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
@@ -1,4 +1,3 @@
/obj/item/weapon/implant/abductor
name = "recall implant"
desc = "Returns you to the mothership."
@@ -15,7 +14,7 @@
cooldown = 0
START_PROCESSING(SSobj, src)
else
imp_in << "<span class='warning'>You must wait [30 - cooldown] seconds to use [src] again!</span>"
to_chat(imp_in, "<span class='warning'>You must wait [30 - cooldown] seconds to use [src] again!</span>")
/obj/item/weapon/implant/abductor/process()
if(cooldown < initial(cooldown))
@@ -30,9 +30,6 @@
. = ..()
tracked_chem_implants -= src
/obj/item/weapon/implant/chem/trigger(emote, mob/source)
if(emote == "deathgasp")
activate(reagents.total_volume)
@@ -47,19 +44,16 @@
else
injectamount = cause
reagents.trans_to(R, injectamount)
R << "<span class='italics'>You hear a faint beep.</span>"
to_chat(R, "<span class='italics'>You hear a faint beep.</span>")
if(!reagents.total_volume)
R << "<span class='italics'>You hear a faint click from your chest.</span>"
to_chat(R, "<span class='italics'>You hear a faint click from your chest.</span>")
qdel(src)
/obj/item/weapon/implantcase/chem
name = "implant case - 'Remote Chemical'"
desc = "A glass case containing a remote chemical implant."
/obj/item/weapon/implantcase/chem/New()
imp = new /obj/item/weapon/implant/chem(src)
..()
imp_type = /obj/item/weapon/implant/chem
/obj/item/weapon/implantcase/chem/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W,/obj/item/weapon/reagent_containers/syringe) && imp)
@@ -15,16 +15,9 @@
/obj/item/weapon/implanter/sad_trombone
name = "implanter (sad_trombone)"
/obj/item/weapon/implanter/sad_trombone/New()
imp = new /obj/item/weapon/implant/sad_trombone(src)
..()
imp_type = /obj/item/weapon/implant/sad_trombone
/obj/item/weapon/implantcase/sad_trombone
name = "implant case - 'Sad Trombone'"
desc = "A glass case containing a sad trombone implant."
/obj/item/weapon/implantcase/sad_trombone/New()
imp = new /obj/item/weapon/implant/sad_trombone(src)
..()
imp_type = /obj/item/weapon/implant/sad_trombone
@@ -13,18 +13,11 @@
<b>Implant Details:</b> The onboard gateway system has been modified to reject entry by individuals containing this implant<BR>"}
return dat
/obj/item/weapon/implanter/exile
name = "implanter (exile)"
/obj/item/weapon/implanter/exile/New()
imp = new /obj/item/weapon/implant/exile( src )
..()
imp_type = /obj/item/weapon/implant/exile
/obj/item/weapon/implantcase/exile
name = "implant case - 'Exile'"
desc = "A glass case containing an exile implant."
/obj/item/weapon/implantcase/exile/New()
imp = new /obj/item/weapon/implant/exile(src)
..()
imp_type = /obj/item/weapon/implant/exile
@@ -32,7 +32,7 @@
heavy = round(heavy)
medium = round(medium)
weak = round(weak)
imp_in << "<span class='notice'>You activate your [name].</span>"
to_chat(imp_in, "<span class='notice'>You activate your [name].</span>")
var/turf/boomturf = get_turf(imp_in)
var/area/A = get_area(boomturf)
message_admins("[key_name_admin(imp_in)]<A HREF='?_src_=holder;adminmoreinfo=\ref[imp_in]'>?</A> (<A HREF='?_src_=holder;adminplayerobservefollow=\ref[imp_in]'>FLW</A>) has activated their [name] at <A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[imp_in.x];Y=[imp_in.y];Z=[imp_in.z]'>[A.name] (JMP)</a>.")
@@ -106,16 +106,9 @@
/obj/item/weapon/implanter/explosive
name = "implanter (explosive)"
/obj/item/weapon/implanter/explosive/New()
imp = new /obj/item/weapon/implant/explosive(src)
..()
imp_type = /obj/item/weapon/implant/explosive
/obj/item/weapon/implantcase/explosive
name = "implant case - 'Explosive'"
desc = "A glass case containing an explosive implant."
/obj/item/weapon/implantcase/explosive/New()
imp = new /obj/item/weapon/implant/explosive(src)
..()
imp_type = /obj/item/weapon/implant/explosive
@@ -9,7 +9,7 @@
/obj/item/weapon/implant/freedom/activate()
uses--
imp_in << "You feel a faint click."
to_chat(imp_in, "You feel a faint click.")
if(iscarbon(imp_in))
var/mob/living/carbon/C_imp_in = imp_in
C_imp_in.uncuff()
@@ -36,16 +36,9 @@ No Implant Specifics"}
/obj/item/weapon/implanter/freedom
name = "implanter (freedom)"
/obj/item/weapon/implanter/freedom/New()
imp = new /obj/item/weapon/implant/freedom(src)
..()
imp_type = /obj/item/weapon/implant/freedom
/obj/item/weapon/implantcase/freedom
name = "implant case - 'Freedom'"
desc = "A glass case containing a freedom implant."
