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
+23 -23
View File
@@ -11,7 +11,7 @@
/obj/structure/frame/examine(user)
..()
if(circuit)
user << "It has \a [circuit] installed."
to_chat(user, "It has \a [circuit] installed.")
/obj/structure/frame/deconstruct(disassembled = TRUE)
@@ -45,9 +45,9 @@
hasContent = 1
if(hasContent)
user << requires + "."
to_chat(user, requires + ".")
else
user << "It does not require any more components."
to_chat(user, "It does not require any more components.")
/obj/structure/frame/machine/proc/update_namelist()
if(!req_components)
@@ -76,24 +76,24 @@
switch(state)
if(1)
if(istype(P, /obj/item/weapon/circuitboard/machine))
user << "<span class='warning'>The frame needs wiring first!</span>"
to_chat(user, "<span class='warning'>The frame needs wiring first!</span>")
return
else if(istype(P, /obj/item/weapon/circuitboard))
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
return
if(istype(P, /obj/item/stack/cable_coil))
var/obj/item/stack/cable_coil/C = P
if(C.get_amount() >= 5)
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You start to add cables to the frame...</span>"
to_chat(user, "<span class='notice'>You start to add cables to the frame...</span>")
if(do_after(user, 20*P.toolspeed, target = src))
if(C.get_amount() >= 5 && state == 1)
C.use(5)
user << "<span class='notice'>You add cables to the frame.</span>"
to_chat(user, "<span class='notice'>You add cables to the frame.</span>")
state = 2
icon_state = "box_1"
else
user << "<span class='warning'>You need five length of cable to wire the frame!</span>"
to_chat(user, "<span class='warning'>You need five length of cable to wire the frame!</span>")
return
if(istype(P, /obj/item/weapon/screwdriver) && !anchored)
playsound(src.loc, P.usesound, 50, 1)
@@ -101,38 +101,38 @@
"<span class='notice'>You start to disassemble the frame...</span>", "You hear banging and clanking.")
if(do_after(user, 40*P.toolspeed, target = src))
if(state == 1)
user << "<span class='notice'>You disassemble the frame.</span>"
to_chat(user, "<span class='notice'>You disassemble the frame.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 5)
M.add_fingerprint(user)
qdel(src)
return
if(istype(P, /obj/item/weapon/wrench))
user << "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>"
to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
playsound(src.loc, P.usesound, 75, 1)
if(do_after(user, 40*P.toolspeed, target = src))
if(state == 1)
user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
anchored = !anchored
return
if(2)
if(istype(P, /obj/item/weapon/wrench))
user << "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>"
to_chat(user, "<span class='notice'>You start [anchored ? "un" : ""]securing [name]...</span>")
playsound(src.loc, P.usesound, 75, 1)
if(do_after(user, 40*P.toolspeed, target = src))
user << "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>"
to_chat(user, "<span class='notice'>You [anchored ? "un" : ""]secure [name].</span>")
anchored = !anchored
return
if(istype(P, /obj/item/weapon/circuitboard/machine))
if(!anchored)
user << "<span class='warning'>The frame needs to be secured first!</span>"
to_chat(user, "<span class='warning'>The frame needs to be secured first!</span>")
return
var/obj/item/weapon/circuitboard/machine/B = P
if(!user.drop_item())
return
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
user << "<span class='notice'>You add the circuit board to the frame.</span>"
to_chat(user, "<span class='notice'>You add the circuit board to the frame.</span>")
circuit = B
B.loc = src
icon_state = "box_2"
@@ -143,12 +143,12 @@
return
else if(istype(P, /obj/item/weapon/circuitboard))
user << "<span class='warning'>This frame does not accept circuit boards of this type!</span>"
to_chat(user, "<span class='warning'>This frame does not accept circuit boards of this type!</span>")
return
if(istype(P, /obj/item/weapon/wirecutters))
playsound(src.loc, P.usesound, 50, 1)
user << "<span class='notice'>You remove the cables.</span>"
to_chat(user, "<span class='notice'>You remove the cables.</span>")
state = 1
icon_state = "box_0"
var/obj/item/stack/cable_coil/A = new /obj/item/stack/cable_coil( src.loc )
@@ -163,9 +163,9 @@
components.Remove(circuit)
circuit = null
if(components.len == 0)
user << "<span class='notice'>You remove the circuit board.</span>"
to_chat(user, "<span class='notice'>You remove the circuit board.</span>")
else
user << "<span class='notice'>You remove the circuit board and other components.</span>"
to_chat(user, "<span class='notice'>You remove the circuit board and other components.</span>")
for(var/atom/movable/A in components)
A.loc = src.loc
desc = initial(desc)
@@ -216,7 +216,7 @@
for(var/obj/item/weapon/stock_parts/part in added_components)
components += part
user << "<span class='notice'>[part.name] applied.</span>"
to_chat(user, "<span class='notice'>[part.name] applied.</span>")
if(added_components.len)
replacer.play_rped_sound()
return
@@ -238,16 +238,16 @@
NS.add(used_amt)
req_components[I] -= used_amt
user << "<span class='notice'>You add [P] to [src].</span>"
to_chat(user, "<span class='notice'>You add [P] to [src].</span>")
return
if(!user.drop_item())
break
user << "<span class='notice'>You add [P] to [src].</span>"
to_chat(user, "<span class='notice'>You add [P] to [src].</span>")
P.forceMove(src)
components += P
req_components[I]--
return 1
user << "<span class='warning'>You cannot add that to the machine!</span>"
to_chat(user, "<span class='warning'>You cannot add that to the machine!</span>")
return 0
if(user.a_intent == INTENT_HARM)
return ..()