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
+12 -2
View File
@@ -9,6 +9,7 @@
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
/obj/item/projectile/beam/laser
@@ -44,6 +45,7 @@
irradiate = 30
range = 15
forcedodge = 1
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
/obj/item/projectile/beam/disabler
name = "disabler beam"
@@ -53,16 +55,18 @@
flag = "energy"
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
luminosity = 2
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
. = ..()
if(istype(target,/turf/)||istype(target,/obj/structure/))
if(isturf(target) || istype(target,/obj/structure/))
target.ex_act(2)
/obj/item/projectile/beam/pulse/shot
@@ -73,7 +77,7 @@
icon_state = "pulse1_bl"
var/life = 20
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = 0, hit_zone)
/obj/item/projectile/beam/pulse/heavy/on_hit(atom/target, blocked = 0)
life -= 10
if(life > 0)
. = -1
@@ -86,6 +90,7 @@
legacy = 1
luminosity = 2
animate_movement = SLIDE_STEPS
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
@@ -102,6 +107,7 @@
damage_type = STAMINA
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
. = ..()
@@ -114,6 +120,7 @@
/obj/item/projectile/beam/lasertag/redtag
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
@@ -124,12 +131,15 @@
icon_state = "purple_laser"
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()