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
+20 -20
View File
@@ -34,9 +34,9 @@
/obj/structure/displaycase/examine(mob/user)
..()
if(showpiece)
user << "<span class='notice'>There's [showpiece] inside.</span>"
to_chat(user, "<span class='notice'>There's [showpiece] inside.</span>")
if(alert)
user << "<span class='notice'>Hooked up with an anti-theft system.</span>"
to_chat(user, "<span class='notice'>Hooked up with an anti-theft system.</span>")
/obj/structure/displaycase/proc/dump()
@@ -117,47 +117,47 @@
/obj/structure/displaycase/attackby(obj/item/weapon/W, mob/user, params)
if(W.GetID() && !broken)
if(allowed(user))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
to_chat(user, "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
toggle_lock(user)
else
user << "<span class='warning'>Access denied.</span>"
to_chat(user, "<span class='warning'>Access denied.</span>")
else if(istype(W, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
var/obj/item/weapon/weldingtool/WT = W
if(obj_integrity < max_integrity && WT.remove_fuel(5, user))
user << "<span class='notice'>You begin repairing [src].</span>"
to_chat(user, "<span class='notice'>You begin repairing [src].</span>")
playsound(loc, WT.usesound, 40, 1)
if(do_after(user, 40*W.toolspeed, target = src))
obj_integrity = max_integrity
playsound(loc, 'sound/items/Welder2.ogg', 50, 1)
update_icon()
user << "<span class='notice'>You repair [src].</span>"
to_chat(user, "<span class='notice'>You repair [src].</span>")
else
user << "<span class='warning'>[src] is already in good condition!</span>"
to_chat(user, "<span class='warning'>[src] is already in good condition!</span>")
return
else if(!alert && istype(W,/obj/item/weapon/crowbar)) //Only applies to the lab cage and player made display cases
if(broken)
if(showpiece)
user << "<span class='notice'>Remove the displayed object first.</span>"
to_chat(user, "<span class='notice'>Remove the displayed object first.</span>")
else
user << "<span class='notice'>You remove the destroyed case</span>"
to_chat(user, "<span class='notice'>You remove the destroyed case</span>")
qdel(src)
else
user << "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>"
to_chat(user, "<span class='notice'>You start to [open ? "close":"open"] the [src]</span>")
if(do_after(user, 20*W.toolspeed, target = src))
user << "<span class='notice'>You [open ? "close":"open"] the [src]</span>"
to_chat(user, "<span class='notice'>You [open ? "close":"open"] the [src]</span>")
toggle_lock(user)
else if(open && !showpiece)
if(user.drop_item())
W.loc = src
showpiece = W
user << "<span class='notice'>You put [W] on display</span>"
to_chat(user, "<span class='notice'>You put [W] on display</span>")
update_icon()
else if(istype(W, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = W
if(G.get_amount() < 2)
user << "<span class='warning'>You need two glass sheets to fix the case!</span>"
to_chat(user, "<span class='warning'>You need two glass sheets to fix the case!</span>")
return
user << "<span class='notice'>You start fixing [src]...</span>"
to_chat(user, "<span class='notice'>You start fixing [src]...</span>")
if(do_after(user, 20, target = src))
G.use(2)
broken = 0
@@ -177,7 +177,7 @@
user.changeNext_move(CLICK_CD_MELEE)
if (showpiece && (broken || open))
dump()
user << "<span class='notice'>You deactivate the hover field built into the case.</span>"
to_chat(user, "<span class='notice'>You deactivate the hover field built into the case.</span>")
src.add_fingerprint(user)
update_icon()
return
@@ -203,7 +203,7 @@
/obj/structure/displaycase_chassis/attackby(obj/item/I, mob/user, params)
if(istype(I, /obj/item/weapon/wrench)) //The player can only deconstruct the wooden frame
user << "<span class='notice'>You start disassembling [src]...</span>"
to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 30*I.toolspeed, target = src))
playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
@@ -211,18 +211,18 @@
qdel(src)
else if(istype(I, /obj/item/weapon/electronics/airlock))
user << "<span class='notice'>You start installing the electronics into [src]...</span>"
to_chat(user, "<span class='notice'>You start installing the electronics into [src]...</span>")
playsound(src.loc, I.usesound, 50, 1)
if(do_after(user, 30, target = src) && user.transferItemToLoc(I,src))
electronics = I
user << "<span class='notice'>You install the airlock electronics.</span>"
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
else if(istype(I, /obj/item/stack/sheet/glass))
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 10)
user << "<span class='warning'>You need ten glass sheets to do this!</span>"
to_chat(user, "<span class='warning'>You need ten glass sheets to do this!</span>")
return
user << "<span class='notice'>You start adding [G] to [src]...</span>"
to_chat(user, "<span class='notice'>You start adding [G] to [src]...</span>")
if(do_after(user, 20, target = src))
G.use(10)
var/obj/structure/displaycase/display = new(src.loc)