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
+15 -22
View File
@@ -17,12 +17,12 @@
/obj/item/zombie_hand/equipped(mob/user, slot)
. = ..()
switch(slot)
// Yes, these intentionally don't match
if(slot_l_hand)
icon_state = icon_right
if(slot_r_hand)
icon_state = icon_left
//these are intentionally inverted
var/i = user.get_held_index_of_item(src)
if(!(i % 2))
icon_state = icon_left
else
icon_state = icon_right
/obj/item/zombie_hand/afterattack(atom/target, mob/user, proximity_flag)
. = ..()
@@ -40,7 +40,7 @@
/obj/item/zombie_hand/proc/check_infection(mob/living/carbon/human/target, mob/user)
CHECK_DNA_AND_SPECIES(target)
if(NOZOMBIE in target.dna.species.specflags)
if(NOZOMBIE in target.dna.species.species_traits)
// cannot infect any NOZOMBIE subspecies (such as high functioning
// zombies)
return
@@ -62,33 +62,28 @@
/obj/item/zombie_hand/proc/tear_airlock(obj/machinery/door/airlock/A, mob/user)
removing_airlock = TRUE
user << "<span class='notice'>You start tearing apart the airlock...\
</span>"
user << "<span class='notice'>You start tearing apart the airlock...</span>"
playsound(src.loc, 'sound/machines/airlock_alien_prying.ogg', 100, 1)
A.audible_message("<span class='italics'>You hear a loud metallic \
grinding sound.</span>")
A.audible_message("<span class='italics'>You hear a loud metallic grinding sound.</span>")
addtimer(src, "growl", 20, unique=FALSE, user)
addtimer(src, "growl", 20, TIMER_NORMAL, user)
if(do_after(user, delay=160, needhand=FALSE, target=A, progress=TRUE))
playsound(src.loc, 'sound/hallucinations/far_noise.ogg', 50, 1)
A.audible_message("<span class='danger'>With a screech, [A] is torn \
apart!</span>")
A.audible_message("<span class='danger'>With a screech, [A] is torn apart!</span>")
var/obj/structure/door_assembly/door = new A.assemblytype(get_turf(A))
door.density = 0
door.anchored = 1
door.name = "ravaged [door]"
door.desc = "An airlock that has been torn apart. Looks like it \
won't be keeping much out now."
door.desc = "An airlock that has been torn apart. Looks like it won't be keeping much out now."
qdel(A)
removing_airlock = FALSE
/obj/item/zombie_hand/proc/growl(mob/user)
if(removing_airlock)
playsound(src.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
user.audible_message("<span class='warning'>[user] growls as \
their claws dig into the metal frame...</span>")
user.audible_message("<span class='warning'>[user] growls as [user.p_their()] claws dig into the metal frame...</span>")
/obj/item/zombie_hand/suicide_act(mob/living/carbon/user)
// Suiciding as a zombie brings someone else in to play it
@@ -99,10 +94,8 @@
user.Weaken(30)
var/success = offer_control(user)
if(success)
user.visible_message("<span class='suicide'>[user] appears to have \
found new spirit.</span>")
user.visible_message("<span class='suicide'>[user] appears to have found new spirit.</span>")
return SHAME
else
user.visible_message("<span class='suicide'>[user] stops moving.\
</span>")
user.visible_message("<span class='suicide'>[user] stops moving.</span>")
return OXYLOSS
+2 -5
View File
@@ -52,15 +52,12 @@
owner.revive(full_heal = TRUE)
switch(old_stat)
if(DEAD, UNCONSCIOUS)
owner.visible_message("<span class='danger'>[owner] staggers to \
their feet!</span>")
owner.visible_message("<span class='danger'>[owner] staggers to [owner.p_their()] feet!</span>")
owner << "<span class='danger'>You stagger to your feet!</span>"
// Conscious conversions will generally only happen for an event
// or for a converts_living=TRUE infection
if(CONSCIOUS)
owner.visible_message("<span class='danger'>[owner] suddenly \
convulses, as they gain a ravenous hunger in their \
eyes!</span>",
owner.visible_message("<span class='danger'>[owner] suddenly convulses, as [owner.p_they()] gain a ravenous hunger in [owner.p_their()] eyes!</span>",
"<span class='alien'>You HUNGER!</span>")
playsound(owner.loc, 'sound/hallucinations/growl3.ogg', 50, 1)
owner.do_jitter_animation(living_transformation_time)