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:
@@ -1,13 +1,13 @@
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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/obj/machinery/field/containment
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name = "Containment Field"
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name = "containment field"
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desc = "An energy field."
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icon = 'icons/obj/singularity.dmi'
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icon_state = "Contain_F"
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anchored = 1
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density = 0
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unacidable = 1
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resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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use_power = 0
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luminosity = 4
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layer = ABOVE_OBJ_LAYER
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@@ -26,14 +26,33 @@
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shock(user)
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return 1
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/obj/machinery/field/containment/attackby(obj/item/W, mob/user, params)
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shock(user)
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return 1
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/obj/machinery/field/containment/blob_act(obj/effect/blob/B)
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/obj/machinery/field/containment/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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switch(damage_type)
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if(BURN)
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playsound(loc, 'sound/effects/EMPulse.ogg', 75, 1)
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if(BRUTE)
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playsound(loc, 'sound/effects/EMPulse.ogg', 75, 1)
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/obj/machinery/field/containment/blob_act(obj/structure/blob/B)
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return 0
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/obj/machinery/field/containment/ex_act(severity, target)
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return 0
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/obj/machinery/field/containment/attack_animal(mob/living/simple_animal/M)
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if(!FG1 || !FG2)
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qdel(src)
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return
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if(ismegafauna(M))
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M.visible_message("<span class='warning'>[M] glows fiercely as the containment field flickers out!</span>")
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FG1.calc_power(INFINITY) //rip that 'containment' field
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M.adjustHealth(-M.obj_damage)
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else
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..()
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/obj/machinery/field/containment/Crossed(mob/mover)
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if(isliving(mover))
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@@ -59,6 +78,8 @@
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/obj/machinery/field/containment/Move()
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qdel(src)
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// Abstract Field Class
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// Used for overriding certain procs
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@@ -77,26 +98,23 @@
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return ..()
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/obj/machinery/field/proc/shock(mob/living/user)
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if(isliving(user))
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var/shock_damage = min(rand(30,40),rand(30,40))
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var/shock_damage = min(rand(30,40),rand(30,40))
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if(iscarbon(user))
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var/stun = min(shock_damage, 15)
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user.Stun(stun)
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user.Weaken(10)
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user.electrocute_act(shock_damage, src, 1)
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if(iscarbon(user))
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user.Stun(15)
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user.Weaken(10)
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user.electrocute_act(shock_damage, src, 1)
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else if(issilicon(user))
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if(prob(20))
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user.Stun(2)
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user.take_overall_damage(0, shock_damage)
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user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
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"<span class='userdanger'>Energy pulse detected, system damaged!</span>", \
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"<span class='italics'>You hear an electrical crack.</span>")
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else if(issilicon(user))
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if(prob(20))
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user.Stun(2)
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user.take_overall_damage(0, shock_damage)
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user.visible_message("<span class='danger'>[user.name] was shocked by the [src.name]!</span>", \
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"<span class='userdanger'>Energy pulse detected, system damaged!</span>", \
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"<span class='italics'>You hear an electrical crack.</span>")
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user.updatehealth()
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bump_field(user)
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return
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user.updatehealth()
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bump_field(user)
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/obj/machinery/field/proc/clear_shock()
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hasShocked = 0
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