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
@@ -27,7 +27,7 @@
else if(istype(action, /datum/action/item_action/jetpack_stabilization))
if(on)
stabilizers = !stabilizers
user << "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>"
to_chat(user, "<span class='notice'>You turn the jetpack stabilization [stabilizers ? "on" : "off"].</span>")
else
toggle_internals(user)
@@ -38,10 +38,10 @@
if(!on)
turn_on()
user << "<span class='notice'>You turn the jetpack on.</span>"
to_chat(user, "<span class='notice'>You turn the jetpack on.</span>")
else
turn_off()
user << "<span class='notice'>You turn the jetpack off.</span>"
to_chat(user, "<span class='notice'>You turn the jetpack off.</span>")
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
@@ -154,12 +154,12 @@
/obj/item/weapon/tank/jetpack/suit/cycle(mob/user)
if(!istype(loc, /obj/item/clothing/suit/space/hardsuit))
user << "<span class='warning'>\The [src] must be connected to a hardsuit!</span>"
to_chat(user, "<span class='warning'>\The [src] must be connected to a hardsuit!</span>")
return
var/mob/living/carbon/human/H = user
if(!istype(H.s_store, /obj/item/weapon/tank/internals))
user << "<span class='warning'>You need a tank in your suit storage!</span>"
to_chat(user, "<span class='warning'>You need a tank in your suit storage!</span>")
return
..()
+12 -12
View File
@@ -25,24 +25,24 @@
return
if(H.internal == src)
H << "<span class='notice'>You close [src] valve.</span>"
to_chat(H, "<span class='notice'>You close [src] valve.</span>")
H.internal = null
H.update_internals_hud_icon(0)
else
if(!H.getorganslot("breathing_tube"))
if(!H.wear_mask)
H << "<span class='warning'>You need a mask!</span>"
to_chat(H, "<span class='warning'>You need a mask!</span>")
return
if(H.wear_mask.mask_adjusted)
H.wear_mask.adjustmask(H)
if(!(H.wear_mask.flags & MASKINTERNALS))
H << "<span class='warning'>[H.wear_mask] can't use [src]!</span>"
to_chat(H, "<span class='warning'>[H.wear_mask] can't use [src]!</span>")
return
if(H.internal)
H << "<span class='notice'>You switch your internals to [src].</span>"
to_chat(H, "<span class='notice'>You switch your internals to [src].</span>")
else
H << "<span class='notice'>You open [src] valve.</span>"
to_chat(H, "<span class='notice'>You open [src] valve.</span>")
H.internal = src
H.update_internals_hud_icon(1)
H.update_action_buttons_icon()
@@ -69,10 +69,10 @@
if (istype(src.loc, /obj/item/assembly))
icon = src.loc
if(!in_range(src, user))
if (icon == src) user << "<span class='notice'>If you want any more information you'll need to get closer.</span>"
if (icon == src) to_chat(user, "<span class='notice'>If you want any more information you'll need to get closer.</span>")
return
user << "<span class='notice'>The pressure gauge reads [src.air_contents.return_pressure()] kPa.</span>"
to_chat(user, "<span class='notice'>The pressure gauge reads [src.air_contents.return_pressure()] kPa.</span>")
var/celsius_temperature = src.air_contents.temperature-T0C
var/descriptive
@@ -90,7 +90,7 @@
else
descriptive = "furiously hot"
user << "<span class='notice'>It feels [descriptive].</span>"
to_chat(user, "<span class='notice'>It feels [descriptive].</span>")
/obj/item/weapon/tank/blob_act(obj/structure/blob/B)
if(B && B.loc == loc)
@@ -234,7 +234,7 @@
if(!istype(src.loc,/obj/item/device/transfer_valve))
message_admins("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
log_game("Explosive tank rupture! Last key to touch the tank was [src.fingerprintslast].")
