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
+143 -62
View File
@@ -5,16 +5,14 @@
density = 0
anchored = 1
flags = ABSTRACT
unacidable = 1
pass_flags = PASSTABLE
mouse_opacity = 0
hitsound = 'sound/weapons/pierce.ogg'
var/hitsound_wall = ""
pressure_resistance = INFINITY
burn_state = LAVA_PROOF
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
var/def_zone = "" //Aiming at
var/mob/firer = null//Who shot it
var/obj/item/ammo_casing/ammo_casing = null
var/suppressed = 0 //Attack message
var/yo = null
var/xo = null
@@ -25,7 +23,7 @@
var/paused = FALSE //for suspending the projectile midair
var/p_x = 16
var/p_y = 16 // the pixel location of the tile that the player clicked. Default is the center
var/speed = 0.1 //Amount of deciseconds it takes for projectile to travel
var/speed = 0.8 //Amount of deciseconds it takes for projectile to travel
var/Angle = 0
var/spread = 0 //amount (in degrees) of projectile spread
var/legacy = 0 //legacy projectile system
@@ -35,7 +33,7 @@
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = 0 //Determines if the projectile will skip any damage inflictions
var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
var/projectile_type = "/obj/item/projectile"
var/projectile_type = /obj/item/projectile
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
//Effects
var/stun = 0
@@ -49,6 +47,9 @@
var/stamina = 0
var/jitter = 0
var/forcedodge = 0 //to pass through everything
var/dismemberment = 0 //The higher the number, the greater the bonus to dismembering. 0 will not dismember at all.
var/impact_effect_type //what type of impact effect to show when hitting something
var/log_override = FALSE //is this type spammed enough to not log? (KAs)
/obj/item/projectile/New()
permutated = list()
@@ -62,14 +63,42 @@
/obj/item/projectile/proc/on_range() //if we want there to be effects when they reach the end of their range
qdel(src)
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0, hit_zone)
//to get the correct limb (if any) for the projectile hit message
/mob/living/proc/check_limb_hit(hit_zone)
if(has_limbs)
return hit_zone
/mob/living/carbon/check_limb_hit(hit_zone)
if(get_bodypart(hit_zone))
return hit_zone
else //when a limb is missing the damage is actually passed to the chest
return "chest"
/obj/item/projectile/proc/on_hit(atom/target, blocked = 0)
var/turf/target_loca = get_turf(target)
if(!isliving(target))
if(impact_effect_type)
PoolOrNew(impact_effect_type, list(target_loca, target, src))
return 0
var/mob/living/L = target
if(blocked != 100) // not completely blocked
if(damage && L.blood_volume && damage_type == BRUTE)
var/splatter_dir = dir
if(starting)
splatter_dir = get_dir(starting, target_loca)
if(isalien(L))
PoolOrNew(/obj/effect/overlay/temp/dir_setting/bloodsplatter/xenosplatter, list(target_loca, splatter_dir))
else
PoolOrNew(/obj/effect/overlay/temp/dir_setting/bloodsplatter, list(target_loca, splatter_dir))
if(prob(33))
L.add_splatter_floor(target_loca)
else if(impact_effect_type)
PoolOrNew(impact_effect_type, list(target_loca, target, src))
var/organ_hit_text = ""
if(L.has_limbs)
organ_hit_text = " in \the [parse_zone(def_zone)]"
var/limb_hit = L.check_limb_hit(def_zone)//to get the correct message info.
