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
+76 -54
View File
@@ -14,16 +14,16 @@
. = ..()
switch(state)
if(GIRDER_REINF)
user << "<span class='notice'>The support struts are <b>screwed</b> in place.</span>"
to_chat(user, "<span class='notice'>The support struts are <b>screwed</b> in place.</span>")
if(GIRDER_REINF_STRUTS)
user << "<span class='notice'>The support struts are <i>unscrewed</i> and the inner <b>grille</b> is intact.</span>"
to_chat(user, "<span class='notice'>The support struts are <i>unscrewed</i> and the inner <b>grille</b> is intact.</span>")
if(GIRDER_NORMAL)
if(can_displace)
user << "<span class='notice'>The bolts are <b>wrenched</b> in place.</span>"
to_chat(user, "<span class='notice'>The bolts are <b>wrenched</b> in place.</span>")
if(GIRDER_DISPLACED)
user << "<span class='notice'>The bolts are <i>loosened</i>, but the <b>screws</b> are holding [src] together.</span>"
to_chat(user, "<span class='notice'>The bolts are <i>loosened</i>, but the <b>screws</b> are holding [src] together.</span>")
if(GIRDER_DISASSEMBLED)
user << "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>"
to_chat(user, "<span class='notice'>[src] is disassembled! You probably shouldn't be able to see this examine message.</span>")
/obj/structure/girder/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -36,69 +36,69 @@
if(state != GIRDER_DISPLACED)
return
state = GIRDER_DISASSEMBLED
user << "<span class='notice'>You disassemble the girder.</span>"
to_chat(user, "<span class='notice'>You disassemble the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(state == GIRDER_REINF)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start unsecuring support struts...</span>"
to_chat(user, "<span class='notice'>You start unsecuring support struts...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF)
return
user << "<span class='notice'>You unsecure the support struts.</span>"
to_chat(user, "<span class='notice'>You unsecure the support struts.</span>")
state = GIRDER_REINF_STRUTS
else if(state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start securing support struts...</span>"
to_chat(user, "<span class='notice'>You start securing support struts...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if(state != GIRDER_REINF_STRUTS)
return
user << "<span class='notice'>You secure the support struts.</span>"
to_chat(user, "<span class='notice'>You secure the support struts.</span>")
state = GIRDER_REINF
else if(istype(W, /obj/item/weapon/wrench))
if(state == GIRDER_DISPLACED)
if(!isfloorturf(loc))
user << "<span class='warning'>A floor must be present to secure the girder!</span>"
to_chat(user, "<span class='warning'>A floor must be present to secure the girder!</span>")
return
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start securing the girder...</span>"
to_chat(user, "<span class='notice'>You start securing the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
user << "<span class='notice'>You secure the girder.</span>"
to_chat(user, "<span class='notice'>You secure the girder.</span>")
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
qdel(src)
else if(state == GIRDER_NORMAL && can_displace)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start unsecuring the girder...</span>"
to_chat(user, "<span class='notice'>You start unsecuring the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
user << "<span class='notice'>You unsecure the girder.</span>"
to_chat(user, "<span class='notice'>You unsecure the girder.</span>")
var/obj/structure/girder/displaced/D = new (loc)
transfer_fingerprints_to(D)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
user << "<span class='notice'>You start slicing apart the girder...</span>"
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
user << "<span class='notice'>You slice apart the girder.</span>"
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/metal/M = new (loc, 2)
M.add_fingerprint(user)
qdel(src)
else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
user << "<span class='notice'>You smash through the girder!</span>"
to_chat(user, "<span class='notice'>You smash through the girder!</span>")
new /obj/item/stack/sheet/metal(get_turf(src))
D.playDigSound()
qdel(src)
else if(istype(W, /obj/item/weapon/wirecutters) && state == GIRDER_REINF_STRUTS)
playsound(src.loc, W.usesound, 100, 1)
user << "<span class='notice'>You start removing the inner grille...</span>"
to_chat(user, "<span class='notice'>You start removing the inner grille...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
