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
@@ -163,7 +163,7 @@ var/list/advance_cures = list(
return generated
/datum/disease/advance/proc/Refresh(new_name = 0)
//world << "[src.name] \ref[src] - REFRESH!"
//to_chat(world, "[src.name] \ref[src] - REFRESH!")
GenerateProperties()
AssignProperties()
id = null
@@ -255,7 +255,7 @@ var/list/advance_cures = list(
/datum/disease/advance/proc/GenerateCure()
if(properties && properties.len)
var/res = Clamp(properties["resistance"] - (symptoms.len / 2), 1, advance_cures.len)
//world << "Res = [res]"
//to_chat(world, "Res = [res]")
cures = list(advance_cures[res])
// Get the cure name from the cure_id
@@ -327,7 +327,7 @@ var/list/advance_cures = list(
// Mix a list of advance diseases and return the mixed result.
/proc/Advance_Mix(var/list/D_list)
//world << "Mixing!!!!"
//to_chat(world, "Mixing!!!!")
var/list/diseases = list()
@@ -352,7 +352,7 @@ var/list/advance_cures = list(
D2.Mix(D1)
// Should be only 1 entry left, but if not let's only return a single entry
//world << "END MIXING!!!!!"
//to_chat(world, "END MIXING!!!!!")
var/datum/disease/advance/to_return = pick(diseases)
to_return.Refresh(1)
return to_return
@@ -421,7 +421,7 @@ var/list/advance_cures = list(
/mob/verb/test()
for(var/datum/disease/D in SSdisease.processing)
src << "<a href='?_src_=vars;Vars=\ref[D]'>[D.name] - [D.holder]</a>"
to_chat(src, "<a href='?_src_=vars;Vars=\ref[D]'>[D.name] - [D.holder]</a>")
*/
@@ -32,17 +32,17 @@ BONUS
var/mob/living/carbon/human/H = M
switch(A.stage)
if(1, 2)
H << "<span class='warning'>Your chin itches.</span>"
to_chat(H, "<span class='warning'>Your chin itches.</span>")
if(H.facial_hair_style == "Shaved")
H.facial_hair_style = "Jensen Beard"
H.update_hair()
if(3, 4)
H << "<span class='warning'>You feel tough.</span>"
to_chat(H, "<span class='warning'>You feel tough.</span>")
if(!(H.facial_hair_style == "Dwarf Beard") && !(H.facial_hair_style == "Very Long Beard") && !(H.facial_hair_style == "Full Beard"))
H.facial_hair_style = "Full Beard"
H.update_hair()
else
H << "<span class='warning'>You feel manly!</span>"
to_chat(H, "<span class='warning'>You feel manly!</span>")
if(!(H.facial_hair_style == "Dwarf Beard") && !(H.facial_hair_style == "Very Long Beard"))
H.facial_hair_style = pick("Dwarf Beard", "Very Long Beard")
H.update_hair()
@@ -31,13 +31,13 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2)
M << "<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>"
to_chat(M, "<span class='warning'>[pick("You're having difficulty breathing.", "Your breathing becomes heavy.")]</span>")
if(3, 4)
M << "<span class='warning'><b>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>"
to_chat(M, "<span class='warning'><b>[pick("Your windpipe feels like a straw.", "Your breathing becomes tremendously difficult.")]</span>")
Choke_stage_3_4(M, A)
M.emote("gasp")
else
M << "<span class='userdanger'>[pick("You're choking!", "You can't breathe!")]</span>"
to_chat(M, "<span class='userdanger'>[pick("You're choking!", "You can't breathe!")]</span>")
Choke(M, A)
M.emote("gasp")
return
@@ -85,11 +85,11 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(3, 4)
M << "<span class='warning'><b>[pick("Your windpipe feels thin.", "Your lungs feel small.")]</span>"
to_chat(M, "<span class='warning'><b>[pick("Your windpipe feels thin.", "Your lungs feel small.")]</span>")
Asphyxiate_stage_3_4(M, A)
M.emote("gasp")
else
M << "<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>"
to_chat(M, "<span class='userdanger'>[pick("Your lungs hurt!", "It hurts to breathe!")]</span>")
Asphyxiate(M, A)
M.emote("gasp")
if(M.getOxyLoss() >= 120)
@@ -32,9 +32,9 @@ Bonus
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>"
to_chat(M, "<span class='warning'>[pick("Your head hurts.", "Your mind blanks for a moment.")]</span>")
else
M << "<span class='userdanger'>You can't think straight!</span>"
