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
+5 -5
View File
@@ -1,6 +1,6 @@
var/datum/subsystem/sun/SSsun
var/datum/controller/subsystem/sun/SSsun
/datum/subsystem/sun
/datum/controller/subsystem/sun
name = "Sun"
wait = 600
init_order = 2
@@ -11,7 +11,7 @@ var/datum/subsystem/sun/SSsun
var/rate
var/list/solars = list()
/datum/subsystem/sun/New()
/datum/controller/subsystem/sun/New()
NEW_SS_GLOBAL(SSsun)
angle = rand (0,360) // the station position to the sun is randomised at round start
@@ -19,10 +19,10 @@ var/datum/subsystem/sun/SSsun
if(prob(50)) // same chance to rotate clockwise than counter-clockwise
rate = -rate
/datum/subsystem/sun/stat_entry(msg)
/datum/controller/subsystem/sun/stat_entry(msg)
..("P:[solars.len]")
/datum/subsystem/sun/fire()
/datum/controller/subsystem/sun/fire()
angle = (360 + angle + rate * 6) % 360 // increase/decrease the angle to the sun, adjusted by the rate
// now calculate and cache the (dx,dy) increments for line drawing