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
+3 -3
View File
@@ -29,7 +29,7 @@
T.density = 1
T.layer = OBJ_LAYER + 0.01
T.loc = loc
user << "<span class='notice'>You slide the target into the stake.</span>"
to_chat(user, "<span class='notice'>You slide the target into the stake.</span>")
/obj/structure/target_stake/attack_hand(mob/user)
if(pinned_target)
@@ -43,10 +43,10 @@
if(ishuman(user))
if(!user.get_active_held_item())
user.put_in_hands(pinned_target)
user << "<span class='notice'>You take the target out of the stake.</span>"
to_chat(user, "<span class='notice'>You take the target out of the stake.</span>")
else
pinned_target.loc = get_turf(user)
user << "<span class='notice'>You take the target out of the stake.</span>"
to_chat(user, "<span class='notice'>You take the target out of the stake.</span>")
/obj/structure/target_stake/bullet_act(obj/item/projectile/P)
if(pinned_target)