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
+64 -107
View File
@@ -2,42 +2,40 @@
/obj/structure/statue
name = "Statue"
name = "statue"
desc = "Placeholder. Yell at Firecage if you SOMEHOW see this."
icon = 'icons/obj/statue.dmi'
icon_state = ""
density = 1
anchored = 0
var/health = 100
obj_integrity = 100
max_integrity = 100
var/oreAmount = 7
var/mineralType = "metal"
/obj/structure/statue/Destroy()
density = 0
return ..()
var/material_drop_type = /obj/item/stack/sheet/metal
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/statue/attackby(obj/item/weapon/W, mob/living/user, params)
add_fingerprint(user)
user.changeNext_move(CLICK_CD_MELEE)
if(istype(W, /obj/item/weapon/wrench))
if(anchored)
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] is loosening the [name]'s bolts.", \
"<span class='notice'>You are loosening the [name]'s bolts...</span>")
if(do_after(user,40/W.toolspeed, target = src))
if(do_after(user,40*W.toolspeed, target = src))
if(!src.loc || !anchored)
return
user.visible_message("[user] loosened the [name]'s bolts!", \
"<span class='notice'>You loosen the [name]'s bolts!</span>")
anchored = 0
else
if (!istype(src.loc, /turf/open/floor))
if(!isfloorturf(src.loc))
user.visible_message("<span class='warning'>A floor must be present to secure the [name]!</span>")
return
playsound(src.loc, 'sound/items/Ratchet.ogg', 100, 1)
playsound(src.loc, W.usesound, 100, 1)
user.visible_message("[user] is securing the [name]'s bolts...", \
"<span class='notice'>You are securing the [name]'s bolts...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
if(do_after(user, 40*W.toolspeed, target = src))
if(!src.loc || anchored)
return
user.visible_message("[user] has secured the [name]'s bolts.", \
@@ -53,7 +51,7 @@
return
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name].</span>")
Dismantle(1)
deconstruct(TRUE)
else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
@@ -65,95 +63,47 @@
qdel(src)
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored)
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
playsound(loc, W.usesound, 40, 1)
user.visible_message("[user] is slicing apart the [name].", \
"<span class='notice'>You are slicing apart the [name]...</span>")
if(do_after(user, 40/W.toolspeed, target = src))
if(do_after(user, 40*W.toolspeed, target = src))
if(!src.loc)
return
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
user.visible_message("[user] slices apart the [name].", \
"<span class='notice'>You slice apart the [name]!</span>")
Dismantle(1)
deconstruct(TRUE)
else
return ..()
/obj/structure/statue/attacked_by(obj/item/I, mob/living/user)
..()
take_damage(I.force, I.damtype)
/obj/structure/statue/attack_hand(mob/living/user)
user.changeNext_move(CLICK_CD_MELEE)
add_fingerprint(user)
user.visible_message("[user] rubs some dust off from the [name]'s surface.", \
"<span class='notice'>You rub some dust off from the [name]'s surface.</span>")
/obj/structure/statue/CanAtmosPass()
return !density
/obj/structure/statue/bullet_act(obj/item/projectile/P)
. = ..()
take_damage(P.damage, P.damage_type, 0)
/obj/structure/statue/proc/take_damage(damage, damage_type = BRUTE, sound_effect = 1)
switch(damage_type)
if(BRUTE)
if(sound_effect)
if(damage)
playsound(loc, 'sound/weapons/smash.ogg', 50, 1)
else
playsound(loc, 'sound/weapons/tap.ogg', 50, 1)
if(BURN)
if(sound_effect)
playsound(loc, 'sound/items/Welder.ogg', 40, 1)
else
return
health -= damage
if(health <= 0)
Dismantle(1)
/obj/structure/statue/proc/Dismantle(devastated = 0)
if(!devastated)
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 1, i <= oreAmount, i++)
new ore(get_turf(src))
else
if (mineralType == "metal")
var/ore = /obj/item/stack/sheet/metal
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
else
var/ore = text2path("/obj/item/stack/sheet/mineral/[mineralType]")
for(var/i = 3, i <= oreAmount, i++)
new ore(get_turf(src))
/obj/structure/statue/deconstruct(disassembled = TRUE)
if(!(flags & NODECONSTRUCT))
if(material_drop_type)
var/drop_amt = oreAmount
if(!disassembled)
drop_amt -= 2
if(drop_amt > 0)
new material_drop_type(get_turf(src), drop_amt)
qdel(src)
/obj/structure/statue/ex_act(severity = 1)
switch(severity)
if(1)
Dismantle(1)
if(2)
take_damage(rand(60,110), BRUTE, 0)
if(3)
take_damage(10, BRUTE, 0)
//////////////////////////////////////STATUES/////////////////////////////////////////////////////////////
////////////////////////uranium///////////////////////////////////
/obj/structure/statue/uranium
health = 300
obj_integrity = 300
luminosity = 2
mineralType = "uranium"
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
var/active = null
/obj/structure/statue/uranium/nuke
name = "Statue of a Nuclear Fission Explosive"
name = "statue of a nuclear fission explosive"
desc = "This is a grand statue of a Nuclear Explosive. It has a sickening green colour."
icon_state = "nuke"
@@ -191,12 +141,12 @@
////////////////////////////plasma///////////////////////////////////////////////////////////////////////
/obj/structure/statue/plasma
health = 200
mineralType = "plasma"
obj_integrity = 200
material_drop_type = /obj/item/stack/sheet/mineral/plasma
desc = "This statue is suitably made from plasma."
