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
@@ -34,7 +34,7 @@ effective or pretty fucking useless.
/obj/item/device/batterer/attack_self(mob/living/carbon/user, flag = 0, emp = 0)
if(!user) return
if(times_used >= max_uses)
user << "<span class='danger'>The mind batterer has been burnt out!</span>"
to_chat(user, "<span class='danger'>The mind batterer has been burnt out!</span>")
return
add_logs(user, null, "knocked down people in the area", src)
@@ -45,13 +45,13 @@ effective or pretty fucking useless.
M.Weaken(rand(10,20))
if(prob(25))
M.Stun(rand(5,10))
M << "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>"
to_chat(M, "<span class='userdanger'>You feel a tremendous, paralyzing wave flood your mind.</span>")
else
M << "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>"
to_chat(M, "<span class='userdanger'>You feel a sudden, electric jolt travel through your head.</span>")
playsound(src.loc, 'sound/misc/interference.ogg', 50, 1)
user << "<span class='notice'>You trigger [src].</span>"
to_chat(user, "<span class='notice'>You trigger [src].</span>")
times_used += 1
if(times_used >= max_uses)
icon_state = "battererburnt"
@@ -86,14 +86,14 @@ effective or pretty fucking useless.
used = 1
icon_state = "health1"
handle_cooldown(cooldown) // splits off to handle the cooldown while handling wavelength
user << "<span class='warning'>Successfully irradiated [M].</span>"
to_chat(user, "<span class='warning'>Successfully irradiated [M].</span>")
spawn((wavelength+(intensity*4))*5)
if(M)
if(intensity >= 5)
M.apply_effect(round(intensity/1.5), PARALYZE)
M.rad_act(intensity*10)
else
user << "<span class='warning'>The radioactive microlaser is still recharging.</span>"
to_chat(user, "<span class='warning'>The radioactive microlaser is still recharging.</span>")
/obj/item/device/healthanalyzer/rad_laser/proc/handle_cooldown(cooldown)
spawn(cooldown)
@@ -192,14 +192,14 @@ effective or pretty fucking useless.
/obj/item/device/shadowcloak/proc/Activate(mob/living/carbon/human/user)
if(!user)
return
user << "<span class='notice'>You activate [src].</span>"
to_chat(user, "<span class='notice'>You activate [src].</span>")
src.user = user
START_PROCESSING(SSobj, src)
old_alpha = user.alpha
on = 1
/obj/item/device/shadowcloak/proc/Deactivate()
user << "<span class='notice'>You deactivate [src].</span>"
to_chat(user, "<span class='notice'>You deactivate [src].</span>")
STOP_PROCESSING(SSobj, src)
if(user)
user.alpha = old_alpha
@@ -218,8 +218,27 @@ effective or pretty fucking useless.
var/turf/T = get_turf(src)
if(on)
var/lumcount = T.get_lumcount()
if(lumcount > 3)
if(lumcount > 0.3)
charge = max(0,charge - 25)//Quick decrease in light
else
charge = min(max_charge,charge + 50) //Charge in the dark
animate(user,alpha = Clamp(255 - charge,0,255),time = 10)
/obj/item/device/jammer
name = "radio jammer"
desc = "Device used to disrupt nearby radio communication."
icon_state = "jammer"
var/active = FALSE
var/range = 7
/obj/item/device/jammer/attack_self(mob/user)
to_chat(user,"<span class='notice'>You [active ? "deactivate" : "activate"] the [src]<span>")
active = !active
if(active)
active_jammers |= src
else
active_jammers -= src
update_icon()