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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@@ -61,10 +61,10 @@
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if(user.a_intent == INTENT_GRAB && user.pulling && isliving(user.pulling))
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var/mob/living/pushed_mob = user.pulling
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if(pushed_mob.buckled)
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user << "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>"
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to_chat(user, "<span class='warning'>[pushed_mob] is buckled to [pushed_mob.buckled]!</span>")
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return
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if(user.grab_state < GRAB_AGGRESSIVE)
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user << "<span class='warning'>You need a better grip to do that!</span>"
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to_chat(user, "<span class='warning'>You need a better grip to do that!</span>")
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return
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tablepush(user, pushed_mob)
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user.stop_pulling()
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@@ -100,14 +100,14 @@
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/obj/structure/table/attackby(obj/item/I, mob/user, params)
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if(!(flags & NODECONSTRUCT))
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if(istype(I, /obj/item/weapon/screwdriver) && deconstruction_ready)
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user << "<span class='notice'>You start disassembling [src]...</span>"
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to_chat(user, "<span class='notice'>You start disassembling [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 20*I.toolspeed, target = src))
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deconstruct(TRUE)
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return
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if(istype(I, /obj/item/weapon/wrench) && deconstruction_ready)
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user << "<span class='notice'>You start deconstructing [src]...</span>"
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to_chat(user, "<span class='notice'>You start deconstructing [src]...</span>")
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playsound(src.loc, I.usesound, 50, 1)
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if(do_after(user, 40*I.toolspeed, target = src))
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playsound(src.loc, 'sound/items/Deconstruct.ogg', 50, 1)
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@@ -300,16 +300,16 @@
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if(WT.remove_fuel(0, user))
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playsound(src.loc, W.usesound, 50, 1)
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if(deconstruction_ready)
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user << "<span class='notice'>You start strengthening the reinforced table...</span>"
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to_chat(user, "<span class='notice'>You start strengthening the reinforced table...</span>")
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if (do_after(user, 50*W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You strengthen the table.</span>"
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to_chat(user, "<span class='notice'>You strengthen the table.</span>")
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deconstruction_ready = 0
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else
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user << "<span class='notice'>You start weakening the reinforced table...</span>"
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to_chat(user, "<span class='notice'>You start weakening the reinforced table...</span>")
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if (do_after(user, 50*W.toolspeed, target = src))
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if(!src || !WT.isOn()) return
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user << "<span class='notice'>You weaken the table.</span>"
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to_chat(user, "<span class='notice'>You weaken the table.</span>")
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deconstruction_ready = 1
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else
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. = ..()
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@@ -498,7 +498,7 @@
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if(building)
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return
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building = TRUE
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user << "<span class='notice'>You start constructing a rack...</span>"
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to_chat(user, "<span class='notice'>You start constructing a rack...</span>")
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if(do_after(user, 50, target = src, progress=TRUE))
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if(!user.drop_item())
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return
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