/obj/item/weapon/implantcase/freedom/New()
imp = new /obj/item/weapon/implant/freedom(src)
..()
imp_type = /obj/item/weapon/implant/freedom
@@ -1,4 +1,3 @@
/obj/item/weapon/implant/gang
name = "gang implant"
desc = "Makes you a gangster or such."
@@ -26,15 +26,10 @@
/obj/item/weapon/implanter/krav_maga
name = "implanter (krav maga)"
/obj/item/weapon/implanter/krav_maga/New()
imp = new /obj/item/weapon/implant/krav_maga(src)
..()
imp_type = /obj/item/weapon/implant/krav_maga
/obj/item/weapon/implantcase/krav_maga
name = "implant case - 'Krav Maga'"
desc = "A glass case containing an implant that can teach the user the arts of Krav Maga."
imp_type = /obj/item/weapon/implant/krav_maga
/obj/item/weapon/implantcase/krav_maga/New()
imp = new /obj/item/weapon/implant/krav_maga(src)
..()
@@ -36,32 +36,24 @@
ticker.mode.remove_revolutionary(target.mind)
if(!silent)
if(target.mind in ticker.mode.cult)
target << "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>"
to_chat(target, "<span class='warning'>You feel something interfering with your mental conditioning, but you resist it!</span>")
else
target << "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>"
to_chat(target, "<span class='notice'>You feel a sense of peace and security. You are now protected from brainwashing.</span>")
return 1
return 0
/obj/item/weapon/implant/mindshield/removed(mob/target, silent = 0, special = 0)
if(..())
if(target.stat != DEAD && !silent)
target << "<span class='boldnotice'>Your mind suddenly feels terribly vulnerable. You are no longer safe from brainwashing.</span>"
to_chat(target, "<span class='boldnotice'>Your mind suddenly feels terribly vulnerable. You are no longer safe from brainwashing.</span>")
return 1
return 0
/obj/item/weapon/implanter/mindshield
name = "implanter (mindshield)"
/obj/item/weapon/implanter/mindshield/New()
imp = new /obj/item/weapon/implant/mindshield(src)
..()
update_icon()
imp_type = /obj/item/weapon/implant/mindshield
/obj/item/weapon/implantcase/mindshield
name = "implant case - 'Mindshield'"
desc = "A glass case containing a mindshield implant."
/obj/item/weapon/implantcase/mindshield/New()
imp = new /obj/item/weapon/implant/mindshield(src)
..()
imp_type = /obj/item/weapon/implant/mindshield
@@ -34,7 +34,7 @@
/obj/item/weapon/implant/adrenalin/activate()
uses--
imp_in << "<span class='notice'>You feel a sudden surge of energy!</span>"
to_chat(imp_in, "<span class='notice'>You feel a sudden surge of energy!</span>")
imp_in.SetStunned(0)
imp_in.SetWeakened(0)
imp_in.SetParalysis(0)
@@ -79,4 +79,4 @@
healthstring = "<small>Oxygen Deprivation Damage => [round(L.getOxyLoss())]<br />Fire Damage => [round(L.getFireLoss())]<br />Toxin Damage => [round(L.getToxLoss())]<br />Brute Force Damage => [round(L.getBruteLoss())]</small>"
if (!healthstring)
healthstring = "ERROR"
return healthstring
return healthstring
@@ -47,7 +47,4 @@
/obj/item/weapon/implanter/storage
name = "implanter (storage)"
/obj/item/weapon/implanter/storage/New()
imp = new /obj/item/weapon/implant/storage(src)
..()
imp_type = /obj/item/weapon/implant/storage
@@ -4,7 +4,6 @@
activated = 0
origin_tech = "materials=2;magnets=2;programming=2;biotech=2"
/obj/item/weapon/implant/tracking/New()
..()
tracked_implants += src
@@ -13,12 +12,11 @@
. = ..()
tracked_implants -= src
/obj/item/weapon/implanter/tracking/New()
imp = new /obj/item/weapon/implant/tracking( src )
..()
/obj/item/weapon/implanter/tracking/gps/New()
imp = new /obj/item/device/gps/mining/internal( src )
..()
/obj/item/weapon/implanter/tracking
imp_type = /obj/item/weapon/implant/tracking
/obj/item/weapon/implanter/tracking/gps
imp_type = /obj/item/device/gps/mining/internal
/obj/item/weapon/implant/tracking/get_data()
var/dat = {"<b>Implant Specifications:</b><BR>
@@ -10,6 +10,7 @@
origin_tech = "materials=1;biotech=2"
materials = list(MAT_GLASS=500)
var/obj/item/weapon/implant/imp = null
var/imp_type
/obj/item/weapon/implantcase/update_icon()
@@ -57,32 +58,24 @@
else
return ..()
/obj/item/weapon/implantcase/New()
/obj/item/weapon/implantcase/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/weapon/implantcase/tracking
name = "implant case - 'Tracking'"
desc = "A glass case containing a tracking implant."
