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
+7 -18
View File
@@ -4,7 +4,7 @@
icon = 'icons/obj/assemblies/new_assemblies.dmi'
icon_state = ""
flags = CONDUCT
w_class = 2
w_class = WEIGHT_CLASS_SMALL
materials = list(MAT_METAL=100)
throwforce = 2
throw_speed = 3
@@ -14,7 +14,6 @@
var/secured = 1
var/list/attached_overlays = null
var/obj/item/device/assembly_holder/holder = null
var/cooldown = 0//To prevent spam
var/wire_type = WIRE_RECEIVE | WIRE_PULSE
var/attachable = 0 // can this be attached to wires
var/datum/wires/connected = null
@@ -25,6 +24,8 @@
var/const/WIRE_RADIO_RECEIVE = 8 //Allows Pulsed(1) to call Activate()
var/const/WIRE_RADIO_PULSE = 16 //Allows Pulse(1) to send a radio message
var/next_activate = 0 //When we're next allowed to activate - for spam control
/obj/item/device/assembly/proc/on_attach()
/obj/item/device/assembly/proc/on_detach()
@@ -43,16 +44,6 @@
return 1
//Called via spawn(10) to have it count down the cooldown var
/obj/item/device/assembly/proc/process_cooldown()
cooldown--
if(cooldown <= 0)
return 0
spawn(10)
process_cooldown()
return 1
//Called when another assembly acts on this one, var/radio will determine where it came from for wire calcs
/obj/item/device/assembly/proc/pulsed(radio = 0)
if(wire_type & WIRE_RECEIVE)
@@ -78,12 +69,10 @@
// What the device does when turned on
/obj/item/device/assembly/proc/activate()
if(!secured || (cooldown > 0))
return 0
cooldown = 2
spawn(10)
process_cooldown()
return 1
if(qdeleted(src) || !secured || (next_activate > world.time))
return FALSE
next_activate = world.time + 30
return TRUE
/obj/item/device/assembly/proc/toggle_secure()
+1 -1
View File
@@ -3,7 +3,7 @@
icon = 'icons/obj/tank.dmi'
item_state = "assembly"
throwforce = 5
w_class = 3
w_class = WEIGHT_CLASS_NORMAL
throw_speed = 2
throw_range = 4
flags = CONDUCT
+11 -5
View File
@@ -6,6 +6,7 @@
attachable = 1
var/id = null
var/can_change_id = 0
var/cooldown = 0//Door cooldowns
/obj/item/device/assembly/control/examine(mob/user)
..()
@@ -46,13 +47,14 @@
/obj/item/device/assembly/control/airlock/activate()
cooldown = 1
var/doors_need_closing = FALSE
var/list/obj/machinery/door/airlock/open_or_close = list()
for(var/obj/machinery/door/airlock/D in airlocks)
if(D.id_tag == src.id)
if(specialfunctions & OPEN)
if(D.density)
D.open()
else
D.close()
open_or_close += D
if(!D.density)
doors_need_closing = TRUE
if(specialfunctions & IDSCAN)
D.aiDisabledIdScanner = !D.aiDisabledIdScanner
if(specialfunctions & BOLTS)
@@ -68,6 +70,10 @@
D.secondsElectrified = 0
if(specialfunctions & SAFE)
D.safe = !D.safe
for(var/D in open_or_close)
addtimer(D, doors_need_closing ? "close" : "open",0, TIMER_NORMAL)
sleep(10)
cooldown = 0
@@ -147,4 +153,4 @@
C.cremate(usr)
sleep(50)
cooldown = 0
cooldown = 0
+101 -23
View File
@@ -4,7 +4,7 @@
icon_state = "flash"
item_state = "flashtool"
throwforce = 0
w_class = 1
w_class = WEIGHT_CLASS_TINY
materials = list(MAT_METAL = 300, MAT_GLASS = 300)
origin_tech = "magnets=2;combat=1"
@@ -48,7 +48,8 @@
crit_fail = 1
update_icon()
var/turf/T = get_turf(src)
T.visible_message("The [src.name] burns out!")
if(T)
T.visible_message("[src] burns out!")
/obj/item/device/assembly/flash/proc/flash_recharge(interval=10)
@@ -85,7 +86,7 @@
if(user && targeted)
if(M.weakeyes)
M.Weaken(3) //quick weaken bypasses eye protection but has no eye flash
if(M.flash_eyes(1, 1))
if(M.flash_act(1, 1))
M.confused += power
terrible_conversion_proc(M, user)
M.Stun(1)
@@ -100,7 +101,7 @@
user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
else
if(M.flash_eyes())
if(M.flash_act())
M.confused += power
/obj/item/device/assembly/flash/attack(mob/living/M, mob/user)
@@ -115,9 +116,9 @@
var/mob/living/silicon/robot/R = M
add_logs(user, R, "flashed", src)
update_icon(1)
M.Weaken(3)
M.Weaken(6)
R.confused += 5
R.flash_eyes(affect_silicon = 1)
R.flash_act(affect_silicon = 1)
user.visible_message("<span class='disarm'>[user] overloads [R]'s sensors with the flash!</span>", "<span class='danger'>You overload [R]'s sensors with the flash!</span>")
return 1
@@ -135,10 +136,10 @@
/obj/item/device/assembly/flash/emp_act(severity)
if(!try_use_flash() || !loc)
if(!try_use_flash())
return 0
for(var/mob/living/carbon/M in viewers(3, loc))
flash_carbon(M, null, 10, 0)
if(iscarbon(loc))
flash_carbon(loc, null, 10, 0)
burn_out()
..()
@@ -150,7 +151,7 @@
if(M.stat == CONSCIOUS)
M.mind_initialize() //give them a mind datum if they don't have one.