user << "<span class='notice'>You remove the inner grille.</span>"
to_chat(user, "<span class='notice'>You remove the inner grille.</span>")
new /obj/item/stack/sheet/plasteel(get_turf(src))
var/obj/structure/girder/G = new (loc)
transfer_fingerprints_to(G)
@@ -106,40 +106,40 @@
else if(istype(W, /obj/item/stack))
if(iswallturf(loc))
user << "<span class='warning'>There is already a wall present!</span>"
to_chat(user, "<span class='warning'>There is already a wall present!</span>")
return
if(!isfloorturf(src.loc))
user << "<span class='warning'>A floor must be present to build a false wall!</span>"
to_chat(user, "<span class='warning'>A floor must be present to build a false wall!</span>")
return
if (locate(/obj/structure/falsewall) in src.loc.contents)
user << "<span class='warning'>There is already a false wall present!</span>"
to_chat(user, "<span class='warning'>There is already a false wall present!</span>")
return
if(istype(W,/obj/item/stack/rods))
var/obj/item/stack/rods/S = W
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
user << "<span class='warning'>You need at least two rods to create a false wall!</span>"
to_chat(user, "<span class='warning'>You need at least two rods to create a false wall!</span>")
return
user << "<span class='notice'>You start building a reinforced false wall...</span>"
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>"
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/iron/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 5)
user << "<span class='warning'>You need at least five rods to add plating!</span>"
to_chat(user, "<span class='warning'>You need at least five rods to add plating!</span>")
return
user << "<span class='notice'>You start adding plating...</span>"
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 5)
return
S.use(5)
user << "<span class='notice'>You add the plating.</span>"
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/mineral/iron)
transfer_fingerprints_to(T)
@@ -153,27 +153,27 @@
if(istype(S,/obj/item/stack/sheet/metal))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
user << "<span class='warning'>You need two sheets of metal to create a false wall!</span>"
to_chat(user, "<span class='warning'>You need two sheets of metal to create a false wall!</span>")
return
user << "<span class='notice'>You start building a false wall...</span>"
to_chat(user, "<span class='notice'>You start building a false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>"
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/F = new (loc)
transfer_fingerprints_to(F)
qdel(src)
else
if(S.get_amount() < 2)
user << "<span class='warning'>You need two sheets of metal to finish a wall!</span>"
to_chat(user, "<span class='warning'>You need two sheets of metal to finish a wall!</span>")
return
user << "<span class='notice'>You start adding plating...</span>"
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(loc == null || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You add the plating.</span>"
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall)
transfer_fingerprints_to(T)
@@ -183,14 +183,14 @@
if(istype(S,/obj/item/stack/sheet/plasteel))
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall!</span>"
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
user << "<span class='notice'>You start building a reinforced false wall...</span>"
to_chat(user, "<span class='notice'>You start building a reinforced false wall...</span>")
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You create a reinforced false wall. Push on it to open or close the passage.</span>"
to_chat(user, "<span class='notice'>You create a reinforced false wall. Push on it to open or close the passage.</span>")
var/obj/structure/falsewall/reinforced/FW = new (loc)
transfer_fingerprints_to(FW)
qdel(src)
@@ -198,12 +198,12 @@
if(state == GIRDER_REINF)
if(S.get_amount() < 1)
return
user << "<span class='notice'>You start finalizing the reinforced wall...</span>"
to_chat(user, "<span class='notice'>You start finalizing the reinforced wall...</span>")
if(do_after(user, 50, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
user << "<span class='notice'>You fully reinforce the wall.</span>"
to_chat(user, "<span class='notice'>You fully reinforce the wall.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(/turf/closed/wall/r_wall)
transfer_fingerprints_to(T)
@@ -212,12 +212,12 @@
else
if(S.get_amount() < 1)
return
user << "<span class='notice'>You start reinforcing the girder...</span>"