to_chat(M, "<span class='userdanger'>You can't think straight!</span>")
M.confused = min(100, M.confused + 8)
return
@@ -31,7 +31,7 @@ BONUS
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3)
M << "<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>"
to_chat(M, "<span notice='warning'>[pick("You swallow excess mucus.", "You lightly cough.")]</span>")
else
M.emote("cough")
var/obj/item/I = M.get_active_held_item()
@@ -31,14 +31,14 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(3, 4)
M << "<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>"
to_chat(M, "<span class='warning'>[pick("You hear a ringing in your ear.", "Your ears pop.")]</span>")
if(5)
if(!(M.ear_deaf))
M << "<span class='userdanger'>Your ears pop and begin ringing loudly!</span>"
to_chat(M, "<span class='userdanger'>Your ears pop and begin ringing loudly!</span>")
M.setEarDamage(-1,INFINITY) //Shall be enough
addtimer(CALLBACK(src, .proc/Undeafen, M), 200)
/datum/symptom/deafness/proc/Undeafen(mob/living/M)
if(M)
M << "<span class='warning'>The ringing in your ears fades...</span>"
to_chat(M, "<span class='warning'>The ringing in your ears fades...</span>")
M.setEarDamage(-1,0)
@@ -31,8 +31,8 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel dizzy.", "Your head spins.")]</span>")
else
M << "<span class='userdanger'>A wave of dizziness washes over you!</span>"
to_chat(M, "<span class='userdanger'>A wave of dizziness washes over you!</span>")
M.Dizzy(5)
return
@@ -29,7 +29,7 @@ Bonus
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
M << "<span class='warning'>[pick("You feel hot.", "You feel like you're burning.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel hot.", "You feel like you're burning.")]</span>")
if(M.bodytemperature < BODYTEMP_HEAT_DAMAGE_LIMIT)
Heat(M, A)
@@ -31,16 +31,16 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(3)
M << "<span class='warning'>[pick("You feel hot.", "You hear a crackling noise.", "You smell smoke.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel hot.", "You hear a crackling noise.", "You smell smoke.")]</span>")
if(4)
Firestacks_stage_4(M, A)
M.IgniteMob()
M << "<span class='userdanger'>Your skin bursts into flames!</span>"
to_chat(M, "<span class='userdanger'>Your skin bursts into flames!</span>")
M.emote("scream")
if(5)
Firestacks_stage_5(M, A)
M.IgniteMob()
M << "<span class='userdanger'>Your skin erupts into an inferno!</span>"
to_chat(M, "<span class='userdanger'>Your skin erupts into an inferno!</span>")
M.emote("scream")
return
@@ -90,16 +90,16 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(3)
M << "<span class='warning'>[pick("Your veins boil.", "You feel hot.", "You smell meat cooking.")]</span>"
to_chat(M, "<span class='warning'>[pick("Your veins boil.", "You feel hot.", "You smell meat cooking.")]</span>")
if(4)
Alkali_fire_stage_4(M, A)
M.IgniteMob()
M << "<span class='userdanger'>Your sweat bursts into flames!</span>"
to_chat(M, "<span class='userdanger'>Your sweat bursts into flames!</span>")
M.emote("scream")
if(5)
Alkali_fire_stage_5(M, A)
M.IgniteMob()
M << "<span class='userdanger'>Your skin erupts into an inferno!</span>"
to_chat(M, "<span class='userdanger'>Your skin erupts into an inferno!</span>")
M.emote("scream")
if(M.fire_stacks < 0)
M.visible_message("<span class='warning'>[M]'s sweat sizzles and pops on contact with water!</span>")
@@ -31,9 +31,9 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(2,3)
M << "<span class='warning'>[pick("You feel a sudden pain across your body.", "Drops of blood appear suddenly on your skin.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel a sudden pain across your body.", "Drops of blood appear suddenly on your skin.")]</span>")
if(4,5)
M << "<span class='userdanger'>[pick("You cringe as a violent pain takes over your body.", "It feels like your body is eating itself inside out.", "IT HURTS.")]</span>"
