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
+18 -19
View File
@@ -82,13 +82,13 @@
if(user.get_item_by_slot(slot_back) == src)
ui_action_click()
else
user << "<span class='warning'>Put the defibrillator on your back first!</span>"
to_chat(user, "<span class='warning'>Put the defibrillator on your back first!</span>")
else if(slot_flags == SLOT_BELT)
if(user.get_item_by_slot(slot_belt) == src)
ui_action_click()
else
user << "<span class='warning'>Strap the defibrillator's belt on first!</span>"
to_chat(user, "<span class='warning'>Strap the defibrillator's belt on first!</span>")
return
..()
@@ -106,15 +106,15 @@
else if(istype(W, /obj/item/weapon/stock_parts/cell))
var/obj/item/weapon/stock_parts/cell/C = W
if(bcell)
user << "<span class='notice'>[src] already has a cell.</span>"
to_chat(user, "<span class='notice'>[src] already has a cell.</span>")
else
if(C.maxcharge < paddles.revivecost)
user << "<span class='notice'>[src] requires a higher capacity cell.</span>"
to_chat(user, "<span class='notice'>[src] requires a higher capacity cell.</span>")
return
if(!user.transferItemToLoc(W, src))
return
bcell = W
user << "<span class='notice'>You install a cell in [src].</span>"
to_chat(user, "<span class='notice'>You install a cell in [src].</span>")
update_icon()
else if(istype(W, /obj/item/weapon/screwdriver))
@@ -122,7 +122,7 @@
bcell.updateicon()
bcell.loc = get_turf(src.loc)
bcell = null
user << "<span class='notice'>You remove the cell from [src].</span>"
to_chat(user, "<span class='notice'>You remove the cell from [src].</span>")
update_icon()
else
return ..()
@@ -130,10 +130,10 @@
/obj/item/weapon/defibrillator/emag_act(mob/user)
if(safety)
safety = 0
user << "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer."
to_chat(user, "<span class='warning'>You silently disable [src]'s safety protocols with the cryptographic sequencer.")
else
safety = 1
user << "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer."
to_chat(user, "<span class='notice'>You silently enable [src]'s safety protocols with the cryptographic sequencer.")
/obj/item/weapon/defibrillator/emp_act(severity)
if(bcell)
@@ -159,7 +159,7 @@
//Detach the paddles into the user's hands
if(!usr.put_in_hands(paddles))
on = 0
user << "<span class='warning'>You need a free hand to hold the paddles!</span>"
to_chat(user, "<span class='warning'>You need a free hand to hold the paddles!</span>")
update_icon()
return
paddles.loc = user
@@ -323,7 +323,7 @@
var/obj/item/weapon/twohanded/offhand/O = user.get_inactive_held_item()
if(istype(O))
O.unwield()
user << "<span class='notice'>The paddles snap back into the main unit.</span>"
to_chat(user, "<span class='notice'>The paddles snap back into the main unit.</span>")
defib.on = 0
loc = defib
defib.update_icon()
@@ -348,15 +348,15 @@
return
if(!wielded)
if(iscyborg(user))
user << "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>"
to_chat(user, "<span class='warning'>You must activate the paddles in your active module before you can use them on someone!</span>")
else
user << "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>"
to_chat(user, "<span class='warning'>You need to wield the paddles in both hands before you can use them on someone!</span>")
return
if(cooldown)
if(req_defib)
user << "<span class='warning'>[defib] is recharging!</span>"
to_chat(user, "<span class='warning'>[defib] is recharging!</span>")
else
user << "<span class='warning'>[src] are recharging!</span>"
to_chat(user, "<span class='warning'>[src] are recharging!</span>")
return
if(user.a_intent == INTENT_DISARM)
@@ -365,16 +365,15 @@
if(!ishuman(M))
if(req_defib)
user << "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>"
to_chat(user, "<span class='warning'>The instructions on [defib] don't mention how to revive that...</span>")
else
user << "<span class='warning'>You aren't sure how to revive that...</span>"
to_chat(user, "<span class='warning'>You aren't sure how to revive that...</span>")
return
var/mob/living/carbon/human/H = M
if(user.zone_selected != "chest")
user << "<span class='warning'>You need to target your patient's \
chest with [src]!</span>"
to_chat(user, "<span class='warning'>You need to target your patient's chest with [src]!</span>")
return
if(user.a_intent == INTENT_HARM)
@@ -438,7 +437,7 @@
update_icon()
return
if(H && H.stat == DEAD)
user << "<span class='warning'>[H] is dead.</span>"
to_chat(user, "<span class='warning'>[H] is dead.</span>")
playsound(get_turf(src), 'sound/machines/defib_failed.ogg', 50, 0)
busy = 0
update_icon()