to_chat(user, "<span class='notice'>You start reinforcing the girder...</span>")
if (do_after(user, 60, target = src))
if(!src.loc || !S || S.get_amount() < 1)
return
S.use(1)
user << "<span class='notice'>You reinforce the girder.</span>"
to_chat(user, "<span class='notice'>You reinforce the girder.</span>")
var/obj/structure/girder/reinforced/R = new (loc)
transfer_fingerprints_to(R)
qdel(src)
@@ -227,27 +227,27 @@
var/M = S.sheettype
if(state == GIRDER_DISPLACED)
if(S.get_amount() < 2)
user << "<span class='warning'>You need at least two sheets to create a false wall!</span>"
to_chat(user, "<span class='warning'>You need at least two sheets to create a false wall!</span>")
return
if(do_after(user, 20, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>"
to_chat(user, "<span class='notice'>You create a false wall. Push on it to open or close the passage.</span>")
var/F = text2path("/obj/structure/falsewall/[M]")
var/obj/structure/FW = new F (loc)
transfer_fingerprints_to(FW)
qdel(src)
else
if(S.get_amount() < 2)
user << "<span class='warning'>You need at least two sheets to add plating!</span>"
to_chat(user, "<span class='warning'>You need at least two sheets to add plating!</span>")
return
user << "<span class='notice'>You start adding plating...</span>"
to_chat(user, "<span class='notice'>You start adding plating...</span>")
if (do_after(user, 40, target = src))
if(!src.loc || !S || S.get_amount() < 2)
return
S.use(2)
user << "<span class='notice'>You add the plating.</span>"
to_chat(user, "<span class='notice'>You add the plating.</span>")
var/turf/T = get_turf(src)
T.ChangeTurf(text2path("/turf/closed/wall/mineral/[M]"))
transfer_fingerprints_to(T)
@@ -262,7 +262,7 @@
if(!user.drop_item())
return
P.loc = src.loc
user << "<span class='notice'>You fit the pipe into \the [src].</span>"
to_chat(user, "<span class='notice'>You fit the pipe into \the [src].</span>")
else
return ..()
@@ -341,21 +341,21 @@
var/obj/item/weapon/weldingtool/WT = W
if(WT.remove_fuel(0,user))
playsound(src.loc, W.usesound, 50, 1)
user << "<span class='notice'>You start slicing apart the girder...</span>"
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
if(do_after(user, 40*W.toolspeed, target = src))
if( !WT.isOn() )
return
user << "<span class='notice'>You slice apart the girder.</span>"
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
qdel(src)
else if(istype(W, /obj/item/weapon/gun/energy/plasmacutter))
user << "<span class='notice'>You start slicing apart the girder...</span>"
to_chat(user, "<span class='notice'>You start slicing apart the girder...</span>")
playsound(src, 'sound/items/Welder.ogg', 100, 1)
if(do_after(user, 40*W.toolspeed, target = src))
user << "<span class='notice'>You slice apart the girder.</span>"
to_chat(user, "<span class='notice'>You slice apart the girder.</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 1
transfer_fingerprints_to(R)
@@ -363,7 +363,7 @@
else if(istype(W, /obj/item/weapon/pickaxe/drill/jackhammer))
var/obj/item/weapon/pickaxe/drill/jackhammer/D = W
user << "<span class='notice'>Your jackhammer smashes through the girder!</span>"
to_chat(user, "<span class='notice'>Your jackhammer smashes through the girder!</span>")
var/obj/item/stack/sheet/runed_metal/R = new(get_turf(src))
R.amount = 2
transfer_fingerprints_to(R)
@@ -373,7 +373,7 @@
else if(istype(W, /obj/item/stack/sheet/runed_metal))
var/obj/item/stack/sheet/runed_metal/R = W
if(R.get_amount() < 1)
user << "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>"
to_chat(user, "<span class='warning'>You need at least one sheet of runed metal to construct a runed wall!</span>")
return 0
user.visible_message("<span class='notice'>[user] begins laying runed metal on [src]...</span>", "<span class='notice'>You begin constructing a runed wall...</span>")
if(do_after(user, 50, target = src))
@@ -395,3 +395,25 @@
if(!(flags & NODECONSTRUCT))
new/obj/item/stack/sheet/runed_metal/(get_turf(src), 1)
qdel(src)
/obj/structure/girder/rcd_vals(mob/user, obj/item/weapon/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_FLOORWALL)
return list("mode" = RCD_FLOORWALL, "delay" = 20, "cost" = 8)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 13)
return FALSE
/obj/structure/girder/rcd_act(mob/user, obj/item/weapon/rcd/the_rcd, passed_mode)
var/turf/T = get_turf(src)
switch(passed_mode)
if(RCD_FLOORWALL)
to_chat(user, "<span class='notice'>You finish a wall.</span>")
T.ChangeTurf(/turf/closed/wall)
qdel(src)
return TRUE
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the girder.</span>")
qdel(src)
return TRUE
return FALSE