var/resisted
if(!isloyal(M))
if(!M.isloyal())
if(user.mind in ticker.mode.head_revolutionaries)
if(ticker.mode.add_revolutionary(M.mind))
M.Stun(3)
@@ -173,26 +174,15 @@
/obj/item/device/assembly/flash/cyborg/attack(mob/living/M, mob/user)
..()
cyborg_flash_animation(user)
PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
/obj/item/device/assembly/flash/cyborg/attack_self(mob/user)
..()
cyborg_flash_animation(user)
PoolOrNew(/obj/effect/overlay/temp/borgflash, get_turf(src))
/obj/item/device/assembly/flash/cyborg/attackby(obj/item/weapon/W, mob/user, params)
return
/obj/item/device/assembly/flash/cyborg/proc/cyborg_flash_animation(mob/living/user)
var/atom/movable/overlay/animation = new(user.loc)
animation.layer = user.layer + 1
animation.icon_state = "blank"
animation.icon = 'icons/mob/mob.dmi'
animation.master = user
flick("blspell", animation)
sleep(5)
qdel(animation)
/obj/item/device/assembly/flash/memorizer
name = "memorizer"
desc = "If you see this, you're not likely to remember it any time soon."
@@ -201,3 +191,91 @@
item_state = "nullrod"
/obj/item/device/assembly/flash/handheld //this is now the regular pocket flashes
/obj/item/device/assembly/flash/armimplant
name = "photon projector"
desc = "A high-powered photon projector implant normally used for lighting purposes, but also doubles as a flashbulb weapon. Self-repair protocals fix the flashbulb if it ever burns out."
var/flashcd = 20
var/overheat = 0
var/obj/item/organ/cyberimp/arm/flash/I = null
/obj/item/device/assembly/flash/armimplant/burn_out()
if(I && I.owner)
I.owner << "<span class='warning'>Your photon projector implant overheats and deactivates!</span>"
I.Retract()
overheat = FALSE
addtimer(src, "cooldown", flashcd * 2)
/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
I.owner << "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>"
return FALSE
overheat = TRUE
addtimer(src, "cooldown", flashcd)
playsound(src.loc, 'sound/weapons/flash.ogg', 100, 1)
update_icon(1)
return TRUE
/obj/item/device/assembly/flash/armimplant/proc/cooldown()
overheat = FALSE
/obj/item/device/assembly/flash/shield
name = "strobe shield"
desc = "A shield with a built in, high intensity light capable of blinding and disorienting suspects. Takes regular handheld flashes as bulbs."
icon = 'icons/obj/weapons.dmi'
icon_state = "flashshield"
item_state = "flashshield"
slot_flags = SLOT_BACK
force = 10
throwforce = 5
throw_speed = 2
throw_range = 3
w_class = WEIGHT_CLASS_BULKY
materials = list(MAT_GLASS=7500, MAT_METAL=1000)
origin_tech = "materials=3;combat=4"
attack_verb = list("shoved", "bashed")
block_chance = 50
armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70)
/obj/item/device/assembly/flash/shield/flash_recharge(interval=10)
if(times_used >= 4)
burn_out()
return 0
return 1
/obj/item/device/assembly/flash/shield/attackby(obj/item/weapon/W, mob/user)
if(istype(W, /obj/item/device/assembly/flash/handheld))
var/obj/item/device/assembly/flash/handheld/flash = W
if(flash.crit_fail)
user << "No sense replacing it with a broken bulb."
return
else
user << "You begin to replace the bulb."
