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
+28 -11
View File
@@ -18,6 +18,29 @@
var/grille_type = null
var/broken_type = /obj/structure/grille/broken
/obj/structure/grille/rcd_vals(mob/user, obj/item/weapon/rcd/the_rcd)
switch(the_rcd.mode)
if(RCD_DECONSTRUCT)
return list("mode" = RCD_DECONSTRUCT, "delay" = 20, "cost" = 5)
if(RCD_WINDOWGRILLE)
return list("mode" = RCD_WINDOWGRILLE, "delay" = 40, "cost" = 10)
return FALSE
/obj/structure/grille/rcd_act(mob/user, var/obj/item/weapon/rcd/the_rcd, passed_mode)
switch(passed_mode)
if(RCD_DECONSTRUCT)
to_chat(user, "<span class='notice'>You deconstruct the grille.</span>")
qdel(src)
return TRUE
if(RCD_WINDOWGRILLE)
if(locate(/obj/structure/window) in loc)
return FALSE
to_chat(user, "<span class='notice'>You construct the window.</span>")
var/obj/structure/window/WD = new the_rcd.window_type(loc)
WD.anchored = TRUE
return TRUE
return FALSE
/obj/structure/grille/ratvar_act()
if(broken)
new /obj/structure/grille/ratvar/broken(src.loc)
@@ -110,16 +133,16 @@
if (!broken)
var/obj/item/stack/ST = W
if (ST.get_amount() < 2)
user << "<span class='warning'>You need at least two sheets of glass for that!</span>"
to_chat(user, "<span class='warning'>You need at least two sheets of glass for that!</span>")
return
var/dir_to_set = SOUTHWEST
if(!anchored)
user << "<span class='warning'>[src] needs to be fastened to the floor first!</span>"
to_chat(user, "<span class='warning'>[src] needs to be fastened to the floor first!</span>")
return
for(var/obj/structure/window/WINDOW in loc)
user << "<span class='warning'>There is already a window there!</span>"
to_chat(user, "<span class='warning'>There is already a window there!</span>")
return
user << "<span class='notice'>You start placing the window...</span>"
to_chat(user, "<span class='notice'>You start placing the window...</span>")
if(do_after(user,20, target = src))
if(!src.loc || !anchored) //Grille broken or unanchored while waiting
return
@@ -135,7 +158,7 @@
WD.anchored = 0
WD.state = 0
ST.use(2)
user << "<span class='notice'>You place [WD] on [src].</span>"
to_chat(user, "<span class='notice'>You place [WD] on [src].</span>")
return
//window placing end
@@ -230,17 +253,12 @@
/obj/structure/grille/ratvar/New()
..()
change_construction_value(1)
if(broken)
new /obj/effect/overlay/temp/ratvar/grille/broken(get_turf(src))
else
new /obj/effect/overlay/temp/ratvar/grille(get_turf(src))
new /obj/effect/overlay/temp/ratvar/beam/grille(get_turf(src))
/obj/structure/grille/ratvar/Destroy()
change_construction_value(-1)
return ..()
/obj/structure/grille/ratvar/narsie_act()
take_damage(rand(1, 3), BRUTE)
if(src)
@@ -261,4 +279,3 @@
rods_broken = 0
grille_type = /obj/structure/grille/ratvar
broken_type = null