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
+14 -14
View File
@@ -501,7 +501,7 @@
if(mineral && mineral != "glass")
mineral = null //I know this is stupid, but until we change glass to a boolean it's how this code works.
user << "<span class='notice'>You change the paintjob on the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You change the paintjob on the airlock assembly.</span>")
else if(istype(W, /obj/item/weapon/weldingtool) && !anchored )
var/obj/item/weapon/weldingtool/WT = W
@@ -513,7 +513,7 @@
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
return
user << "<span class='notice'>You disassemble the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You disassemble the airlock assembly.</span>")
deconstruct(TRUE)
else if(istype(W, /obj/item/weapon/wrench))
@@ -533,11 +533,11 @@
if(do_after(user, 40*W.toolspeed, target = src))
if( src.anchored )
return
user << "<span class='notice'>You secure the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You secure the airlock assembly.</span>")
src.name = "secured airlock assembly"
src.anchored = 1
else
user << "There is another door here!"
to_chat(user, "There is another door here!")
else
playsound(src.loc, W.usesound, 100, 1)
@@ -547,14 +547,14 @@
if(do_after(user, 40*W.toolspeed, target = src))
if(!anchored )
return
user << "<span class='notice'>You unsecure the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You unsecure the airlock assembly.</span>")
name = "airlock assembly"
anchored = 0
else if(istype(W, /obj/item/stack/cable_coil) && state == 0 && anchored )
var/obj/item/stack/cable_coil/C = W
if (C.get_amount() < 1)
user << "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>"
to_chat(user, "<span class='warning'>You need one length of cable to wire the airlock assembly!</span>")
return
user.visible_message("[user] wires the airlock assembly.", \
"<span class='notice'>You start to wire the airlock assembly...</span>")
@@ -562,7 +562,7 @@
if(C.get_amount() < 1 || state != 0) return
C.use(1)
src.state = 1
user << "<span class='notice'>You wire the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You wire the airlock assembly.</span>")
src.name = "wired airlock assembly"
else if(istype(W, /obj/item/weapon/wirecutters) && state == 1 )
@@ -573,7 +573,7 @@
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 1 )
return
user << "<span class='notice'>You cut the wires from the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You cut the wires from the airlock assembly.</span>")
new/obj/item/stack/cable_coil(get_turf(user), 1)
src.state = 0
src.name = "secured airlock assembly"
@@ -589,7 +589,7 @@
return
W.loc = src
user << "<span class='notice'>You install the airlock electronics.</span>"
to_chat(user, "<span class='notice'>You install the airlock electronics.</span>")
src.state = 2
src.name = "near finished airlock assembly"
src.electronics = W
@@ -603,7 +603,7 @@
if(do_after(user, 40*W.toolspeed, target = src))
if( src.state != 2 )
return
user << "<span class='notice'>You remove the airlock electronics.</span>"
to_chat(user, "<span class='notice'>You remove the airlock electronics.</span>")
src.state = 1
src.name = "wired airlock assembly"
var/obj/item/weapon/electronics/airlock/ae
@@ -624,11 +624,11 @@
if(do_after(user, 40, target = src))
if(G.get_amount() < 1 || mineral) return
if (G.type == /obj/item/stack/sheet/rglass)
user << "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You install reinforced glass windows into the airlock assembly.</span>")
heat_proof_finished = 1 //reinforced glass makes the airlock heat-proof
name = "near finished heat-proofed window airlock assembly"
else
user << "<span class='notice'>You install regular glass windows into the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You install regular glass windows into the airlock assembly.</span>")
name = "near finished window airlock assembly"
G.use(1)
mineral = "glass"
@@ -651,7 +651,7 @@
"<span class='notice'>You start to install [G.name] into the airlock assembly...</span>")
if(do_after(user, 40, target = src))
if(G.get_amount() < 2 || mineral) return
user << "<span class='notice'>You install [M] plating into the airlock assembly.</span>"
to_chat(user, "<span class='notice'>You install [M] plating into the airlock assembly.</span>")
G.use(2)
mineral = "[M]"
name = "near finished [M] airlock assembly"
@@ -665,7 +665,7 @@
if(do_after(user, 40*W.toolspeed, target = src))
if(src.loc && state == 2)
user << "<span class='notice'>You finish the airlock.</span>"
to_chat(user, "<span class='notice'>You finish the airlock.</span>")
var/obj/machinery/door/airlock/door
if(mineral == "glass")
door = new src.glass_type( src.loc )