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
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@@ -19,7 +19,7 @@
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var/obj/item/stack/rods/R = I
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if(R.get_amount() >= 4)
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R.use(4)
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user << "<span class='notice'>You add spikes to the frame.</span>"
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to_chat(user, "<span class='notice'>You add spikes to the frame.</span>")
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var/obj/F = new /obj/structure/kitchenspike(src.loc)
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transfer_fingerprints_to(F)
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qdel(src)
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@@ -27,7 +27,7 @@
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var/obj/item/weapon/weldingtool/WT = I
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if(!WT.remove_fuel(0, user))
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return
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user << "<span class='notice'>You begin cutting \the [src] apart...</span>"
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to_chat(user, "<span class='notice'>You begin cutting \the [src] apart...</span>")
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playsound(src.loc, WT.usesound, 40, 1)
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if(do_after(user, 40*WT.toolspeed, 1, target = src))
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if(!WT.isOn())
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@@ -64,10 +64,10 @@
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if(!has_buckled_mobs())
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playsound(loc, I.usesound, 100, 1)
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if(do_after(user, 20*I.toolspeed, target = src))
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user << "<span class='notice'>You pry the spikes out of the frame.</span>"
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to_chat(user, "<span class='notice'>You pry the spikes out of the frame.</span>")
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deconstruct(TRUE)
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else
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user << "<span class='notice'>You can't do that while something's on the spike!</span>"
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to_chat(user, "<span class='notice'>You can't do that while something's on the spike!</span>")
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else
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return ..()
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@@ -127,7 +127,7 @@
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M.adjustBruteLoss(30)
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if(!do_after(M, 1200, target = src))
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if(M && M.buckled)
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M << "<span class='warning'>You fail to free yourself!</span>"
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to_chat(M, "<span class='warning'>You fail to free yourself!</span>")
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return
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if(!M.buckled)
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return
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