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
+15 -4
View File
@@ -27,6 +27,9 @@
if(!uses)
user << "<span class='warning'>This spawner is out of charges!</span>"
return
if(jobban_isbanned(user, "lavaland"))
user << "<span class='warning'>You are jobanned!</span>"
return
var/ghost_role = alert("Become [mob_name]? (Warning, You can no longer be cloned!)",,"Yes","No")
if(ghost_role == "No" || !loc)
return
@@ -106,6 +109,7 @@
var/radio = null
var/glasses = null
var/mask = null
var/neck = null
var/helmet = null
var/belt = null
var/pocket1 = null
@@ -114,6 +118,7 @@
var/has_id = 0 //Just set to 1 if you want them to have an ID
var/id_job = null // Needs to be in quotes, such as "Clown" or "Chef." This just determines what the ID reads as, not their access
var/id_access = null //This is for access. See access.dm for which jobs give what access. Again, put in quotes. Use "Captain" if you want it to be all access.
var/id_access_list = null //Allows you to manually add access to an ID card.
var/id_icon = null //For setting it to be a gold, silver, centcom etc ID
var/husk = null
var/outfit_type = null // Will start with this if exists then apply specific slots
@@ -140,6 +145,8 @@
H.equip_to_slot_or_del(new glasses(H), slot_glasses)
if(mask)
H.equip_to_slot_or_del(new mask(H), slot_wear_mask)
if(neck)
H.equip_to_slot_or_del(new neck(H), slot_neck)
if(helmet)
H.equip_to_slot_or_del(new helmet(H), slot_head)
if(belt)
@@ -151,9 +158,9 @@
if(back)
H.equip_to_slot_or_del(new back(H), slot_back)
if(l_hand)
H.equip_to_slot_or_del(new l_hand(H), slot_l_hand)
H.put_in_hands_or_del(new l_hand(H))
if(r_hand)
H.equip_to_slot_or_del(new r_hand(H), slot_r_hand)
H.put_in_hands_or_del(new r_hand(H))
if(has_id)
var/obj/item/weapon/card/id/W = new(H)
if(id_icon)
@@ -169,6 +176,10 @@
W.access = jobdatum.get_access()
else
W.access = list()
if(id_access_list)
if(!W.access)
W.access = list()
W.access |= id_access_list
if(id_job)
W.assignment = id_job
W.registered_name = H.real_name
@@ -255,7 +266,7 @@
back = /obj/item/weapon/storage/backpack
has_id = 1
id_job = "Operative"
id_access = "Syndicate"
id_access_list = list(access_syndicate)
/obj/effect/mob_spawn/human/syndicatecommando
name = "Syndicate Commando"
@@ -270,7 +281,7 @@
pocket1 = /obj/item/weapon/tank/internals/emergency_oxygen
has_id = 1
id_job = "Operative"
id_access = "Syndicate"
id_access_list = list(access_syndicate)
///////////Civilians//////////////////////