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
+44 -37
View File
@@ -29,7 +29,7 @@
var/mob/living/GM = user.pulling
if(user.grab_state >= GRAB_AGGRESSIVE)
if(GM.loc != get_turf(src))
user << "<span class='warning'>[GM] needs to be on [src]!</span>"
to_chat(user, "<span class='warning'>[GM] needs to be on [src]!</span>")
return
if(!swirlie)
if(open)
@@ -49,18 +49,18 @@
GM.visible_message("<span class='danger'>[user] slams [GM.name] into [src]!</span>", "<span class='userdanger'>[user] slams you into [src]!</span>")
GM.adjustBruteLoss(5)
else
user << "<span class='warning'>You need a tighter grip!</span>"
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
else if(cistern && !open)
if(!contents.len)
user << "<span class='notice'>The cistern is empty.</span>"
to_chat(user, "<span class='notice'>The cistern is empty.</span>")
else
var/obj/item/I = pick(contents)
if(ishuman(user))
user.put_in_hands(I)
else
I.loc = get_turf(src)
user << "<span class='notice'>You find [I] in the cistern.</span>"
to_chat(user, "<span class='notice'>You find [I] in the cistern.</span>")
w_items -= I.w_class
else
open = !open
@@ -73,7 +73,7 @@
/obj/structure/toilet/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/crowbar))
user << "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>"
to_chat(user, "<span class='notice'>You start to [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
if(do_after(user, 30*I.toolspeed, target = src))
user.visible_message("[user] [cistern ? "replaces the lid on the cistern" : "lifts the lid off the cistern"]!", "<span class='notice'>You [cistern ? "replace the lid on the cistern" : "lift the lid off the cistern"]!</span>", "<span class='italics'>You hear grinding porcelain.</span>")
@@ -83,24 +83,24 @@
else if(cistern)
if(user.a_intent != INTENT_HARM)
if(I.w_class > WEIGHT_CLASS_NORMAL)
user << "<span class='warning'>[I] does not fit!</span>"
to_chat(user, "<span class='warning'>[I] does not fit!</span>")
return
if(w_items + I.w_class > WEIGHT_CLASS_HUGE)
user << "<span class='warning'>The cistern is full!</span>"
to_chat(user, "<span class='warning'>The cistern is full!</span>")
return
if(!user.drop_item())
user << "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>"
to_chat(user, "<span class='warning'>\The [I] is stuck to your hand, you cannot put it in the cistern!</span>")
return
I.loc = src
w_items += I.w_class
user << "<span class='notice'>You carefully place [I] into the cistern.</span>"
to_chat(user, "<span class='notice'>You carefully place [I] into the cistern.</span>")
else if(istype(I, /obj/item/weapon/reagent_containers))
if (!open)
return
var/obj/item/weapon/reagent_containers/RG = I
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user << "<span class='notice'>You fill [RG] from [src]. Gross.</span>"
to_chat(user, "<span class='notice'>You fill [RG] from [src]. Gross.</span>")
else
return ..()
@@ -123,47 +123,47 @@
var/mob/living/GM = user.pulling
if(user.grab_state >= GRAB_AGGRESSIVE)
if(GM.loc != get_turf(src))
user << "<span class='notice'>[GM.name] needs to be on [src].</span>"
to_chat(user, "<span class='notice'>[GM.name] needs to be on [src].</span>")
return
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("<span class='danger'>[user] slams [GM] into [src]!</span>", "<span class='danger'>You slam [GM] into [src]!</span>")
GM.adjustBruteLoss(8)
else
user << "<span class='warning'>You need a tighter grip!</span>"
to_chat(user, "<span class='warning'>You need a tighter grip!</span>")
else if(exposed)
if(!hiddenitem)
user << "<span class='notice'>There is nothing in the drain holder.</span>"
to_chat(user, "<span class='notice'>There is nothing in the drain holder.</span>")
else
if(ishuman(user))
user.put_in_hands(hiddenitem)
else
hiddenitem.forceMove(get_turf(src))
user << "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>"
to_chat(user, "<span class='notice'>You fish [hiddenitem] out of the drain enclosure.</span>")
hiddenitem = null
else
..()
/obj/structure/urinal/attackby(obj/item/I, mob/living/user, params)
if(istype(I, /obj/item/weapon/screwdriver))
user << "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>"
to_chat(user, "<span class='notice'>You start to [exposed ? "screw the cap back into place" : "unscrew the cap to the drain protector"]...</span>")
playsound(loc, 'sound/effects/stonedoor_openclose.ogg', 50, 1)
if(do_after(user, 20*I.toolspeed, target = src))
user.visible_message("[user] [exposed ? "screws the cap back into place" : "unscrew the cap to the drain protector"]!", "<span class='notice'>You [exposed ? "screw the cap back into place" : "unscrew the cap on the drain"]!</span>", "<span class='italics'>You hear metal and squishing noises.</span>")
exposed = !exposed
else if(exposed)
if (hiddenitem)