/obj/item/weapon/implantcase/tracking/New()
imp = new /obj/item/weapon/implant/tracking(src)
..()
imp_type = /obj/item/weapon/implant/tracking
/obj/item/weapon/implantcase/weapons_auth
name = "implant case - 'Firearms Authentication'"
desc = "A glass case containing a firearms authentication implant."
/obj/item/weapon/implantcase/weapons_auth/New()
imp = new /obj/item/weapon/implant/weapons_auth(src)
..()
imp_type = /obj/item/weapon/implant/weapons_auth
/obj/item/weapon/implantcase/adrenaline
name = "implant case - 'Adrenaline'"
desc = "A glass case containing an adrenaline implant."
/obj/item/weapon/implantcase/adrenaline/New()
imp = new /obj/item/weapon/implant/adrenalin(src)
..()
imp_type = /obj/item/weapon/implant/adrenalin
@@ -1,5 +1,3 @@
/obj/machinery/implantchair
name = "mindshield implanter"
desc = "Used to implant occupants with mindshield implants."
@@ -119,14 +117,14 @@
return
user.changeNext_move(CLICK_CD_BREAKOUT)
user.last_special = world.time + CLICK_CD_BREAKOUT
user << "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>"
to_chat(user, "<span class='notice'>You lean on the back of [src] and start pushing the door open... (this will take about about a minute.)</span>")
audible_message("<span class='italics'>You hear a metallic creaking from [src]!</span>",hearing_distance = 2)
if(do_after(user, 600, target = src))
if(!user || user.stat != CONSCIOUS || user.loc != src || state_open)
return
visible_message("<span class='warning'>[user] successfully broke out of [src]!</span>")
user << "<span class='notice'>You successfully break out of [src]!</span>"
to_chat(user, "<span class='notice'>You successfully break out of [src]!</span>")
open_machine()
/obj/machinery/implantchair/relaymove(mob/user)
@@ -10,6 +10,7 @@
origin_tech = "materials=2;biotech=3"
materials = list(MAT_METAL=600, MAT_GLASS=200)
var/obj/item/weapon/implant/imp = null
var/imp_type = null
/obj/item/weapon/implanter/update_icon()
@@ -33,13 +34,13 @@
if(src && imp)
if(imp.implant(M, user))
if (M == user)
user << "<span class='notice'>You implant yourself.</span>"
to_chat(user, "<span class='notice'>You implant yourself.</span>")
else
M.visible_message("[user] has implanted [M].", "<span class='notice'>[user] implants you.</span>")
imp = null
update_icon()
else
user << "<span class='warning'>[src] fails to implant [M].</span>"
to_chat(user, "<span class='warning'>[src] fails to implant [M].</span>")
/obj/item/weapon/implanter/attackby(obj/item/weapon/W, mob/user, params)
if(istype(W, /obj/item/weapon/pen))
@@ -55,24 +56,16 @@
else
return ..()
/obj/item/weapon/implanter/New()
/obj/item/weapon/implanter/Initialize(mapload)
..()
if(imp_type)
imp = new imp_type(src)
update_icon()
/obj/item/weapon/implanter/adrenalin
name = "implanter (adrenalin)"
/obj/item/weapon/implanter/adrenalin/New()
imp = new /obj/item/weapon/implant/adrenalin(src)
..()
imp_type = /obj/item/weapon/implant/adrenalin
/obj/item/weapon/implanter/emp
name = "implanter (EMP)"
/obj/item/weapon/implanter/emp/New()
imp = new /obj/item/weapon/implant/emp(src)
..()
imp_type = /obj/item/weapon/implant/emp
@@ -30,17 +30,11 @@
/obj/item/weapon/implanter/uplink
name = "implanter (uplink)"
/obj/item/weapon/implanter/uplink/New()
imp = new /obj/item/weapon/implant/uplink(src)
..()
imp_type = /obj/item/weapon/implant/uplink
/obj/item/weapon/implanter/uplink/precharged
name = "implanter (uplink)"
/obj/item/weapon/implanter/uplink/New()
imp = new /obj/item/weapon/implant/uplink/precharged(src)
..()
name = "implanter (precharged uplink)"
imp_type = /obj/item/weapon/implant/uplink/precharged
/obj/item/weapon/implant/uplink/precharged
starting_tc = 10