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || qdeleted(flash))
return
crit_fail = FALSE
times_used = 0
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
update_icon()
flash.crit_fail = TRUE
flash.update_icon()
return
..()
/obj/item/device/assembly/flash/shield/update_icon(flash = 0)
item_state = "flashshield"
item_state = "flashshield"
if(crit_fail)
icon_state = "riot"
item_state = "riot"
else if(flash)
item_state = "flashshield_flash"
item_state = "flashshield_flash"
addtimer(src, "update_icon", 5)
if(holder)
holder.update_icon()
+1 -1
View File
@@ -5,7 +5,7 @@
item_state = "assembly"
flags = CONDUCT
throwforce = 5
w_class = 2
w_class = WEIGHT_CLASS_SMALL
throw_speed = 2
throw_range = 7
+7 -4
View File
@@ -15,8 +15,7 @@
/obj/item/device/assembly/igniter/Destroy()
qdel(sparks)
sparks = null
return ..()
. = ..()
/obj/item/device/assembly/igniter/activate()
if(!..())
@@ -27,8 +26,12 @@
sparks.start()
return 1
/obj/item/device/assembly/igniter/attack_self(mob/user)
activate()
add_fingerprint(user)
return
/obj/item/device/assembly/igniter/ignition_effect(atom/A, mob/user)
. = "<span class='notice'>[user] fiddles with [src], and manages to \
light [A].</span>"
activate()
add_fingerprint(user)
+3 -5
View File
@@ -92,17 +92,15 @@
/obj/item/device/assembly/infra/holder_movement()
if(!holder)
return 0
// setDir(holder.dir)
qdel(first)
return 1
/obj/item/device/assembly/infra/proc/trigger_beam()
if((!secured)||(!on)||(cooldown > 0))
return 0
if(!secured || !on || next_activate > world.time)
return FALSE
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
addtimer(src, "process_cooldown", 10)
next_activate = world.time + 30
/obj/item/device/assembly/infra/interact(mob/user)//TODO: change this this to the wire control panel
if(is_secured(user))
+15 -17
View File
@@ -43,7 +43,7 @@
var/obj/item/bodypart/affecting = null
if(ishuman(target))
var/mob/living/carbon/human/H = target
if(PIERCEIMMUNE in H.dna.species.specflags)
if(PIERCEIMMUNE in H.dna.species.species_traits)
playsound(src.loc, 'sound/effects/snap.ogg', 50, 1)
armed = 0
update_icon()
@@ -59,9 +59,8 @@
affecting = H.get_bodypart(type)
H.Stun(3)
if(affecting)
if(affecting.take_damage(1, 0))
H.update_damage_overlays(0)
H.updatehealth()
if(affecting.receive_damage(1, 0))
H.update_damage_overlays()
else if(ismouse(target))
var/mob/living/simple_animal/mouse/M = target
visible_message("<span class='boldannounce'>SPLAT!</span>")
@@ -78,7 +77,7 @@
else
if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
@@ -94,7 +93,7 @@
if(armed)
if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
var/which_hand = "l_hand"
if(!user.hand)
if(!(user.active_hand_index % 2))
which_hand = "r_hand"
triggered(user, which_hand)
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
@@ -105,16 +104,15 @@
/obj/item/device/assembly/mousetrap/Crossed(atom/movable/AM as mob|obj)
if(armed)
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == "run")
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(isanimal(AM))
var/mob/living/simple_animal/SA = AM
if(!SA.flying)
triggered(AM)
if(ismob(AM))
var/mob/MM = AM
if(!(MM.movement_type & FLYING))
if(ishuman(AM))
var/mob/living/carbon/H = AM
if(H.m_intent == MOVE_INTENT_RUN)
triggered(H)
H.visible_message("<span class='warning'>[H] accidentally steps on [src].</span>", \
"<span class='warning'>You accidentally step on [src]</span>")
else if(AM.density) // For mousetrap grenades, set off by anything heavy
triggered(AM)
..()
@@ -124,7 +122,7 @@
if(armed)
finder.visible_message("<span class='warning'>[finder] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
triggered(finder, finder.hand ? "l_hand" : "r_hand")
triggered(finder, (finder.active_hand_index % 2 == 0) ? "r_hand" : "l_hand")
return 1 //end the search!
return 0
+5 -3
View File
@@ -59,12 +59,11 @@
/obj/item/device/assembly/prox_sensor/sense()
if((!secured)||(cooldown > 0))
if(!secured || next_activate > world.time)
return 0
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
addtimer(src, "process_cooldown", 10)
next_activate = world.time + 30
/obj/item/device/assembly/prox_sensor/process()
@@ -81,6 +80,9 @@
if(scanning)
addtimer(src, "sense", 0)
/obj/item/device/assembly/prox_sensor/Destroy()
remove_from_proximity_list(src, sensitivity)
..()
/obj/item/device/assembly/prox_sensor/toggle_scan(scan)
if(!secured)
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = "shock_kit"
var/obj/item/clothing/head/helmet/part1 = null
var/obj/item/device/electropack/part2 = null
w_class = 5
w_class = WEIGHT_CLASS_HUGE
flags = CONDUCT
/obj/item/assembly/shock_kit/Destroy()
+4 -8
View File
@@ -25,14 +25,10 @@
return ..()
/obj/item/device/assembly/signaler/activate()
if(cooldown > 0)
return 0
cooldown = 2
spawn(10)
process_cooldown()
if(!..())//cooldown processing
return FALSE
signal()
return 1
return TRUE
/obj/item/device/assembly/signaler/update_icon()
if(holder)
@@ -188,4 +184,4 @@ Code:
A.anomalyNeutralize()
/obj/item/device/assembly/signaler/anomaly/attack_self()
return
return
+4 -7
View File
@@ -42,15 +42,12 @@
/obj/item/device/assembly/timer/proc/timer_end()
if((!secured)||(cooldown > 0))
return 0
if(!secured || next_activate > world.time)
return FALSE
pulse(0)
audible_message("\icon[src] *beep* *beep*", null, 3)
cooldown = 2
spawn(10)
process_cooldown()
if(loop)
timing = 1
if(loop)
timing = 1
update_icon()