Merge branch 'master' into familyport

This commit is contained in:
keronshb
2022-02-11 14:04:57 -05:00
1209 changed files with 276175 additions and 55667 deletions
+1 -1
View File
@@ -69,7 +69,7 @@
/obj/effect/anomaly/proc/detonate()
return
/obj/effect/anomaly/ex_act(severity, target)
/obj/effect/anomaly/ex_act(severity, target, origin)
if(severity == 1)
qdel(src)
+1 -1
View File
@@ -60,7 +60,7 @@
STOP_PROCESSING(SSfastprocess, src)
. = ..()
/obj/effect/countdown/ex_act(severity, target) //immune to explosions
/obj/effect/countdown/ex_act(severity, target, origin) //immune to explosions
return
/obj/effect/countdown/syndicatebomb
@@ -77,10 +77,10 @@
else
return ..()
/obj/effect/decal/cleanable/ex_act()
/obj/effect/decal/cleanable/ex_act(severity, target, origin)
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_ex_act()
R.on_ex_act(severity)
..()
/obj/effect/decal/cleanable/fire_act(exposed_temperature, exposed_volume)
@@ -11,12 +11,12 @@
var/gibs_reagent_id = /datum/reagent/liquidgibs
var/gibs_bloodtype = "A+"
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases)
/obj/effect/decal/cleanable/blood/gibs/Initialize(mapload, list/datum/disease/diseases, list/blood_data)
. = ..()
if(random_icon_states && (icon_state == initial(icon_state)) && length(random_icon_states) > 0)
icon_state = pick(random_icon_states)
if(gibs_reagent_id)
reagents.add_reagent(gibs_reagent_id, 5)
reagents.add_reagent(gibs_reagent_id, 5, blood_data)
if(gibs_bloodtype)
add_blood_DNA(list("Non-human DNA" = gibs_bloodtype), diseases)
update_icon()
@@ -36,7 +36,7 @@
. = ..()
return /obj/effect/decal/cleanable/blood/gibs/old
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target)
/obj/effect/decal/cleanable/blood/gibs/ex_act(severity, target, origin)
return
/obj/effect/decal/cleanable/blood/gibs/Crossed(mob/living/L)
@@ -47,7 +47,7 @@
. = ..()
setDir(pick(GLOB.cardinals))
/obj/effect/decal/cleanable/glass/ex_act()
/obj/effect/decal/cleanable/glass/ex_act(severity, target, origin)
qdel(src)
/obj/effect/decal/cleanable/glass/wave_ex_act(power, datum/wave_explosion/explosion, dir)
@@ -32,7 +32,7 @@
if (!step_to(src, get_step(src, direction), 0))
break
/obj/effect/decal/cleanable/robot_debris/ex_act()
/obj/effect/decal/cleanable/robot_debris/ex_act(severity, target, origin)
return
/obj/effect/decal/cleanable/robot_debris/limb
+1 -1
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@@ -17,7 +17,7 @@
/obj/effect/decal/proc/NeverShouldHaveComeHere(turf/T)
return isclosedturf(T) || isgroundlessturf(T)
/obj/effect/decal/ex_act(severity, target)
/obj/effect/decal/ex_act(severity, target, origin)
qdel(src)
/obj/effect/decal/fire_act(exposed_temperature, exposed_volume)
+2 -2
View File
@@ -30,7 +30,7 @@
/obj/effect/experience_pressure_difference()
return
/obj/effect/ex_act(severity, target)
/obj/effect/ex_act(severity, target, origin)
if(target == src)
qdel(src)
else
@@ -51,7 +51,7 @@
/obj/effect/ConveyorMove()
return
/obj/effect/abstract/ex_act(severity, target)
/obj/effect/abstract/ex_act(severity, target, origin)
return
/obj/effect/abstract/singularity_pull()
+1 -1
View File
@@ -11,7 +11,7 @@
return
// Please stop bombing the Observer-Start landmark.
/obj/effect/landmark/ex_act()
/obj/effect/landmark/ex_act(severity, target, origin)
return
/obj/effect/landmark/singularity_pull()
@@ -31,7 +31,10 @@
var/list/dna_to_add //find the dna to pass to the spawned gibs. do note this can be null if the mob doesn't have blood. add_blood_DNA() has built in null handling.
var/body_coloring = ""
var/list/blood_data_to_add
if(source_mob)
blood_data_to_add = source_mob.get_blood_data()
if(!issilicon(source_mob))
dna_to_add = blood_dna || source_mob.get_blood_dna_list() //ez pz
if(ishuman(source_mob))
@@ -65,7 +68,7 @@
if(gibamounts[i])
for(var/j = 1, j<= gibamounts[i], j++)
var/gibType = gibtypes[i]
gib = new gibType(loc, diseases)
gib = new gibType(loc, diseases, blood_data_to_add)
if(iscarbon(loc))
var/mob/living/carbon/digester = loc
digester.stomach_contents += gib
@@ -4,6 +4,7 @@
duration = 5
randomdir = FALSE
layer = BELOW_MOB_LAYER
color = BLOOD_COLOR_HUMAN // set it to red by default because the actual icons are white
var/splatter_type = "splatter"
/obj/effect/temp_visual/dir_setting/bloodsplatter/Initialize(mapload, set_dir, new_color)
@@ -25,7 +25,7 @@
/obj/effect/temp_visual/singularity_pull()
return
/obj/effect/temp_visual/ex_act()
/obj/effect/temp_visual/ex_act(severity, target, origin)
return
/obj/effect/temp_visual/dir_setting