/obj/structure/statue/plasma/scientist
name = "Statue of a Scientist"
name = "statue of a scientist"
icon_state = "sci"
/obj/structure/statue/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
@@ -231,7 +181,7 @@
/obj/structure/statue/plasma/proc/PlasmaBurn()
atmos_spawn_air("plasma=400;TEMP=1000")
Dismantle(1)
deconstruct(FALSE)
/obj/structure/statue/plasma/proc/ignite(exposed_temperature)
if(exposed_temperature > 300)
@@ -240,86 +190,86 @@
//////////////////////gold///////////////////////////////////////
/obj/structure/statue/gold
health = 300
mineralType = "gold"
obj_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/gold
desc = "This is a highly valuable statue made from gold."
/obj/structure/statue/gold/hos
name = "Statue of the Head of Security"
name = "statue of the head of security"
icon_state = "hos"
/obj/structure/statue/gold/hop
name = "Statue of the Head of Personnel"
name = "statue of the head of personnel"
icon_state = "hop"
/obj/structure/statue/gold/cmo
name = "Statue of the Chief Medical Officer"
name = "statue of the chief medical officer"
icon_state = "cmo"
/obj/structure/statue/gold/ce
name = "Statue of the Chief Engineer"
name = "statue of the chief engineer"
icon_state = "ce"
/obj/structure/statue/gold/rd
name = "Statue of the Research Director"
name = "statue of the research director"
icon_state = "rd"
//////////////////////////silver///////////////////////////////////////
/obj/structure/statue/silver
health = 300
mineralType = "silver"
obj_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/silver
desc = "This is a valuable statue made from silver."
/obj/structure/statue/silver/md
name = "Statue of a Medical Officer"
name = "statue of a medical officer"
icon_state = "md"
/obj/structure/statue/silver/janitor
name = "Statue of a Janitor"
name = "statue of a janitor"
icon_state = "jani"
/obj/structure/statue/silver/sec
name = "Statue of a Security Officer"
name = "statue of a security officer"
icon_state = "sec"
/obj/structure/statue/silver/secborg
name = "Statue of a Security Cyborg"
name = "statue of a security cyborg"
icon_state = "secborg"
/obj/structure/statue/silver/medborg
name = "Statue of a Medical Cyborg"
name = "statue of a medical cyborg"
icon_state = "medborg"
/////////////////////////diamond/////////////////////////////////////////
/obj/structure/statue/diamond
health = 1000
mineralType = "diamond"
obj_integrity = 1000
material_drop_type = /obj/item/stack/sheet/mineral/diamond
desc = "This is a very expensive diamond statue"
/obj/structure/statue/diamond/captain
name = "Statue of THE Captain."
name = "statue of THE captain."
icon_state = "cap"
/obj/structure/statue/diamond/ai1
name = "Statue of the AI hologram."
name = "statue of the AI hologram."
icon_state = "ai1"
/obj/structure/statue/diamond/ai2
name = "Statue of the AI core."
name = "statue of the AI core."
icon_state = "ai2"
////////////////////////bananium///////////////////////////////////////
/obj/structure/statue/bananium
health = 300
mineralType = "bananium"
obj_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/bananium
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
/obj/structure/statue/bananium/clown
name = "Statue of a clown"
name = "statue of a clown"
icon_state = "clown"
/obj/structure/statue/bananium/Bumped(atom/user)
@@ -348,21 +298,28 @@
/////////////////////sandstone/////////////////////////////////////////
/obj/structure/statue/sandstone
health = 50
mineralType = "sandstone"
obj_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
/obj/structure/statue/sandstone/assistant
name = "Statue of an assistant"
name = "statue of an assistant"
desc = "A cheap statue of sandstone for a greyshirt."
icon_state = "assist"
/obj/structure/statue/sandstone/venus //call me when we add marble i guess
name = "statue of a pure maiden"
desc = "An ancient marble statue. The subject is depicted with a floor-length braid and is wielding a toolbox. By Jove, it's easily the most gorgeous depiction of a woman you've ever seen. The artist must truly be a master of his craft. Shame about the broken arm, though."
icon = 'icons/obj/statuelarge.dmi'
icon_state = "venus"
/////////////////////snow/////////////////////////////////////////
/obj/structure/statue/snow
health = 50
mineralType = "snow"
obj_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/snow
/obj/structure/statue/snow/snowman
name = "snowman"
desc = "Several lumps of snow put together to form a snowman."
icon_state = "snowman"
icon_state = "snowman"