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
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@@ -44,13 +44,13 @@
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if(!user.transferItemToLoc(W, src))
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return
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diode = W
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user << "<span class='notice'>You install a [diode.name] in [src].</span>"
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to_chat(user, "<span class='notice'>You install a [diode.name] in [src].</span>")
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else
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user << "<span class='notice'>[src] already has a diode installed.</span>"
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to_chat(user, "<span class='notice'>[src] already has a diode installed.</span>")
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else if(istype(W, /obj/item/weapon/screwdriver))
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if(diode)
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user << "<span class='notice'>You remove the [diode.name] from \the [src].</span>"
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to_chat(user, "<span class='notice'>You remove the [diode.name] from \the [src].</span>")
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diode.loc = get_turf(src.loc)
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diode = null
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else
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@@ -63,22 +63,22 @@
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if( !(user in (viewers(7,target))) )
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return
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if (!diode)
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user << "<span class='notice'>You point [src] at [target], but nothing happens!</span>"
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to_chat(user, "<span class='notice'>You point [src] at [target], but nothing happens!</span>")
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return
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if (!user.IsAdvancedToolUser())
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user << "<span class='warning'>You don't have the dexterity to do this!</span>"
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to_chat(user, "<span class='warning'>You don't have the dexterity to do this!</span>")
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return
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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if(H.dna.check_mutation(HULK) || (NOGUNS in H.dna.species.species_traits))
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user << "<span class='warning'>Your fingers can't press the button!</span>"
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to_chat(user, "<span class='warning'>Your fingers can't press the button!</span>")
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return
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add_fingerprint(user)
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//nothing happens if the battery is drained
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if(recharge_locked)
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user << "<span class='notice'>You point [src] at [target], but it's still charging.</span>"
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to_chat(user, "<span class='notice'>You point [src] at [target], but it's still charging.</span>")
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return
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var/outmsg
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@@ -109,7 +109,7 @@
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if(prob(effectchance * diode.rating))
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S.flash_act(affect_silicon = 1)
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S.Weaken(rand(5,10))
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S << "<span class='danger'>Your sensors were overloaded by a laser!</span>"
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to_chat(S, "<span class='danger'>Your sensors were overloaded by a laser!</span>")
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outmsg = "<span class='notice'>You overload [S] by shining [src] at their sensors.</span>"
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add_logs(user, S, "shone in the sensors", src)
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else
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@@ -139,9 +139,9 @@
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I.pixel_y = target.pixel_y + rand(-5,5)
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if(outmsg)
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user << outmsg
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to_chat(user, outmsg)
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else
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user << "<span class='info'>You point [src] at [target].</span>"
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to_chat(user, "<span class='info'>You point [src] at [target].</span>")
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energy -= 1
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if(energy <= max_energy)
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@@ -149,7 +149,7 @@
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recharging = 1
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START_PROCESSING(SSobj, src)
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if(energy <= 0)
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user << "<span class='warning'>[src]'s battery is overused, it needs time to recharge!</span>"
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to_chat(user, "<span class='warning'>[src]'s battery is overused, it needs time to recharge!</span>")
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recharge_locked = 1
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flick_overlay_view(I, targloc, 10)
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