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:
@@ -17,26 +17,25 @@
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density = 0
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anchored = 0
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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obj_integrity = 100
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max_integrity = 100
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var/framestack = /obj/item/stack/rods
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var/framestackamount = 2
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/obj/structure/table_frame/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/weapon/wrench))
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user << "<span class='notice'>You start disassembling [src]...</span>"
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playsound(src.loc, 'sound/items/Ratchet.ogg', 50, 1)
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if(do_after(user, 30/I.toolspeed, target = src))
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 30*I.toolspeed, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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for(var/i = 1, i <= framestackamount, i++)
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new framestack(get_turf(src))
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qdel(src)
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deconstruct(TRUE)
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else if(istype(I, /obj/item/stack/sheet/plasteel))
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var/obj/item/stack/sheet/plasteel/P = I
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if(P.get_amount() < 1)
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user << "<span class='warning'>You need one plasteel sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [P] to [src]...</span>"
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if(do_after(user, 50, target = src))
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P.use(1)
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if(do_after(user, 50, target = src) && P.use(1))
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new /obj/structure/table/reinforced(src.loc)
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qdel(src)
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else if(istype(I, /obj/item/stack/sheet/metal))
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@@ -45,8 +44,7 @@
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user << "<span class='warning'>You need one metal sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [M] to [src]...</span>"
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if(do_after(user, 20, target = src))
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M.use(1)
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if(do_after(user, 20, target = src) && M.use(1))
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new /obj/structure/table(src.loc)
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qdel(src)
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else if(istype(I, /obj/item/stack/sheet/glass))
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@@ -55,9 +53,7 @@
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user << "<span class='warning'>You need one glass sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [G] to [src]...</span>"
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if(do_after(user, 20, target = src))
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G.use(1)
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if(do_after(user, 20, target = src) && G.use(1))
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new /obj/structure/table/glass(src.loc)
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qdel(src)
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else if(istype(I, /obj/item/stack/sheet/mineral/silver))
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@@ -66,22 +62,33 @@
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user << "<span class='warning'>You need one silver sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [S] to [src]...</span>"
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if(do_after(user, 20, target = src))
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S.use(1)
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if(do_after(user, 20, target = src) && S.use(1))
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new /obj/structure/table/optable(src.loc)
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qdel(src)
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else if(istype(I, /obj/item/stack/tile/carpet))
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var/obj/item/stack/tile/carpet/C = I
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if(C.get_amount() < 1)
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user << "<span class='warning'>You need one carpet sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [C] to [src]...</span>"
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if(do_after(user, 20, target = src) && C.use(1))
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new /obj/structure/table/wood/fancy(src.loc)
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qdel(src)
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else
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return ..()
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/obj/structure/table_frame/deconstruct(disassembled = TRUE)
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new framestack(get_turf(src), framestackamount)
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qdel(src)
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/obj/structure/table_frame/narsie_act()
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if(prob(20))
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new /obj/structure/table_frame/wood(src.loc)
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qdel(src)
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/obj/structure/table_frame/ratvar_act()
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if(prob(20))
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new /obj/structure/table_frame/brass(src.loc)
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qdel(src)
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new /obj/structure/table_frame/brass(src.loc)
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qdel(src)
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/*
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* Wooden Frames
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@@ -93,7 +100,7 @@
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icon_state = "wood_frame"
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framestack = /obj/item/stack/sheet/mineral/wood
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framestackamount = 2
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burn_state = FLAMMABLE
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resistance_flags = FLAMMABLE
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/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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@@ -102,8 +109,7 @@
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user << "<span class='warning'>You need one wood sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [W] to [src]...</span>"
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if(do_after(user, 20, target = src))
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W.use(1)
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if(do_after(user, 20, target = src) && W.use(1))
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new /obj/structure/table/wood(src.loc)
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qdel(src)
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return
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@@ -113,8 +119,7 @@
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user << "<span class='warning'>You need one carpet sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [C] to [src]...</span>"
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if(do_after(user, 20, target = src))
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C.use(1)
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if(do_after(user, 20, target = src) && C.use(1))
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new /obj/structure/table/wood/poker(src.loc)
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qdel(src)
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else
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@@ -124,7 +129,30 @@
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name = "brass table frame"
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desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch."
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icon_state = "brass_frame"
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framestackamount = 0
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resistance_flags = FIRE_PROOF | ACID_PROOF
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framestack = /obj/item/stack/tile/brass
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framestackamount = 1
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/obj/structure/table_frame/brass/New()
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change_construction_value(1)
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..()
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/obj/structure/table_frame/brass/Destroy()
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change_construction_value(-1)
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return ..()
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/obj/structure/table_frame/brass/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/tile/brass))
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var/obj/item/stack/tile/brass/W = I
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if(W.get_amount() < 1)
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user << "<span class='warning'>You need one brass sheet to do this!</span>"
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return
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user << "<span class='notice'>You start adding [W] to [src]...</span>"
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if(do_after(user, 20, target = src) && W.use(1))
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new /obj/structure/table/reinforced/brass(src.loc)
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qdel(src)
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else
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return ..()
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/obj/structure/table_frame/brass/narsie_act()
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..()
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@@ -132,3 +160,4 @@
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var/previouscolor = color
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color = "#960000"
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animate(src, color = previouscolor, time = 8)
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addtimer(src, "update_atom_colour", 8)
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