//world << "\blue[x],[y] tank is exploding: [pressure] kPa"
//to_chat(world, "\blue[x],[y] tank is exploding: [pressure] kPa")
//Give the gas a chance to build up more pressure through reacting
air_contents.react()
air_contents.react()
@@ -243,7 +243,7 @@
var/range = (pressure-TANK_FRAGMENT_PRESSURE)/TANK_FRAGMENT_SCALE
var/turf/epicenter = get_turf(loc)
//world << "\blue Exploding Pressure: [pressure] kPa, intensity: [range]"
//to_chat(world, "\blue Exploding Pressure: [pressure] kPa, intensity: [range]")
explosion(epicenter, round(range*0.25), round(range*0.5), round(range), round(range*1.5))
if(istype(src.loc,/obj/item/device/transfer_valve))
@@ -252,7 +252,7 @@
qdel(src)
else if(pressure > TANK_RUPTURE_PRESSURE)
//world << "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]"
//to_chat(world, "\blue[x],[y] tank is rupturing: [pressure] kPa, integrity [integrity]")
if(integrity <= 0)
var/turf/T = get_turf(src)
if(!T)
@@ -264,7 +264,7 @@
integrity--
else if(pressure > TANK_LEAK_PRESSURE)
//world << "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]"
//to_chat(world, "\blue[x],[y] tank is leaking: [pressure] kPa, integrity [integrity]")
if(integrity <= 0)
var/turf/T = get_turf(src)
if(!T)
@@ -34,7 +34,7 @@
set name = "Toggle Mister"
set category = "Object"
if (usr.get_item_by_slot(usr.getBackSlot()) != src)
usr << "<span class='warning'>The watertank must be worn properly to use!</span>"
to_chat(usr, "<span class='warning'>The watertank must be worn properly to use!</span>")
return
if(usr.incapacitated())
return
@@ -48,7 +48,7 @@
//Detach the nozzle into the user's hands
if(!user.put_in_hands(noz))
on = 0
user << "<span class='warning'>You need a free hand to hold the mister!</span>"
to_chat(user, "<span class='warning'>You need a free hand to hold the mister!</span>")
return
noz.loc = user
else
@@ -124,7 +124,7 @@
/obj/item/weapon/reagent_containers/spray/mister/dropped(mob/user)
..()
user << "<span class='notice'>The mister snaps back onto the watertank.</span>"
to_chat(user, "<span class='notice'>The mister snaps back onto the watertank.</span>")
tank.on = 0
loc = tank
@@ -173,7 +173,7 @@
/obj/item/weapon/reagent_containers/spray/mister/janitor/attack_self(var/mob/user)
amount_per_transfer_from_this = (amount_per_transfer_from_this == 10 ? 5 : 10)
user << "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>"
to_chat(user, "<span class='notice'>You [amount_per_transfer_from_this == 10 ? "remove" : "fix"] the nozzle. You'll now use [amount_per_transfer_from_this] units per spray.</span>")
//ATMOS FIRE FIGHTING BACKPACK
@@ -240,23 +240,23 @@
if(EXTINGUISHER)
nozzle_mode = NANOFROST
tank.icon_state = "waterbackpackatmos_1"
user << "Swapped to nanofrost launcher"
to_chat(user, "Swapped to nanofrost launcher")
return
if(NANOFROST)
nozzle_mode = METAL_FOAM
tank.icon_state = "waterbackpackatmos_2"
user << "Swapped to metal foam synthesizer"
to_chat(user, "Swapped to metal foam synthesizer")
return
if(METAL_FOAM)
nozzle_mode = EXTINGUISHER
tank.icon_state = "waterbackpackatmos_0"
user << "Swapped to water extinguisher"
to_chat(user, "Swapped to water extinguisher")
return
return
/obj/item/weapon/extinguisher/mini/nozzle/dropped(mob/user)
..()
user << "<span class='notice'>The nozzle snaps back onto the tank!</span>"
to_chat(user, "<span class='notice'>The nozzle snaps back onto the tank!</span>")
tank.on = 0
loc = tank
@@ -272,10 +272,10 @@
return //Safety check so you don't blast yourself trying to refill your tank
var/datum/reagents/R = reagents
if(R.total_volume < 100)
user << "<span class='warning'>You need at least 100 units of water to use the nanofrost launcher!</span>"
to_chat(user, "<span class='warning'>You need at least 100 units of water to use the nanofrost launcher!</span>")
return
if(nanofrost_cooldown)
user << "<span class='warning'>Nanofrost launcher is still recharging...</span>"
to_chat(user, "<span class='warning'>Nanofrost launcher is still recharging...</span>")
return
nanofrost_cooldown = 1
R.remove_any(100)
@@ -300,7 +300,7 @@
spawn(100)
metal_synthesis_cooldown--
else
user << "<span class='warning'>Metal foam mix is still being synthesized...</span>"
to_chat(user, "<span class='warning'>Metal foam mix is still being synthesized...</span>")
return
/obj/effect/nanofrost_container
@@ -358,7 +358,7 @@
if(!istype(user))
return
if (user.get_item_by_slot(slot_back) != src)
user << "<span class='warning'>The chemtank needs to be on your back before you can activate it!</span>"
to_chat(user, "<span class='warning'>The chemtank needs to be on your back before you can activate it!</span>")
return
if(on)
turn_off()
@@ -406,13 +406,13 @@
on = 1
START_PROCESSING(SSobj, src)
if(ismob(loc))
loc << "<span class='notice'>[src] turns on.</span>"
to_chat(loc, "<span class='notice'>[src] turns on.</span>")
/obj/item/weapon/reagent_containers/chemtank/proc/turn_off()
on = 0
STOP_PROCESSING(SSobj, src)
if(ismob(loc))
loc << "<span class='notice'>[src] turns off.</span>"
to_chat(loc, "<span class='notice'>[src] turns off.</span>")
/obj/item/weapon/reagent_containers/chemtank/process()
if(!ishuman(loc))