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
+40 -18
View File
@@ -4,6 +4,7 @@
var/throwforce_on = 20
var/icon_state_on = "axe1"
var/list/attack_verb_on = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/list/possible_colors
w_class = WEIGHT_CLASS_SMALL
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
@@ -12,6 +13,23 @@
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
var/brightness_on = 3
/obj/item/weapon/melee/energy/Initialize()
..()
if(LAZYLEN(possible_colors))
item_color = pick(possible_colors)
switch(item_color)//Only run this check if the color was picked randomly, so that colors can be manually set for non-random colored energy weapons.
if("red")
light_color = LIGHT_COLOR_RED
if("green")
light_color = LIGHT_COLOR_GREEN
if("blue")
light_color = LIGHT_COLOR_LIGHT_CYAN
if("purple")
light_color = LIGHT_COLOR_LAVENDER
if(active)
set_light(brightness_on)
/obj/item/weapon/melee/energy/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] is [pick("slitting [user.p_their()] stomach open with", "falling on")] [src]! It looks like [user.p_theyre()] trying to commit seppuku!</span>")
@@ -25,7 +43,7 @@
/obj/item/weapon/melee/energy/axe
name = "energy axe"
desc = "An energised battle axe."
desc = "An energized battle axe."
icon_state = "axe0"
force = 40
force_on = 150
@@ -41,6 +59,7 @@
origin_tech = "combat=4;magnets=3"
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
attack_verb_on = list()
light_color = "#40ceff"
/obj/item/weapon/melee/energy/axe/suicide_act(mob/user)
user.visible_message("<span class='suicide'>[user] swings [src] towards [user.p_their()] head! It looks like [user.p_theyre()] trying to commit suicide!</span>")
@@ -61,18 +80,17 @@
armour_penetration = 35
origin_tech = "combat=3;magnets=4;syndicate=4"
block_chance = 50
possible_colors = list("red", "blue", "green", "purple")
var/hacked = 0
/obj/item/weapon/melee/energy/sword/New()
if(item_color == null)
item_color = pick("red", "blue", "green", "purple")
/obj/item/weapon/melee/energy/sword/Destroy()
STOP_PROCESSING(SSobj, src)
. = ..()
/obj/item/weapon/melee/energy/sword/process()
if(active)
if(hacked)
light_color = pick(LIGHT_COLOR_RED, LIGHT_COLOR_GREEN, LIGHT_COLOR_LIGHT_CYAN, LIGHT_COLOR_LAVENDER)
open_flame()
else
STOP_PROCESSING(SSobj, src)
@@ -84,7 +102,7 @@
/obj/item/weapon/melee/energy/attack_self(mob/living/carbon/user)
if(user.disabilities & CLUMSY && prob(50))
user << "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>"
to_chat(user, "<span class='warning'>You accidentally cut yourself with [src], like a doofus!</span>")
user.take_bodypart_damage(5,5)
active = !active
if (active)
@@ -100,8 +118,9 @@
icon_state = "sword[item_color]"
w_class = w_class_on
playsound(user, 'sound/weapons/saberon.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
user << "<span class='notice'>[src] is now active.</span>"
to_chat(user, "<span class='notice'>[src] is now active.</span>")
START_PROCESSING(SSobj, src)
set_light(brightness_on)
else
force = initial(force)
throwforce = initial(throwforce)
@@ -112,8 +131,9 @@
icon_state = initial(icon_state)
w_class = initial(w_class)
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1) //changed it from 50% volume to 35% because deafness
user << "<span class='notice'>[src] can now be concealed.</span>"
to_chat(user, "<span class='notice'>[src] can now be concealed.</span>")
STOP_PROCESSING(SSobj, src)
