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
+31 -31
View File
@@ -57,13 +57,13 @@
mode = 0
switch(mode)
if(0)
user << "Power reset. Hugs!"
to_chat(user, "Power reset. Hugs!")
if(1)
user << "Power increased!"
to_chat(user, "Power increased!")
if(2)
user << "BZZT. Electrifying arms..."
to_chat(user, "BZZT. Electrifying arms...")
if(3)
user << "ERROR: ARM ACTUATORS OVERLOADED."
to_chat(user, "ERROR: ARM ACTUATORS OVERLOADED.")
/obj/item/borg/cyborghug/attack(mob/living/M, mob/living/silicon/robot/user)
if(M == user)
@@ -172,7 +172,7 @@
mode = "charge"
else
mode = "draw"
user << "<span class='notice'>You toggle [src] to \"[mode]\" mode.</span>"
to_chat(user, "<span class='notice'>You toggle [src] to \"[mode]\" mode.</span>")
update_icon()
/obj/item/borg/charger/afterattack(obj/item/target, mob/living/silicon/robot/user, proximity_flag)
@@ -182,10 +182,10 @@
if(is_type_in_list(target, charge_machines))
var/obj/machinery/M = target
if((M.stat & (NOPOWER|BROKEN)) || !M.anchored)
user << "<span class='warning'>[M] is unpowered!</span>"
to_chat(user, "<span class='warning'>[M] is unpowered!</span>")
return
user << "<span class='notice'>You connect to [M]'s power line...</span>"
to_chat(user, "<span class='notice'>You connect to [M]'s power line...</span>")
while(do_after(user, 15, target = M, progress = 0))
if(!user || !user.cell || mode != "draw")
return
@@ -198,27 +198,27 @@
M.use_power(200)
user << "<span class='notice'>You stop charging youself.</span>"
to_chat(user, "<span class='notice'>You stop charging youself.</span>")
else if(is_type_in_list(target, charge_items))
var/obj/item/weapon/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/weapon/stock_parts/cell) in target
if(!cell)
user << "<span class='warning'>[target] has no power cell!</span>"
to_chat(user, "<span class='warning'>[target] has no power cell!</span>")
return
if(istype(target, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = target
if(!E.can_charge)
user << "<span class='warning'>[target] has no power port!</span>"
to_chat(user, "<span class='warning'>[target] has no power port!</span>")
return
if(!cell.charge)
user << "<span class='warning'>[target] has no power!</span>"
to_chat(user, "<span class='warning'>[target] has no power!</span>")
user << "<span class='notice'>You connect to [target]'s power port...</span>"
to_chat(user, "<span class='notice'>You connect to [target]'s power port...</span>")
while(do_after(user, 15, target = target, progress = 0))
if(!user || !user.cell || mode != "draw")
@@ -237,26 +237,26 @@
break
target.update_icon()
user << "<span class='notice'>You stop charging youself.</span>"
to_chat(user, "<span class='notice'>You stop charging youself.</span>")
else if(is_type_in_list(target, charge_items))
var/obj/item/weapon/stock_parts/cell/cell = target
if(!istype(cell))
cell = locate(/obj/item/weapon/stock_parts/cell) in target
if(!cell)
user << "<span class='warning'>[target] has no power cell!</span>"
to_chat(user, "<span class='warning'>[target] has no power cell!</span>")
return
if(istype(target, /obj/item/weapon/gun/energy))
var/obj/item/weapon/gun/energy/E = target
if(!E.can_charge)
user << "<span class='warning'>[target] has no power port!</span>"
to_chat(user, "<span class='warning'>[target] has no power port!</span>")
return
if(cell.charge >= cell.maxcharge)
user << "<span class='warning'>[target] is already charged!</span>"
to_chat(user, "<span class='warning'>[target] is already charged!</span>")
user << "<span class='notice'>You connect to [target]'s power port...</span>"
to_chat(user, "<span class='notice'>You connect to [target]'s power port...</span>")
while(do_after(user, 15, target = target, progress = 0))
if(!user || !user.cell || mode != "charge")
@@ -275,7 +275,7 @@
