var/obj/Loc=loc
Loc.on_log()
/obj/singularity_act()
ex_act(1)
if(src && !qdeleted(src))
qdel(src)
return 2
/obj/singularity_pull(S, current_size)
if(!anchored || current_size >= STAGE_FIVE)
step_towards(src,S)
/obj/proc/Deconstruct()
qdel(src)
/obj/get_spans()
return ..() | SPAN_ROBOT
@@ -180,42 +184,45 @@
var/turf/T = get_turf(src)
return T.storage_contents_dump_act(src_object, user)
/obj/fire_act(global_overlay=1)
if(!burn_state)
burn_state = ON_FIRE
SSobj.burning += src
burn_world_time = world.time + burntime*rand(10,20)
if(global_overlay)
add_overlay(fire_overlay)
return 1
/obj/proc/burn()
empty_object_contents(1, src.loc)
var/obj/effect/decal/cleanable/ash/A = new(src.loc)
A.desc = "Looks like this used to be a [name] some time ago."
SSobj.burning -= src
qdel(src)
/obj/proc/extinguish()
if(burn_state == ON_FIRE)
burn_state = FLAMMABLE
overlays -= fire_overlay
SSobj.burning -= src
/obj/proc/empty_object_contents(burn = 0, new_loc = src.loc)
for(var/obj/item/Item in contents) //Empty out the contents
Item.loc = new_loc
if(burn)
Item.fire_act() //Set them on fire, too
/obj/proc/tesla_act(var/power)
being_shocked = 1
var/power_bounced = power / 2
tesla_zap(src, 3, power_bounced)
addtimer(src, "reset_shocked", 10)
/obj/proc/reset_shocked()
being_shocked = 0
/obj/proc/CanAStarPass()
. = !density
/obj/proc/check_uplink_validity()
return 1
/obj/proc/on_mob_move(dir, mob)
return
/obj/vv_get_dropdown()
. = ..()
.["Delete all of type"] = "?_src_=vars;delall=\ref[src]"
/obj/examine(mob/user)
..()
if(unique_rename)
user << "<span class='notice'>Use a pen on it to rename it or change its description.</span>"
/obj/proc/rename_obj(mob/M)
var/input = stripped_input(M,"What do you want to name \the [name]?", ,"", MAX_NAME_LEN)
var/oldname = name
if(!qdeleted(src) && M.canUseTopic(src, BE_CLOSE) && input != "")
if(oldname == input)
M << "You changed \the [name] to... well... \the [name]."
return
else
name = input
M << "\The [oldname] has been successfully been renamed to \the [input]."
return
else
return
/obj/proc/redesc_obj(mob/M)
var/input = stripped_input(M,"Describe \the [name] here", ,"", 100)
if(!qdeleted(src) && M.canUseTopic(src, BE_CLOSE) && input != "")
desc = input
M << "You have successfully changed \the [name]'s description."
return
else
return