Bleeding edgy refresh (#303)

* not code stuff

* other things

* global vars, defines, helpers

* onclick hud stuff, orphans, world.dm

* controllers and datums

* game folder

* everything not client/mobs in modules

* client folder

* stage 1 mob stuff

* simple animal things

* silicons

* carbon things

* ayylmaos and monkeys

* hyoomahn

* icons n shit

* sprite fixes

* compile fixes

* some fixes I cherrypicked.

* qdel fixes

* forgot brain refractors
This commit is contained in:
Poojawa
2017-03-21 11:44:10 -05:00
committed by GitHub
parent 099a6c8764
commit f67e9f6d87
1476 changed files with 344416 additions and 40694 deletions
+28 -20
View File
@@ -80,7 +80,7 @@
return 1
var/area/A = get_area(usr)
if(!A.outdoors)
usr << "<span class='warning'>There is already a defined structure here.</span>"
to_chat(usr, "<span class='warning'>There is already a defined structure here.</span>")
return 1
create_area(usr)
@@ -159,7 +159,7 @@
// We don't even know if it's a middle click
if(world.time <= usr.next_move)
return 1
if(usr.incapacitated())
if(usr.incapacitated() || isobserver(usr))
return 1
if (istype(usr.loc,/obj/mecha)) // stops inventory actions in a mech
return 1
@@ -241,49 +241,49 @@
if(C.internal)
C.internal = null
C << "<span class='notice'>You are no longer running on internals.</span>"
to_chat(C, "<span class='notice'>You are no longer running on internals.</span>")
icon_state = "internal0"
else
if(!C.getorganslot("breathing_tube"))
if(!istype(C.wear_mask, /obj/item/clothing/mask))
C << "<span class='warning'>You are not wearing an internals mask!</span>"
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return 1
else
var/obj/item/clothing/mask/M = C.wear_mask
if(M.mask_adjusted) // if mask on face but pushed down
M.adjustmask(C) // adjust it back
if( !(M.flags & MASKINTERNALS) )
C << "<span class='warning'>You are not wearing an internals mask!</span>"
to_chat(C, "<span class='warning'>You are not wearing an internals mask!</span>")
return
var/obj/item/I = C.is_holding_item_of_type(/obj/item/weapon/tank)
if(I)
C << "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>"
to_chat(C, "<span class='notice'>You are now running on internals from the [I] on your [C.get_held_index_name(C.get_held_index_of_item(I))].</span>")
C.internal = I
else if(ishuman(C))
var/mob/living/carbon/human/H = C
if(istype(H.s_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>"
to_chat(H, "<span class='notice'>You are now running on internals from the [H.s_store] on your [H.wear_suit].</span>")
H.internal = H.s_store
else if(istype(H.belt, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>"
to_chat(H, "<span class='notice'>You are now running on internals from the [H.belt] on your belt.</span>")
H.internal = H.belt
else if(istype(H.l_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>"
to_chat(H, "<span class='notice'>You are now running on internals from the [H.l_store] in your left pocket.</span>")
H.internal = H.l_store
else if(istype(H.r_store, /obj/item/weapon/tank))
H << "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>"
to_chat(H, "<span class='notice'>You are now running on internals from the [H.r_store] in your right pocket.</span>")
H.internal = H.r_store
//Seperate so CO2 jetpacks are a little less cumbersome.
if(!C.internal && istype(C.back, /obj/item/weapon/tank))
C << "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>"
to_chat(C, "<span class='notice'>You are now running on internals from the [C.back] on your back.</span>")
C.internal = C.back
if(C.internal)
icon_state = "internal1"
else
C << "<span class='warning'>You don't have an oxygen tank!</span>"
to_chat(C, "<span class='warning'>You don't have an oxygen tank!</span>")
return
C.update_action_buttons_icon()
@@ -667,21 +667,29 @@
L.say(pick(word_messages))
/obj/screen/splash
icon = 'icons/misc/fullscreen.dmi'
icon_state = "title"
icon = 'config/title_screens/images/blank.png'
icon_state = ""
screen_loc = "1,1"
layer = SPLASHSCREEN_LAYER
plane = SPLASHSCREEN_PLANE
var/client/holder
/obj/screen/splash/New(client/C, fadeout, qdel_after = TRUE)
..()
/obj/screen/splash/New(client/C, visible, use_previous_title)
holder = C
if(!visible)
alpha = 0
if(SStitle.title_screen)
icon = SStitle.title_screen.icon
holder.screen += src
var/titlescreen = TITLESCREEN
if(titlescreen)
icon_state = titlescreen
if(fadeout)
if(use_previous_title && !SSmapping.previous_map_config.defaulted)
holder.screen -= src //Yell at Cyberboss to finish this
..()
/obj/screen/splash/proc/Fade(out, qdel_after = TRUE)
if(out)
animate(src, alpha = 0, time = 30)
else
alpha = 0