break
target.update_icon()
user << "<span class='notice'>You stop charging [target].</span>"
to_chat(user, "<span class='notice'>You stop charging [target].</span>")
/obj/item/device/harmalarm
name = "Sonic Harm Prevention Tool"
@@ -287,20 +287,20 @@
/obj/item/device/harmalarm/emag_act(mob/user)
emagged = !emagged
if(emagged)
user << "<font color='red'>You short out the safeties on the [src]!</font>"
to_chat(user, "<font color='red'>You short out the safeties on the [src]!</font>")
else
user << "<font color='red'>You reset the safeties on the [src]!</font>"
to_chat(user, "<font color='red'>You reset the safeties on the [src]!</font>")
/obj/item/device/harmalarm/attack_self(mob/user)
var/safety = !emagged
if(cooldown > world.time)
user << "<font color='red'>The device is still recharging!</font>"
to_chat(user, "<font color='red'>The device is still recharging!</font>")
return
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(R.cell.charge < 1200)
user << "<font color='red'>You don't have enough charge to do this!</font>"
to_chat(user, "<font color='red'>You don't have enough charge to do this!</font>")
return
R.cell.charge -= 1000
if(R.emagged)
@@ -319,7 +319,7 @@
log_game("[user.ckey]([user]) used a Cyborg Harm Alarm in ([user.x],[user.y],[user.z])")
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
R.connected_ai << "<br><span class='notice'>NOTICE - Peacekeeping 'HARM ALARM' used by: [user]</span><br>"
to_chat(R.connected_ai, "<br><span class='notice'>NOTICE - Peacekeeping 'HARM ALARM' used by: [user]</span><br>")
return
@@ -375,7 +375,7 @@
/obj/item/borg/lollipop/proc/dispense(atom/A, mob/user)
if(candy <= 0)
user << "<span class='warning'>No lollipops left in storage!</span>"
to_chat(user, "<span class='warning'>No lollipops left in storage!</span>")
return FALSE
var/turf/T = get_turf(A)
if(!T || !istype(T) || !isopenturf(T))
@@ -387,13 +387,13 @@
new /obj/item/weapon/reagent_containers/food/snacks/lollipop(T)
candy--
check_amount()
user << "<span class='notice'>Dispensing lollipop...</span>"
to_chat(user, "<span class='notice'>Dispensing lollipop...</span>")
playsound(src.loc, 'sound/machines/click.ogg', 50, 1)
return TRUE
/obj/item/borg/lollipop/proc/shootL(atom/target, mob/living/user, params)
if(candy <= 0)
user << "<span class='warning'>Not enough lollipops left!</span>"
to_chat(user, "<span class='warning'>Not enough lollipops left!</span>")
return FALSE
candy--
var/obj/item/ammo_casing/caseless/lollipop/A = new /obj/item/ammo_casing/caseless/lollipop(src)
@@ -408,7 +408,7 @@
/obj/item/borg/lollipop/proc/shootG(atom/target, mob/living/user, params) //Most certainly a good idea.
if(candy <= 0)
user << "<span class='warning'>Not enough gumballs left!</span>"
to_chat(user, "<span class='warning'>Not enough gumballs left!</span>")
return FALSE
candy--
var/obj/item/ammo_casing/caseless/gumball/A = new /obj/item/ammo_casing/caseless/gumball(src)
@@ -427,7 +427,7 @@
if(iscyborg(user))
var/mob/living/silicon/robot/R = user
if(!R.cell.use(12))
user << "<span class='warning'>Not enough power.</span>"
to_chat(user, "<span class='warning'>Not enough power.</span>")
return FALSE
if(R.emagged)
hitdamage = emaggedhitdamage
@@ -446,13 +446,13 @@
switch(mode)
if(1)
mode++
user << "<span class='notice'>Module is now throwing lollipops.</span>"
to_chat(user, "<span class='notice'>Module is now throwing lollipops.</span>")
if(2)
mode++
user << "<span class='notice'>Module is now blasting gumballs.</span>"
to_chat(user, "<span class='notice'>Module is now blasting gumballs.</span>")
if(3)
mode = 1
user << "<span class='notice'>Module is now dispensing lollipops.</span>"
to_chat(user, "<span class='notice'>Module is now dispensing lollipops.</span>")
..()
/obj/item/ammo_casing/caseless/gumball