if(limb_hit)
organ_hit_text = " in \the [parse_zone(limb_hit)]"
if(suppressed)
playsound(loc, hitsound, 5, 1, -1)
L << "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>"
@@ -78,8 +107,8 @@
var/volume = vol_by_damage()
playsound(loc, hitsound, volume, 1, -1)
L.visible_message("<span class='danger'>[L] is hit by \a [src][organ_hit_text]!</span>", \
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>") //X has fired Y is now given by the guns so you cant tell who shot you if you could not see the shooter
L.on_hit(type)
"<span class='userdanger'>[L] is hit by \a [src][organ_hit_text]!</span>", null, COMBAT_MESSAGE_RANGE)
L.on_hit(src)
var/reagent_note
if(reagents && reagents.reagent_list)
@@ -135,63 +164,77 @@
/obj/item/projectile/Process_Spacemove(var/movement_dir = 0)
return 1 //Bullets don't drift in space
/obj/item/projectile/proc/fire(var/setAngle)
/obj/item/projectile/proc/fire(setAngle, atom/direct_target)
if(!log_override && firer && original)
add_logs(firer, original, "fired at", src, " [get_area(src)]")
if(direct_target)
direct_target.bullet_act(src, def_zone)
qdel(src)
return
if(setAngle)
Angle = setAngle
if(!legacy) //new projectiles
set waitfor = 0
var/next_run = world.time
while(loc)
if(!paused)
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
if(paused)
next_run = world.time
sleep(1)
continue
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
if((!( current ) || loc == current))
current = locate(Clamp(x+xo,1,world.maxx),Clamp(y+yo,1,world.maxy),z)
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
if(!Angle)
Angle=round(Get_Angle(src,current))
if(spread)
Angle += (rand() - 0.5) * spread
var/matrix/M = new
M.Turn(Angle)
transform = M
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
var/Pixel_x=round(sin(Angle)+16*sin(Angle)*2)
var/Pixel_y=round(cos(Angle)+16*cos(Angle)*2)
var/pixel_x_offset = pixel_x + Pixel_x
var/pixel_y_offset = pixel_y + Pixel_y
var/new_x = x
var/new_y = y
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
while(pixel_x_offset > 16)
pixel_x_offset -= 32
pixel_x -= 32
new_x++// x++
while(pixel_x_offset < -16)
pixel_x_offset += 32
pixel_x += 32
new_x--
speed = round(speed)
step_towards(src, locate(new_x, new_y, z))
if(speed <= 1)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (speed <= 3 ? speed - 1 : speed)))
while(pixel_y_offset > 16)
pixel_y_offset -= 32
pixel_y -= 32
new_y++
while(pixel_y_offset < -16)
pixel_y_offset += 32
pixel_y += 32
new_y--
step_towards(src, locate(new_x, new_y, z))
next_run += max(world.tick_lag, speed)
var/delay = next_run - world.time
if(delay <= world.tick_lag*2)
pixel_x = pixel_x_offset
pixel_y = pixel_y_offset
else
animate(src, pixel_x = pixel_x_offset, pixel_y = pixel_y_offset, time = max(1, (delay <= 3 ? delay - 1 : delay)), flags = ANIMATION_END_NOW)
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
if (delay > 0)
sleep(delay)
if(original && (original.layer>=2.75) || ismob(original))
if(loc == get_turf(original))
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(max(1, speed))
else //old projectile system
set waitfor = 0
while(loc)
@@ -204,7 +247,47 @@
if(!(original in permutated))
Bump(original, 1)
Range()
sleep(1)
sleep(config.run_speed * 0.9)
/obj/item/projectile/proc/preparePixelProjectile(atom/target, var/turf/targloc, mob/living/user, params, spread)
var/turf/curloc = get_turf(user)
src.loc = get_turf(user)
src.starting = get_turf(user)
src.current = curloc
src.yo = targloc.y - curloc.y
src.xo = targloc.x - curloc.x
if(params)
var/list/mouse_control = params2list(params)
if(mouse_control["icon-x"])
src.p_x = text2num(mouse_control["icon-x"])
if(mouse_control["icon-y"])
src.p_y = text2num(mouse_control["icon-y"])
if(mouse_control["screen-loc"])
//Split screen-loc up into X+Pixel_X and Y+Pixel_Y
var/list/screen_loc_params = splittext(mouse_control["screen-loc"], ",")
//Split X+Pixel_X up into list(X, Pixel_X)
var/list/screen_loc_X = splittext(screen_loc_params[1],":")
//Split Y+Pixel_Y up into list(Y, Pixel_Y)
var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
// world << "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]"
var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
//Calculate the "resolution" of screen based on client's view and world's icon size. This will work if the user can view more tiles than average.
var/screenview = (user.client.view * 2 + 1) * world.icon_size //Refer to http://www.byond.com/docs/ref/info.html#/client/var/view for mad maths
var/ox = round(screenview/2) //"origin" x
var/oy = round(screenview/2) //"origin" y
// world << "Pixel position: [x] [y]"
var/angle = Atan2(y - oy, x - ox)
// world << "Angle: [angle]"
src.Angle = angle
if(spread)
src.Angle += spread
/obj/item/projectile/Crossed(atom/movable/AM) //A mob moving on a tile with a projectile is hit by it.
@@ -213,9 +296,7 @@
Bump(AM, 1)
/obj/item/projectile/Destroy()
ammo_casing = null
return ..()
/obj/item/projectile/proc/dumbfire(var/dir)
current = get_ranged_target_turf(src, dir, world.maxx)
fire()
/obj/item/projectile/experience_pressure_difference()
return