to_chat(M, "<span class='userdanger'>[pick("You cringe as a violent pain takes over your body.", "It feels like your body is eating itself inside out.", "IT HURTS.")]</span>")
Flesheat(M, A)
return
@@ -75,9 +75,9 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(2,3)
M << "<span class='warning'>[pick("You feel your body break apart.", "Your skin rubs off like dust.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel your body break apart.", "Your skin rubs off like dust.")]</span>")
if(4,5)
M << "<span class='userdanger'>[pick("You feel your muscles weakening.", "Your skin begins detaching itself.", "You feel sandy.")]</span>"
to_chat(M, "<span class='userdanger'>[pick("You feel your muscles weakening.", "Your skin begins detaching itself.", "You feel sandy.")]</span>")
Flesh_death(M, A)
return
@@ -35,7 +35,7 @@ Bonus
return
switch(A.stage)
if(4, 5)
C << "<span class='warning'>[pick("Your skin feels itchy.", "You feel light headed.")]</span>"
to_chat(C, "<span class='warning'>[pick("Your skin feels itchy.", "You feel light headed.")]</span>")
C.dna.remove_mutation_group(possible_mutations)
C.randmut(possible_mutations)
return
@@ -31,11 +31,11 @@ Bonus
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2)
M << "<span class='warning'>[pick("Something appears in your peripheral vision, then winks out.", "You hear a faint whispher with no source.", "Your head aches.")]</span>"
to_chat(M, "<span class='warning'>[pick("Something appears in your peripheral vision, then winks out.", "You hear a faint whispher with no source.", "Your head aches.")]</span>")
if(3, 4)
M << "<span class='danger'>[pick("Something is following you.", "You are being watched.", "You hear a whisper in your ear.", "Thumping footsteps slam toward you from nowhere.")]</span>"
to_chat(M, "<span class='danger'>[pick("Something is following you.", "You are being watched.", "You hear a whisper in your ear.", "Thumping footsteps slam toward you from nowhere.")]</span>")
else
M << "<span class='userdanger'>[pick("Oh, your head...", "Your head pounds.", "They're everywhere! Run!", "Something in the shadows...")]</span>"
to_chat(M, "<span class='userdanger'>[pick("Oh, your head...", "Your head pounds.", "They're everywhere! Run!", "Something in the shadows...")]</span>")
M.hallucination += 25
return
@@ -30,5 +30,5 @@ BONUS
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
M << "<span class='warning'>[pick("Your head hurts.", "Your head starts pounding.")]</span>"
to_chat(M, "<span class='warning'>[pick("Your head hurts.", "Your head starts pounding.")]</span>")
return
@@ -30,5 +30,5 @@ BONUS
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
M << "<span class='warning'>Your [pick("back", "arm", "leg", "elbow", "head")] itches.</span>"
to_chat(M, "<span class='warning'>Your [pick("back", "arm", "leg", "elbow", "head")] itches.</span>")
return
@@ -34,5 +34,5 @@ Bonus
M.losebreath -= 2
else
if(prob(SYMPTOM_ACTIVATION_PROB * 3))
M << "<span class='notice'>[pick("Your lungs feel great.", "You realize you haven't been breathing.", "You don't feel the need to breathe.")]</span>"
to_chat(M, "<span class='notice'>[pick("Your lungs feel great.", "You realize you haven't been breathing.", "You don't feel the need to breathe.")]</span>")
return
@@ -87,19 +87,19 @@ Bonus
if(prob(SYMPTOM_ACTIVATION_PROB))
switch(A.stage)
if(1)
M << "<span class='warning'>You can't feel anything.</span>"
to_chat(M, "<span class='warning'>You can't feel anything.</span>")
if(2)
M << "<span class='warning'>You feel absolutely hammered.</span>"
to_chat(M, "<span class='warning'>You feel absolutely hammered.</span>")
if(prob(10))
sleepy_ticks += rand(10,14)
if(3)
M.reagents.add_reagent("ethanol",rand(5,7))
M << "<span class='warning'>You try to focus on not dying.</span>"
to_chat(M, "<span class='warning'>You try to focus on not dying.</span>")
if(prob(15))
sleepy_ticks += rand(10,14)
