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
@@ -220,7 +220,7 @@
/obj/structure/foamedmetal/attack_hand(mob/user)
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user << "<span class='warning'>You hit the metal foam but bounce off it!</span>"
to_chat(user, "<span class='warning'>You hit the metal foam but bounce off it!</span>")
playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
@@ -130,7 +130,7 @@
for(var/mob/M in viewers(1, location))
if (prob (50 * amount))
M << "<span class='danger'>The explosion knocks you down.</span>"
to_chat(M, "<span class='danger'>The explosion knocks you down.</span>")
M.Weaken(rand(1,5))
return
else
@@ -27,7 +27,7 @@
for(var/i = 0, i < frames, i++)
alpha -= step
if(alpha < 160)
opacity = 0 //if we were blocking view, we aren't now because we're fading out
set_opacity(0) //if we were blocking view, we aren't now because we're fading out
stoplag()
/obj/effect/particle_effect/smoke/New()
@@ -88,7 +88,7 @@
S.lifetime = lifetime
if(S.amount>0)
if(opaque)
S.opacity = 1
S.set_opacity(TRUE)
newsmokes.Add(S)
if(newsmokes.len)
@@ -9,7 +9,7 @@
name = "sparks"
icon_state = "sparks"
anchored = 1
luminosity = 1
light_range = 1
/obj/effect/particle_effect/sparks/New()
..()