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
+8 -8
View File
@@ -12,31 +12,31 @@
/obj/item/weapon/sharpener/attackby(obj/item/I, mob/user, params)
if(used)
user << "<span class='notice'>The sharpening block is too worn to use again.</span>"
to_chat(user, "<span class='notice'>The sharpening block is too worn to use again.</span>")
return
if(I.force >= max || I.throwforce >= max)//no esword sharpening
user << "<span class='notice'>[I] is much too powerful to sharpen further.</span>"
to_chat(user, "<span class='notice'>[I] is much too powerful to sharpen further.</span>")
return
if(requires_sharpness && !I.sharpness)
user << "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>"
to_chat(user, "<span class='notice'>You can only sharpen items that are already sharp, such as knives.</span>")
return
if(istype(I, /obj/item/weapon/melee/energy))
user << "<span class='notice'>You don't think \the [I] will be the thing getting modified if you use it on \the [src].</span>"
to_chat(user, "<span class='notice'>You don't think \the [I] will be the thing getting modified if you use it on \the [src].</span>")
return
if(istype(I, /obj/item/weapon/twohanded))//some twohanded items should still be sharpenable, but handle force differently. therefore i need this stuff
var/obj/item/weapon/twohanded/TH = I
if(TH.force_wielded >= max)
user << "<span class='notice'>[TH] is much too powerful to sharpen further.</span>"
to_chat(user, "<span class='notice'>[TH] is much too powerful to sharpen further.</span>")
return
if(TH.wielded)
user << "<span class='notice'>[TH] must be unwielded before it can be sharpened.</span>"
to_chat(user, "<span class='notice'>[TH] must be unwielded before it can be sharpened.</span>")
return
if(TH.force_wielded > initial(TH.force_wielded))
user << "<span class='notice'>[TH] has already been refined before. It cannot be sharpened further.</span>"
to_chat(user, "<span class='notice'>[TH] has already been refined before. It cannot be sharpened further.</span>")
return
TH.force_wielded = Clamp(TH.force_wielded + increment, 0, max)//wieldforce is increased since normal force wont stay
if(I.force > initial(I.force))
user << "<span class='notice'>[I] has already been refined before. It cannot be sharpened further.</span>"
to_chat(user, "<span class='notice'>[I] has already been refined before. It cannot be sharpened further.</span>")
return
user.visible_message("<span class='notice'>[user] sharpens [I] with [src]!</span>", "<span class='notice'>You sharpen [I], making it much more deadly than before.</span>")
I.sharpness = IS_SHARP_ACCURATE