if(4)
M.reagents.add_reagent("ethanol",rand(6,10))
M << "<span class='warning'>u can count 2 potato!</span>"
to_chat(M, "<span class='warning'>u can count 2 potato!</span>")
if(prob(20))
sleepy_ticks += rand(10,14)
if(5)
@@ -122,7 +122,7 @@ Bonus
switch(sleepy) //Works like morphine
if(11)
M << "<span class='warning'>You start to feel tired...</span>"
to_chat(M, "<span class='warning'>You start to feel tired...</span>")
if(12 to 24)
M.drowsyness += 1
if(24 to INFINITY)
@@ -28,17 +28,17 @@ BONUS
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/M = A.affected_mob
M << "<span class='warning'>[pick("Your scalp itches.", "Your skin feels flakey.")]</span>"
to_chat(M, "<span class='warning'>[pick("Your scalp itches.", "Your skin feels flakey.")]</span>")
if(ishuman(M))
var/mob/living/carbon/human/H = M
switch(A.stage)
if(3, 4)
if(!(H.hair_style == "Bald") && !(H.hair_style == "Balding Hair"))
H << "<span class='warning'>Your hair starts to fall out in clumps...</span>"
to_chat(H, "<span class='warning'>Your hair starts to fall out in clumps...</span>")
addtimer(CALLBACK(src, .proc/Shed, H, FALSE), 50)
if(5)
if(!(H.facial_hair_style == "Shaved") || !(H.hair_style == "Bald"))
H << "<span class='warning'>Your hair starts to fall out in clumps...</span>"
to_chat(H, "<span class='warning'>Your hair starts to fall out in clumps...</span>")
addtimer(CALLBACK(src, .proc/Shed, H, TRUE), 50)
/datum/symptom/shedding/proc/Shed(mob/living/carbon/human/H, fullbald)
@@ -29,7 +29,7 @@ Bonus
..()
if(prob(SYMPTOM_ACTIVATION_PROB))
var/mob/living/carbon/M = A.affected_mob
M << "<span class='warning'>[pick("You feel cold.", "You start shivering.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel cold.", "You start shivering.")]</span>")
if(M.bodytemperature < BODYTEMP_COLD_DAMAGE_LIMIT)
Chill(M, A)
return
@@ -27,9 +27,9 @@ BONUS
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1)
M << "<span class='notice'>You feel off, but no different from before.</span>"
to_chat(M, "<span class='notice'>You feel off, but no different from before.</span>")
if(5)
M << "<span class='notice'>You feel better, but nothing interesting happens.</span>"
to_chat(M, "<span class='notice'>You feel better, but nothing interesting happens.</span>")
/*
//////////////////////////////////////
@@ -60,9 +60,9 @@ BONUS
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1)
M << "<span class='notice'>You feel better, but no different from before.</span>"
to_chat(M, "<span class='notice'>You feel better, but no different from before.</span>")
if(5)
M << "<span class='notice'>You feel off, but nothing interesting happens.</span>"
to_chat(M, "<span class='notice'>You feel off, but nothing interesting happens.</span>")
/*
//////////////////////////////////////
@@ -31,20 +31,20 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2)
M << "<span class='warning'>Your eyes itch.</span>"
to_chat(M, "<span class='warning'>Your eyes itch.</span>")
if(3, 4)
M << "<span class='warning'><b>Your eyes burn!</b></span>"
to_chat(M, "<span class='warning'><b>Your eyes burn!</b></span>")
M.blur_eyes(10)
M.adjust_eye_damage(1)
else
M << "<span class='userdanger'>Your eyes burn horrificly!</span>"
to_chat(M, "<span class='userdanger'>Your eyes burn horrificly!</span>")
M.blur_eyes(20)
M.adjust_eye_damage(5)
if(M.eye_damage >= 10)
M.become_nearsighted()
if(prob(M.eye_damage - 10 + 1))
if(M.become_blind())
M << "<span class='userdanger'>You go blind!</span>"
to_chat(M, "<span class='userdanger'>You go blind!</span>")
/*
@@ -80,13 +80,13 @@ Bonus
if(4, 5) //basically oculine
if(M.disabilities & BLIND)
if(prob(20))
M << "<span class='warning'>Your vision slowly returns...</span>"
to_chat(M, "<span class='warning'>Your vision slowly returns...</span>")
M.cure_blind()
M.cure_nearsighted()
M.blur_eyes(35)
else if(M.disabilities & NEARSIGHT)
M << "<span class='warning'>The blackness in your peripheral vision fades.</span>"
