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
@@ -0,0 +1,106 @@
/obj/item/weapon/gun/ballistic/bow
name = "bow"
desc = "A sturdy bow made out of wood and reinforced with iron."
icon_state = "bow_unloaded"
item_state = "bow"
var/icon_state_loaded = "bow_loaded"
var/icon_state_firing = "bow_firing"
var/item_state_loaded = "bow"
var/item_state_firing = "bow"
fire_sound = 'sound/weapons/grenadelaunch.ogg'
mag_type = /obj/item/ammo_box/magazine/internal/bow
flags = HANDSLOW
weapon_weight = WEAPON_HEAVY
var/draw_sound = 'sound/weapons/draw_bow.ogg'
var/ready_to_fire = 0
var/slowdown_when_ready = 2
/obj/item/weapon/gun/ballistic/bow/update_icon()
if(ready_to_fire)
icon_state = icon_state_firing
item_state = item_state_firing
slowdown = slowdown_when_ready
else if(magazine.ammo_count() && !ready_to_fire)
icon_state = icon_state_loaded
item_state = item_state_loaded
slowdown = initial(slowdown)
else
icon_state = initial(icon_state)
item_state = initial(item_state)
slowdown = initial(slowdown)
/obj/item/weapon/gun/ballistic/bow/dropped(mob/user)
if(magazine && magazine.ammo_count())
magazine.empty_magazine()
ready_to_fire = FALSE
update_icon()
/obj/item/weapon/gun/ballistic/bow/attack_self(mob/living/user)
if(!ready_to_fire && magazine.ammo_count())
ready_to_fire = TRUE
playsound(user, draw_sound, 100, 1)
update_icon()
else
ready_to_fire = FALSE
update_icon()
/obj/item/weapon/gun/ballistic/bow/attackby(obj/item/A, mob/user, params)
var/num_loaded = magazine.attackby(A, user, params, 1)
if(num_loaded)
user << "<span class='notice'>You ready \the [A] into \the [src].</span>"
update_icon()
chamber_round()
/obj/item/weapon/gun/ballistic/bow/can_shoot()
. = ..()
if(!ready_to_fire)
return FALSE
/obj/item/weapon/gun/ballistic/bow/shoot_with_empty_chamber(mob/living/user as mob|obj)
return
/obj/item/weapon/gun/ballistic/bow/process_chamber(eject_casing = 0, empty_chamber = 1)
. = ..()
ready_to_fire = FALSE
update_icon()
// ammo
/obj/item/ammo_box/magazine/internal/bow
name = "bow internal magazine"
ammo_type = /obj/item/ammo_casing/caseless/arrow
caliber = "arrow"
max_ammo = 1
/obj/item/projectile/bullet/reusable/arrow
name = "arrow"
icon_state = "arrow"
ammo_type = /obj/item/ammo_casing/caseless/arrow
range = 10
damage = 25
damage_type = BRUTE
/obj/item/ammo_casing/caseless/arrow
name = "arrow"
desc = "Stab, stab, stab."
icon_state = "arrow"
force = 10
sharpness = IS_SHARP
projectile_type = /obj/item/projectile/bullet/reusable/arrow
caliber = "arrow"
//quiver
/obj/item/weapon/storage/backpack/quiver
name = "quiver"
desc = "A quiver for holding arrows."
icon_state = "quiver"
item_state = "quiver"
storage_slots = 20
can_hold = list(
/obj/item/ammo_casing/caseless/arrow
)
/obj/item/weapon/storage/backpack/quiver/full/New()
..()
for(var/i in 1 to storage_slots)
new /obj/item/ammo_casing/caseless/arrow(src)