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:
@@ -5,7 +5,8 @@
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desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
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icon = 'icons/obj/smooth_structures/alien/nest.dmi'
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icon_state = "nest"
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var/health = 100
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obj_integrity = 120
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max_integrity = 120
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smooth = SMOOTH_TRUE
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can_be_unanchored = 0
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canSmoothWith = null
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@@ -81,22 +82,15 @@
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M.layer = initial(M.layer)
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overlays -= nest_overlay
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/obj/structure/bed/nest/attacked_by(obj/item/I, mob/user)
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..()
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take_damage(I.force, I.damtype)
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/obj/structure/bed/nest/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
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/obj/structure/bed/nest/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BRUTE)
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if(sound_effect)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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playsound(loc, 'sound/effects/attackblob.ogg', 100, 1)
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if(BURN)
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if(sound_effect)
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playsound(loc, 'sound/items/Welder.ogg', 100, 1)
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else
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return
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health -= damage
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if(health <=0)
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density = 0
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qdel(src)
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playsound(loc, 'sound/items/Welder.ogg', 100, 1)
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/obj/structure/bed/nest/attack_alien(mob/living/carbon/alien/user)
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if(user.a_intent != INTENT_HARM)
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return attack_hand(user)
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else
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return ..()
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@@ -15,41 +15,26 @@
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anchored = 1
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can_buckle = 1
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buckle_lying = 1
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burn_state = FLAMMABLE
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burntime = 30
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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integrity_failure = 30
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 2
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/obj/structure/bed/deconstruct()
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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/obj/structure/bed/deconstruct(disassembled = TRUE)
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if(!(flags & NODECONSTRUCT))
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if(buildstacktype)
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new buildstacktype(loc,buildstackamount)
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..()
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/obj/structure/bed/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/bed/attack_animal(mob/living/simple_animal/M)//No more buckling hostile mobs to chairs to render them immobile forever
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if(M.environment_smash)
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deconstruct()
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/obj/structure/bed/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(70))
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deconstruct()
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return
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if(3)
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if(prob(50))
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deconstruct()
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return
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/obj/structure/bed/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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deconstruct()
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playsound(src.loc, W.usesound, 50, 1)
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deconstruct(TRUE)
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else
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return ..()
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@@ -61,21 +46,43 @@
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "down"
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anchored = 0
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burn_state = FIRE_PROOF
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resistance_flags = 0
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var/foldabletype = /obj/item/roller
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/obj/structure/bed/roller/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W,/obj/item/roller/robo))
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var/obj/item/roller/robo/R = W
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if(R.loaded)
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user << "<span class='warning'>You already have a roller bed docked!</span>"
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return
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if(has_buckled_mobs())
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if(buckled_mobs.len > 1)
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unbuckle_all_mobs()
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user.visible_message("<span class='notice'>[user] unbuckles all creatures from [src].</span>")
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else
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user_unbuckle_mob(buckled_mobs[1],user)
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else
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R.loaded = src
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forceMove(R)
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user.visible_message("[user] collects [src].", "<span class='notice'>You collect [src].</span>")
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return 1
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else
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return ..()
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/obj/structure/bed/roller/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!ishuman(usr))
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return 0
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if(buckled_mobs.len)
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if(has_buckled_mobs())
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return 0
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if(usr.incapacitated())
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usr << "<span class='warning'>You can't do that right now!</span>"
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return 0
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usr.visible_message("[usr] collapses \the [src.name].", "<span class='notice'>You collapse \the [src.name].</span>")
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new foldabletype(get_turf(src))
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var/obj/structure/bed/roller/B = new foldabletype(get_turf(src))
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usr.put_in_hands(B)
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qdel(src)
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/obj/structure/bed/roller/post_buckle_mob(mob/living/M)
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@@ -95,11 +102,31 @@
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desc = "A collapsed roller bed that can be carried around."
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icon = 'icons/obj/rollerbed.dmi'
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icon_state = "folded"
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w_class = 4 // Can't be put in backpacks.
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w_class = WEIGHT_CLASS_BULKY // Can't be put in backpacks.
