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:
+37
-34
@@ -2,7 +2,10 @@
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layer = TURF_LAYER
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plane = GAME_PLANE
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var/level = 2
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var/flags = 0
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var/list/secondary_flags
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var/list/fingerprints
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var/list/fingerprintshidden
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var/list/blood_DNA
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@@ -29,22 +32,15 @@
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//atom creation method that preloads variables at creation
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if(use_preloader && (src.type == _preloader.target_path))//in case the instanciated atom is creating other atoms in New()
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_preloader.load(src)
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//atom color stuff
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if(color)
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add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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//lighting stuff
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if(opacity && isturf(src.loc))
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src.loc.UpdateAffectingLights()
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if(luminosity)
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light = new(src)
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//. = ..() //uncomment if you are dumb enough to add a /datum/New() proc
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var/do_initialize = SSatoms.initialized
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if(do_initialize > INITIALIZATION_INSSATOMS)
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if(QDELETED(src))
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CRASH("Found new qdeletion in type [type]!")
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args[1] = do_initialize == INITIALIZATION_INNEW_MAPLOAD
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Initialize(arglist(args))
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//. = ..() //uncomment if you are dumb enough to add a /datum/New() proc
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//Called after New if the map is being loaded. mapload = TRUE
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//Called from base of New if the map is being loaded. mapload = FALSE
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@@ -57,11 +53,26 @@
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//Note: the following functions don't call the base for optimization and must copypasta:
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// /turf/Initialize
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// /turf/open/space/Initialize
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// /mob/dead/new_player/Initialize
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//Do also note that this proc always runs in New for /mob/dead
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/atom/proc/Initialize(mapload, ...)
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if(initialized)
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stack_trace("Warning: [src]([type]) initialized multiple times!")
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initialized = TRUE
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//atom color stuff
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if(color)
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add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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if (light_power && light_range)
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update_light()
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if (opacity && isturf(loc))
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var/turf/T = loc
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T.has_opaque_atom = TRUE // No need to recalculate it in this case, it's guaranteed to be on afterwards anyways.
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/atom/Destroy()
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if(alternate_appearances)
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for(var/aakey in alternate_appearances)
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@@ -165,16 +176,6 @@
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/atom/proc/is_transparent()
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return container_type & TRANSPARENT
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/*//Convenience proc to see whether a container can be accessed in a certain way.
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/atom/proc/can_subract_container()
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return flags & EXTRACT_CONTAINER
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/atom/proc/can_add_container()
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return flags & INSERT_CONTAINER
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*/
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/atom/proc/allow_drop()
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return 1
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@@ -185,7 +186,7 @@
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return
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/atom/proc/emp_act(severity)
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if(istype(wires))
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if(istype(wires) && !HAS_SECONDARY_FLAG(src, NO_EMP_WIRES))
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wires.emp_pulse()
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/atom/proc/bullet_act(obj/item/projectile/P, def_zone)
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@@ -234,26 +235,26 @@
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f_name = "a "
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f_name += "<span class='danger'>blood-stained</span> [name]!"
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user << "\icon[src] That's [f_name]"
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to_chat(user, "\icon[src] That's [f_name]")
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if(desc)
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user << desc
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to_chat(user, desc)
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// *****RM
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//user << "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]"
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//to_chat(user, "[name]: Dn:[density] dir:[dir] cont:[contents] icon:[icon] is:[icon_state] loc:[loc]")
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if(reagents && (is_open_container() || is_transparent())) //is_open_container() isn't really the right proc for this, but w/e
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user << "It contains:"
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to_chat(user, "It contains:")
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if(reagents.reagent_list.len)
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if(user.can_see_reagents()) //Show each individual reagent
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for(var/datum/reagent/R in reagents.reagent_list)
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user << "[R.volume] units of [R.name]"
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to_chat(user, "[R.volume] units of [R.name]")
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else //Otherwise, just show the total volume
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var/total_volume = 0
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for(var/datum/reagent/R in reagents.reagent_list)
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total_volume += R.volume
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user << "[total_volume] units of various reagents"
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to_chat(user, "[total_volume] units of various reagents")
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else
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user << "Nothing."
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to_chat(user, "Nothing.")
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/atom/proc/relaymove()
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return
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@@ -406,7 +407,7 @@ var/list/blood_splatter_icons = list()
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cur_y = y_arr.Find(src.z)
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if(cur_y)
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break
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// world << "X = [cur_x]; Y = [cur_y]"
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// to_chat(world, "X = [cur_x]; Y = [cur_y]")
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if(cur_x && cur_y)
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return list("x"=cur_x,"y"=cur_y)
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else
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@@ -423,6 +424,7 @@ var/list/blood_splatter_icons = list()
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/atom/proc/handle_slip()
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return
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/atom/proc/singularity_act()
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return
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@@ -441,6 +443,12 @@ var/list/blood_splatter_icons = list()
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/atom/proc/ratvar_act()
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return
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/atom/proc/rcd_vals(mob/user, obj/item/weapon/rcd/the_rcd)
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return FALSE
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/atom/proc/rcd_act(mob/user, obj/item/weapon/rcd/the_rcd, passed_mode)
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return FALSE
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/atom/proc/storage_contents_dump_act(obj/item/weapon/storage/src_object, mob/user)
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return 0
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@@ -551,10 +559,6 @@ var/list/blood_splatter_icons = list()
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/atom/vv_edit_var(var_name, var_value)
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if(!Debug2)
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admin_spawned = TRUE
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switch(var_name)
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if("luminosity")
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src.SetLuminosity(var_value)
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return//prevent normal setting of this value
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. = ..()
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switch(var_name)
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if("color")
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@@ -569,4 +573,3 @@ var/list/blood_splatter_icons = list()
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.["Add reagent"] = "?_src_=vars;addreagent=\ref[src]"
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.["Trigger EM pulse"] = "?_src_=vars;emp=\ref[src]"
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.["Trigger explosion"] = "?_src_=vars;explode=\ref[src]"
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