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
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@@ -35,7 +35,7 @@
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add_overlay("[icon_state]_door")
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/obj/structure/guncase/attackby(obj/item/I, mob/user, params)
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if(isrobot(user) || isalien(user))
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if(iscyborg(user) || isalien(user))
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return
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if(istype(I, gun_category))
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if(contents.len < capacity && open)
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@@ -46,14 +46,14 @@
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update_icon()
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return
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else if(user.a_intent != "harm")
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else if(user.a_intent != INTENT_HARM)
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open = !open
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update_icon()
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else
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return ..()
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/obj/structure/guncase/attack_hand(mob/user)
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if(isrobot(user) || isalien(user))
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if(iscyborg(user) || isalien(user))
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return
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if(contents.len && open)
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ShowWindow(user)
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@@ -76,25 +76,33 @@
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/obj/structure/guncase/Topic(href, href_list)
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if(href_list["retrieve"])
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var/obj/item/O = locate(href_list["retrieve"])
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var/obj/item/O = locate(href_list["retrieve"]) in contents
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if(!O || !istype(O))
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return
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if(!usr.canUseTopic(src))
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return
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if(ishuman(usr))
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if(!usr.get_active_hand())
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usr.put_in_hands(O)
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else
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O.loc = get_turf(src)
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if(!usr.put_in_hands(O))
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O.forceMove(get_turf(src))
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update_icon()
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/obj/structure/guncase/handle_atom_del(atom/A)
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update_icon()
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/obj/structure/guncase/contents_explosion(severity, target)
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for(var/atom/A in contents)
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A.ex_act(severity++, target)
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CHECK_TICK
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/obj/structure/guncase/shotgun
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name = "shotgun locker"
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desc = "A locker that holds shotguns."
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case_type = "shotgun"
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gun_category = /obj/item/weapon/gun/projectile/shotgun
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gun_category = /obj/item/weapon/gun/ballistic/shotgun
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/obj/structure/guncase/ecase
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name = "energy gun locker"
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desc = "A locker that holds energy guns."
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icon_state = "ecase"
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case_type = "egun"
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gun_category = /obj/item/weapon/gun/energy/gun
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gun_category = /obj/item/weapon/gun/energy/e_gun
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