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
+14 -6
View File
@@ -6,7 +6,7 @@
icon_state = "bhole3"
density = 0
anchored = 1
luminosity = 3
light_range = 3
var/movechance = 70
var/obj/item/device/assembly/signaler/anomaly/aSignal = null
var/area/impact_area
@@ -23,7 +23,6 @@
START_PROCESSING(SSobj, src)
impact_area = get_area(src)
SetLuminosity(initial(luminosity))
aSignal = new(src)
aSignal.name = "[name] core"
aSignal.code = rand(1,100)
@@ -73,7 +72,7 @@
/obj/effect/anomaly/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/device/analyzer))
user << "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>"
to_chat(user, "<span class='notice'>Analyzing... [src]'s unstable field is fluctuating along frequency [format_frequency(aSignal.frequency)], code [aSignal.code].</span>")
///////////////////////
@@ -127,6 +126,7 @@
density = 1
var/canshock = 0
var/shockdamage = 20
var/explosive = 1
/obj/effect/anomaly/flux/New()
..()
@@ -163,7 +163,10 @@
"<span class='italics'>You hear a heavy electrical crack.</span>")
/obj/effect/anomaly/flux/detonate()
explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
if(explosive)
explosion(src, 1, 4, 16, 18) //Low devastation, but hits a lot of stuff.
else
new /obj/effect/particle_effect/sparks(loc)
/////////////////////
@@ -262,13 +265,18 @@
T.atmos_spawn_air("o2=5;plasma=5;TEMP=1000")
/obj/effect/anomaly/pyro/detonate()
INVOKE_ASYNC(src, .proc/makepyroslime)
/obj/effect/anomaly/pyro/proc/makepyroslime()
var/turf/open/T = get_turf(src)
if(istype(T))
T.atmos_spawn_air("o2=500;plasma=500;TEMP=1000") //Make it hot and burny for the new slime
var/new_colour = pick("red", "orange")
var/mob/living/simple_animal/slime/S = new(T, new_colour)
S.rabid = 1
S.rabid = TRUE
S.amount_grown = SLIME_EVOLUTION_THRESHOLD
S.Evolve()
offer_control(S)
/////////////////////