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
@@ -73,16 +73,16 @@
/obj/machinery/computer/power_change()
..()
if(stat & NOPOWER)
SetLuminosity(0)
set_light(0)
else
SetLuminosity(brightness_on)
set_light(brightness_on)
update_icon()
return
/obj/machinery/computer/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/screwdriver) && circuit && !(flags&NODECONSTRUCT))
playsound(src.loc, I.usesound, 50, 1)
user << "<span class='notice'> You start to disconnect the monitor...</span>"
to_chat(user, "<span class='notice'> You start to disconnect the monitor...</span>")
if(do_after(user, 20*I.toolspeed, target = src))
deconstruct(TRUE, user)
else
@@ -124,7 +124,7 @@
A.anchored = 1
if(stat & BROKEN)
if(user)
user << "<span class='notice'>The broken glass falls out.</span>"
to_chat(user, "<span class='notice'>The broken glass falls out.</span>")
else
playsound(src.loc, 'sound/effects/hit_on_shattered_glass.ogg', 70, 1)
new /obj/item/weapon/shard(src.loc)
@@ -133,7 +133,7 @@
A.icon_state = "3"
else
if(user)
user << "<span class='notice'>You disconnect the monitor.</span>"
to_chat(user, "<span class='notice'>You disconnect the monitor.</span>")
A.state = 4
A.icon_state = "4"
circuit = null