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/obj/item/roller/attackby(obj/item/I, mob/living/user, params)
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if(istype(I, /obj/item/roller/robo))
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var/obj/item/roller/robo/R = I
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if(R.loaded)
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user << "<span class='warning'>[R] already has a roller bed loaded!</span>"
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return
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user.visible_message("<span class='notice'>[user] loads [src].</span>", "<span class='notice'>You load [src] into [R].</span>")
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R.loaded = new/obj/structure/bed/roller(R)
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qdel(src) //"Load"
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return
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else return ..()
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/obj/item/roller/attack_self(mob/user)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(user.loc)
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deploy_roller(user, user.loc)
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/obj/item/roller/afterattack(obj/target, mob/user , proximity)
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if(!proximity)
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return
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if(isopenturf(target))
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deploy_roller(user, target)
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/obj/item/roller/proc/deploy_roller(mob/user, atom/location)
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var/obj/structure/bed/roller/R = new /obj/structure/bed/roller(location)
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R.add_fingerprint(user)
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qdel(src)
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@@ -116,37 +143,15 @@
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..()
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user << "The dock is [loaded ? "loaded" : "empty"]"
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/obj/item/roller/robo/attack_self(mob/user)
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/obj/item/roller/robo/deploy_roller(mob/user, atom/location)
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if(loaded)
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var/obj/structure/bed/roller/R = loaded
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R.loc = user.loc
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R.loc = location
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user.visible_message("[user] deploys [loaded].", "<span class='notice'>You deploy [loaded].</span>")
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loaded = null
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else
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user << "<span class='warning'>The dock is empty!</span>"
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/obj/item/roller/robo/afterattack(obj/target, mob/user , proximity)
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if(istype(target,/obj/structure/bed/roller))
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if(!proximity)
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return
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if(loaded)
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user << "<span class='warning'>You already have a roller bed docked!</span>"
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return
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var/obj/structure/bed/roller/R = target
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if(R.has_buckled_mobs())
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if(R.buckled_mobs.len > 1)
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R.unbuckle_all_mobs()
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user.visible_message("<span class='notice'>[user] unbuckles all creatures from [R].</span>")
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else
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R.user_unbuckle_mob(R.buckled_mobs[1],user)
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loaded = target
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target.loc = src
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user.visible_message("[user] collects [loaded].", "<span class='notice'>You collect [loaded].</span>")
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..()
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//Dog bed
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/obj/structure/bed/dogbed
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@@ -161,4 +166,4 @@
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/obj/structure/bed/alien
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name = "resting contraption"
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desc = "This looks similar to contraptions from earth. Could aliens be stealing our technology?"
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icon_state = "abed"
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icon_state = "abed"
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@@ -6,7 +6,10 @@
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anchored = 1
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can_buckle = 1
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buckle_lying = 0 //you sit in a chair, not lay
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burn_state = FIRE_PROOF
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resistance_flags = 0
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 25
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var/buildstacktype = /obj/item/stack/sheet/metal
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var/buildstackamount = 1
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var/item_chair = /obj/item/chair // if null it can't be picked up
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@@ -24,24 +27,6 @@
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/obj/structure/chair/attack_paw(mob/user)
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return attack_hand(user)
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/obj/structure/chair/attack_animal(mob/living/simple_animal/M)//No more buckling hostile mobs to chairs to render them immobile forever
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if(M.environment_smash)
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deconstruct()
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/obj/structure/chair/ex_act(severity, target)
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switch(severity)
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if(1)
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qdel(src)
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return
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if(2)
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if(prob(70))
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deconstruct()
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return
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if(3)
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if(prob(50))
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deconstruct()
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return
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/obj/structure/chair/narsie_act()
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if(prob(20))
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var/obj/structure/chair/wood/W = new/obj/structure/chair/wood(get_turf(src))
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@@ -50,7 +35,7 @@
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/obj/structure/chair/attackby(obj/item/weapon/W, mob/user, params)
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if(istype(W, /obj/item/weapon/wrench) && !(flags&NODECONSTRUCT))
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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playsound(src.loc, W.usesound, 50, 1)
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deconstruct()
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else if(istype(W, /obj/item/assembly/shock_kit))
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if(!user.drop_item())
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@@ -71,7 +56,6 @@
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..()
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else
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rotate()
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return
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/obj/structure/chair/proc/handle_rotation(direction)
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handle_layer()
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@@ -122,8 +106,9 @@
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icon_state = "wooden_chair"
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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burn_state = FLAMMABLE
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burntime = 20
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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item_chair = /obj/item/chair/wood
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@@ -143,8 +128,9 @@
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desc = "It looks comfy.\n<span class='notice'>Alt-click to rotate it clockwise.</span>"
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icon_state = "comfychair"
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color = rgb(255,255,255)
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burn_state = FLAMMABLE
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burntime = 30
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstackamount = 2
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var/image/armrest = null
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item_chair = null
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@@ -152,7 +138,6 @@
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/obj/structure/chair/comfy/New()
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armrest = image("icons/obj/chairs.dmi", "comfychair_armrest")
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armrest.layer = ABOVE_MOB_LAYER
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return ..()
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/obj/structure/chair/comfy/post_buckle_mob(mob/living/M)
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@@ -204,7 +189,7 @@
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/obj/structure/chair/MouseDrop(over_object, src_location, over_location)
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. = ..()
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if(over_object == usr && Adjacent(usr))
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if(!item_chair || !ishuman(usr) || has_buckled_mobs() || src.flags & NODECONSTRUCT)
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if(!item_chair || !usr.can_hold_items() || has_buckled_mobs() || src.flags & NODECONSTRUCT)
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return
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if(usr.incapacitated())
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usr << "<span class='warning'>You can't do that right now!</span>"
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@@ -226,7 +211,7 @@
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icon = 'icons/obj/chairs.dmi'
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icon_state = "chair_toppled"
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item_state = "chair"
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w_class = 5
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w_class = WEIGHT_CLASS_HUGE
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force = 8
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throwforce = 10
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throw_range = 3
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@@ -312,8 +297,9 @@
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name = "wooden chair"
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icon_state = "wooden_chair_toppled"
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item_state = "woodenchair"
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burn_state = FLAMMABLE
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burntime = 20
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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break_chance = 50
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Reference in New Issue
Block a user