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
+10 -10
View File
@@ -29,22 +29,22 @@
else if(istype(I, /obj/item/weapon/weldingtool) && user.a_intent == INTENT_HELP && !broken)
var/obj/item/weapon/weldingtool/WT = I
if(obj_integrity < max_integrity && WT.remove_fuel(2, 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*I.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(istype(I, /obj/item/stack/sheet/glass) && broken)
var/obj/item/stack/sheet/glass/G = I
if(G.get_amount() < 2)
user << "<span class='warning'>You need two glass sheets to fix [src]!</span>"
to_chat(user, "<span class='warning'>You need two glass sheets to fix [src]!</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
obj_integrity = max_integrity
@@ -53,13 +53,13 @@
if(istype(I, /obj/item/weapon/twohanded/fireaxe) && !fireaxe)
var/obj/item/weapon/twohanded/fireaxe/F = I
if(F.wielded)
user << "<span class='warning'>Unwield the [F.name] first.</span>"
to_chat(user, "<span class='warning'>Unwield the [F.name] first.</span>")
return
if(!user.drop_item())
return
fireaxe = F
F.forceMove(src)
user << "<span class='caution'>You place the [F.name] back in the [name].</span>"
to_chat(user, "<span class='caution'>You place the [F.name] back in the [name].</span>")
update_icon()
return
else if(!broken)
@@ -111,7 +111,7 @@
if(fireaxe)
user.put_in_hands(fireaxe)
fireaxe = null
user << "<span class='caution'>You take the fire axe from the [name].</span>"
to_chat(user, "<span class='caution'>You take the fire axe from the [name].</span>")
src.add_fingerprint(user)
update_icon()
return
@@ -165,10 +165,10 @@
add_overlay("glass_raised")
/obj/structure/fireaxecabinet/proc/toggle_lock(mob/user)
user << "<span class = 'caution'> Resetting circuitry...</span>"
to_chat(user, "<span class = 'caution'> Resetting circuitry...</span>")
playsound(src, 'sound/machines/locktoggle.ogg', 50, 1)
if(do_after(user, 20, target = src))
user << "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>"
to_chat(user, "<span class='caution'>You [locked ? "disable" : "re-enable"] the locking modules.</span>")
locked = !locked
update_icon()