user << "<span class='warning'>There is already something in the drain enclosure.</span>"
to_chat(user, "<span class='warning'>There is already something in the drain enclosure.</span>")
return
if(I.w_class > 1)
user << "<span class='warning'>[I] is too large for the drain enclosure.</span>"
to_chat(user, "<span class='warning'>[I] is too large for the drain enclosure.</span>")
return
if(!user.drop_item())
user << "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>"
to_chat(user, "<span class='warning'>\[I] is stuck to your hand, you cannot put it in the drain enclosure!</span>")
return
I.forceMove(src)
hiddenitem = I
user << "<span class='notice'>You place [I] into the drain enclosure.</span>"
to_chat(user, "<span class='notice'>You place [I] into the drain enclosure.</span>")
/obj/item/weapon/reagent_containers/food/urinalcake
@@ -217,9 +217,9 @@
/obj/machinery/shower/attackby(obj/item/I, mob/user, params)
if(I.type == /obj/item/device/analyzer)
user << "<span class='notice'>The water temperature seems to be [watertemp].</span>"
to_chat(user, "<span class='notice'>The water temperature seems to be [watertemp].</span>")
if(istype(I, /obj/item/weapon/wrench))
user << "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>"
to_chat(user, "<span class='notice'>You begin to adjust the temperature valve with \the [I]...</span>")
if(do_after(user, 50*I.toolspeed, target = src))
switch(watertemp)
if("normal")
@@ -381,11 +381,11 @@
/obj/machinery/shower/proc/check_heat(mob/living/carbon/C)
if(watertemp == "freezing")
C.bodytemperature = max(80, C.bodytemperature - 80)
C << "<span class='warning'>The water is freezing!</span>"
to_chat(C, "<span class='warning'>The water is freezing!</span>")
else if(watertemp == "boiling")
C.bodytemperature = min(500, C.bodytemperature + 35)
C.adjustFireLoss(5)
C << "<span class='danger'>The water is searing!</span>"
to_chat(C, "<span class='danger'>The water is searing!</span>")
@@ -406,6 +406,7 @@
desc = "A sink used for washing one's hands and face."
anchored = 1
var/busy = 0 //Something's being washed at the moment
var/dispensedreagent = "water" // for whenever plumbing happens
/obj/structure/sink/attack_hand(mob/living/user)
@@ -417,7 +418,7 @@
return
if(busy)
user << "<span class='notice'>Someone's already washing here.</span>"
to_chat(user, "<span class='notice'>Someone's already washing here.</span>")
return
var/selected_area = parse_zone(user.zone_selected)
var/washing_face = 0
@@ -449,15 +450,18 @@
/obj/structure/sink/attackby(obj/item/O, mob/user, params)
if(busy)
user << "<span class='warning'>Someone's already washing here!</span>"
to_chat(user, "<span class='warning'>Someone's already washing here!</span>")
return
if(istype(O, /obj/item/weapon/reagent_containers))
var/obj/item/weapon/reagent_containers/RG = O
if(RG.container_type & OPENCONTAINER)
RG.reagents.add_reagent("water", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
user << "<span class='notice'>You fill [RG] from [src].</span>"
return 1
if(!RG.reagents.holder_full())
RG.reagents.add_reagent("[dispensedreagent]", min(RG.volume - RG.reagents.total_volume, RG.amount_per_transfer_from_this))
to_chat(user, "<span class='notice'>You fill [RG] from [src].</span>")
return TRUE
to_chat(user, "<span class='notice'>\The [RG] is full.</span>")
return FALSE
if(istype(O, /obj/item/weapon/melee/baton))
var/obj/item/weapon/melee/baton/B = O
@@ -475,16 +479,16 @@
return
if(istype(O, /obj/item/weapon/mop))
O.reagents.add_reagent("water", 5)
user << "<span class='notice'>You wet [O] in [src].</span>"
O.reagents.add_reagent("[dispensedreagent]", 5)
to_chat(user, "<span class='notice'>You wet [O] in [src].</span>")
playsound(loc, 'sound/effects/slosh.ogg', 25, 1)
return
if(istype(O, /obj/item/weapon/reagent_containers/food/snacks/monkeycube))
var/obj/item/weapon/reagent_containers/food/snacks/monkeycube/M = O
user << "<span class='notice'>You place [O] under a stream of water...</span>"
user.drop_item()
M.loc = get_turf(src)
M.Expand()
if(istype(O, /obj/item/stack/medical/gauze))
var/obj/item/stack/medical/gauze/G = O
new /obj/item/weapon/reagent_containers/glass/rag(src.loc)
to_chat(user, "<span class='notice'>You tear off a strip of gauze and make a rag.</span>")
G.use(1)
return
if(!istype(O))
@@ -493,7 +497,7 @@
return
if(user.a_intent != INTENT_HARM)
user << "<span class='notice'>You start washing [O]...</span>"
to_chat(user, "<span class='notice'>You start washing [O]...</span>")
busy = 1
if(!do_after(user, 40, target = src))
busy = 0
@@ -501,6 +505,9 @@
busy = 0
O.clean_blood()
O.acid_level = 0
create_reagents(5)
reagents.add_reagent("[dispensedreagent]", 5)
reagents.reaction(O, TOUCH)
user.visible_message("<span class='notice'>[user] washes [O] using [src].</span>", \
"<span class='notice'>You wash [O] using [src].</span>")
return 1