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:
@@ -11,7 +11,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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*/
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/mob/living/carbon/
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/mob/living/carbon
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var/image/halimage
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var/image/halbody
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var/obj/halitem
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@@ -206,6 +206,18 @@ Gunshots/explosions/opening doors/less rare audio (done)
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target << "<span class='notice'>[xeno_name] scrambles into the ventilation ducts!</span>"
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qdel(src)
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/obj/effect/hallucination/simple/clown
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image_icon = 'icons/mob/animal.dmi'
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image_state = "clown"
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/obj/effect/hallucination/simple/clown/New(loc,var/mob/living/carbon/T,duration)
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..(loc, T)
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name = pick(clown_names)
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QDEL_IN(src,duration)
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/obj/effect/hallucination/simple/clown/scary
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image_state = "scary_clown"
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/obj/effect/hallucination/singularity_scare
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//Singularity moving towards you.
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//todo Hide where it moved with fake space images
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@@ -303,11 +315,12 @@ Gunshots/explosions/opening doors/less rare audio (done)
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if(target.client)
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delusions |= A
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target.client.images |= A
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sleep(duration)
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QDEL_IN(src, duration)
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/obj/effect/hallucination/delusion/Destroy()
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for(var/image/I in delusions)
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if(target.client)
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target.client.images.Remove(I)
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qdel(src)
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/obj/effect/hallucination/fakeattacker/New(loc,var/mob/living/carbon/T)
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target = T
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@@ -324,14 +337,10 @@ Gunshots/explosions/opening doors/less rare audio (done)
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return
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var/obj/effect/fake_attacker/F = new/obj/effect/fake_attacker(get_turf(target),target)
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if(clone.l_hand)
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if(!(locate(clone.l_hand) in non_fakeattack_weapons))
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clone_weapon = clone.l_hand.name
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F.weap = clone.l_hand
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else if (clone.r_hand)
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if(!(locate(clone.r_hand) in non_fakeattack_weapons))
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clone_weapon = clone.r_hand.name
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F.weap = clone.r_hand
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for(var/obj/item/I in clone.held_items)
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if(!(locate(I) in non_fakeattack_weapons))
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clone_weapon = I.name
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F.weap = I
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F.name = clone.name
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F.my_target = target
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@@ -367,7 +376,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/collapse
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var/image/down
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var/health = 100
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obj_integrity = 100
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/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
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step_away(src,my_target,2)
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@@ -377,7 +386,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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my_target.visible_message("<span class='danger'>[my_target] flails around wildly.</span>", \
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"<span class='danger'>[my_target] has attacked [src]!</span>")
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src.health -= P.force
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obj_integrity -= P.force
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/obj/effect/fake_attacker/Crossed(mob/M, somenumber)
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if(M == my_target)
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@@ -414,7 +423,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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/obj/effect/fake_attacker/proc/attack_loop()
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while(1)
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sleep(rand(5,10))
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if(src.health < 0)
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if(obj_integrity < 0)
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collapse()
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continue
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if(get_dist(src,my_target) > 1)
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@@ -423,7 +432,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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updateimage()
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else
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if(prob(15))
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src.do_attack_animation(my_target)
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do_attack_animation(my_target, ATTACK_EFFECT_PUNCH)
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if(weapon_name)
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my_target << sound(pick('sound/weapons/genhit1.ogg', 'sound/weapons/genhit2.ogg', 'sound/weapons/genhit3.ogg'))
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my_target.show_message("<span class='danger'>[src.name] has attacked [my_target] with [weapon_name]!</span>", 1)
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@@ -455,7 +464,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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target << I
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QDEL_IN(O, 300)
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var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/item/ammo_box/a357,\
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var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/ballistic, /obj/item/ammo_box/a357,\
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/obj/item/weapon/gun/energy/kinetic_accelerator/crossbow, /obj/item/weapon/melee/energy/sword/saber,\
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/obj/item/weapon/storage/box/syndicate, /obj/item/weapon/storage/box/emps,\
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/obj/item/weapon/cartridge/syndicate, /obj/item/clothing/under/chameleon,\
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@@ -619,10 +628,14 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
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//src << "Traitor Items"
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if(!halitem)
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halitem = new
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var/list/slots_free = list(ui_lhand,ui_rhand)
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if(l_hand) slots_free -= ui_lhand
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if(r_hand) slots_free -= ui_rhand
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if(istype(src,/mob/living/carbon/human))
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var/obj/item/l_hand = get_item_for_held_index(1)
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var/obj/item/r_hand = get_item_for_held_index(2)
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var/l = ui_hand_position(get_held_index_of_item(l_hand))
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var/r = ui_hand_position(get_held_index_of_item(r_hand))
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var/list/slots_free = list(l,r)
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if(l_hand) slots_free -= l
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if(r_hand) slots_free -= r
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if(ishuman(src))
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var/mob/living/carbon/human/H = src
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if(!H.belt) slots_free += ui_belt
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if(!H.l_store) slots_free += ui_storage1
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@@ -630,6 +643,7 @@ var/list/non_fakeattack_weapons = list(/obj/item/weapon/gun/projectile, /obj/ite
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if(slots_free.len)
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halitem.screen_loc = pick(slots_free)
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halitem.layer = ABOVE_HUD_LAYER
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halitem.plane = ABOVE_HUD_PLANE
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switch(rand(1,6))
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if(1) //revolver
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halitem.icon = 'icons/obj/guns/projectile.dmi'
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@@ -1,4 +1,4 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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//is this shit even used at all
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/proc/NewStutter(phrase,stunned)
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