set_light(0)
add_fingerprint(user)
/obj/item/weapon/melee/energy/is_hot()
@@ -141,7 +161,7 @@
var/obj/item/weapon/stock_parts/cell/C = R.cell
if(active && !(C.use(hitcost)))
attack_self(R)
R << "<span class='notice'>It's out of charge!</span>"
to_chat(R, "<span class='notice'>It's out of charge!</span>")
return
..()
return
@@ -160,6 +180,8 @@
item_color = null
w_class = WEIGHT_CLASS_NORMAL
sharpness = IS_SHARP
light_color = "#40ceff"
possible_colors = null
/obj/item/weapon/melee/energy/sword/cyborg/saw/New()
..()
@@ -172,22 +194,21 @@
/obj/item/weapon/melee/energy/sword/saber
/obj/item/weapon/melee/energy/sword/saber/blue
item_color = "blue"
possible_colors = list("blue")
/obj/item/weapon/melee/energy/sword/saber/purple
item_color = "purple"
possible_colors = list("purple")
/obj/item/weapon/melee/energy/sword/saber/green
item_color = "green"
possible_colors = list("green")
/obj/item/weapon/melee/energy/sword/saber/red
item_color = "red"
possible_colors = list("red")
/obj/item/weapon/melee/energy/sword/saber/attackby(obj/item/weapon/W, mob/living/user, params)
if(istype(W, /obj/item/weapon/melee/energy/sword/saber))
user << "<span class='notice'>You attach the ends of the two \
energy swords, making a single double-bladed weapon! \
You're cool.</span>"
to_chat(user, "<span class='notice'>You attach the ends of the two energy swords, making a single double-bladed weapon! You're cool.</span>")
var/obj/item/weapon/melee/energy/sword/saber/other_esword = W
var/obj/item/weapon/twohanded/dualsaber/newSaber = new(user.loc)
if(hacked || other_esword.hacked)
@@ -200,13 +221,13 @@
if(hacked == 0)
hacked = 1
item_color = "rainbow"
user << "<span class='warning'>RNBW_ENGAGE</span>"
to_chat(user, "<span class='warning'>RNBW_ENGAGE</span>")
if(active)
icon_state = "swordrainbow"
user.update_inv_hands()
else
user << "<span class='warning'>It's already fabulous!</span>"
to_chat(user, "<span class='warning'>It's already fabulous!</span>")
else
return ..()
@@ -215,6 +236,7 @@
desc = "Arrrr matey."
icon_state = "cutlass0"
icon_state_on = "cutlass1"
light_color = "#ff0000"
/obj/item/weapon/melee/energy/sword/pirate/New()
return
@@ -34,7 +34,7 @@
icon = 'icons/obj/weapons.dmi'
icon_state = "arm_blade"
item_state = "arm_blade"
origin_tech = "combat=5,biotech=5"
origin_tech = "combat=5;biotech=5"
w_class = WEIGHT_CLASS_HUGE
force = 20
throwforce = 10
@@ -83,7 +83,7 @@
add_fingerprint(user)
if((CLUMSY in user.disabilities) && prob(50))
user << "<span class ='danger'>You club yourself over the head.</span>"
to_chat(user, "<span class ='danger'>You club yourself over the head.</span>")
user.Weaken(3 * force)
if(ishuman(user))
var/mob/living/carbon/human/H = user
@@ -154,14 +154,14 @@
/obj/item/weapon/melee/classic_baton/telescopic/attack_self(mob/user)
on = !on
if(on)
user << "<span class ='warning'>You extend the baton.</span>"
to_chat(user, "<span class ='warning'>You extend the baton.</span>")
icon_state = "telebaton_1"
item_state = "nullrod"
w_class = WEIGHT_CLASS_BULKY //doesnt fit in backpack when its on for balance
force = 10 //stunbaton damage
attack_verb = list("smacked", "struck", "cracked", "beaten")
else
user << "<span class ='notice'>You collapse the baton.</span>"
to_chat(user, "<span class ='notice'>You collapse the baton.</span>")
icon_state = "telebaton_0"
item_state = null //no sprite for concealment even when in hand
slot_flags = SLOT_BELT