to_chat(M, "<span class='warning'>The blackness in your peripheral vision fades.</span>")
M.cure_nearsighted()
M.blur_eyes(10)
@@ -97,5 +97,5 @@ Bonus
M.adjust_eye_damage(-1)
else
if(prob(SYMPTOM_ACTIVATION_PROB * 3))
M << "<span class='notice'>[pick("Your eyes feel great.", "You are now blinking manually.", "You don't feel the need to blink.")]</span>"
to_chat(M, "<span class='notice'>[pick("Your eyes feel great.", "You are now blinking manually.", "You don't feel the need to blink.")]</span>")
return
@@ -32,7 +32,7 @@ Bonus
var/mob/living/carbon/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>"
to_chat(M, "<span class='warning'>[pick("Your throat hurts.", "You clear your throat.")]</span>")
else
if(ishuman(M))
var/mob/living/carbon/human/H = M
@@ -35,7 +35,7 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("You feel nauseous.", "You feel like you're going to throw up!")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel nauseous.", "You feel like you're going to throw up!")]</span>")
else
Vomit(M)
@@ -31,12 +31,12 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2)
M << "<span class='warning'>[pick("You feel weak.", "You feel lazy.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel weak.", "You feel lazy.")]</span>")
if(3, 4)
M << "<span class='warning'><b>[pick("You feel very frail.", "You think you might faint.")]</span>"
to_chat(M, "<span class='warning'><b>[pick("You feel very frail.", "You think you might faint.")]</span>")
M.adjustStaminaLoss(15)
else
M << "<span class='userdanger'>[pick("You feel tremendously weak!", "Your body trembles as exhaustion creeps over you.")]</span>"
to_chat(M, "<span class='userdanger'>[pick("You feel tremendously weak!", "Your body trembles as exhaustion creeps over you.")]</span>")
M.adjustStaminaLoss(30)
if(M.getStaminaLoss() > 60 && !M.stat)
M.visible_message("<span class='warning'>[M] faints!</span>", "<span class='userdanger'>You swoon and faint...</span>")
@@ -31,7 +31,7 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("You feel blubbery.", "Your stomach hurts.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel blubbery.", "Your stomach hurts.")]</span>")
else
M.overeatduration = min(M.overeatduration + 100, 600)
M.nutrition = min(M.nutrition + 100, NUTRITION_LEVEL_FULL)
@@ -73,9 +73,9 @@ Bonus
var/mob/living/M = A.affected_mob
switch(A.stage)
if(1, 2, 3, 4)
M << "<span class='warning'>[pick("You feel hungry.", "You crave for food.")]</span>"
to_chat(M, "<span class='warning'>[pick("You feel hungry.", "You crave for food.")]</span>")
else
M << "<span class='warning'><i>[pick("So hungry...", "You'd kill someone for a bite of food...", "Hunger cramps seize you...")]</i></span>"
to_chat(M, "<span class='warning'><i>[pick("So hungry...", "You'd kill someone for a bite of food...", "Hunger cramps seize you...")]</i></span>")
M.overeatduration = max(M.overeatduration - 100, 0)
M.nutrition = max(M.nutrition - 100, 0)
@@ -34,22 +34,22 @@ BONUS
if(1)
if(H.age > 41)
H.age = 41
H << "<span class='notice'>You haven't had this much energy in years!</span>"
to_chat(H, "<span class='notice'>You haven't had this much energy in years!</span>")
if(2)
if(H.age > 36)
H.age = 36
H << "<span class='notice'>You're suddenly in a good mood.</span>"
to_chat(H, "<span class='notice'>You're suddenly in a good mood.</span>")
if(3)
if(H.age > 31)
H.age = 31
H << "<span class='notice'>You begin to feel more lithe.</span>"
to_chat(H, "<span class='notice'>You begin to feel more lithe.</span>")
if(4)
if(H.age > 26)
H.age = 26
H << "<span class='notice'>You feel reinvigorated.</span>"
to_chat(H, "<span class='notice'>You feel reinvigorated.</span>")
if(5)
if(H.age > 21)
H.age = 21
H << "<span class='notice'>You feel like you can take on the world!</span>"
to_chat(H, "<span class='notice'>You feel like you can take on the world!</span>")
return