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
+7 -7
View File
@@ -39,7 +39,7 @@
/obj/item/device/assembly/proc/is_secured(mob/user)
if(!secured)
user << "<span class='warning'>The [name] is unsecured!</span>"
to_chat(user, "<span class='warning'>The [name] is unsecured!</span>")
return 0
return 1
@@ -87,15 +87,15 @@
if((!A.secured) && (!secured))
holder = new/obj/item/device/assembly_holder(get_turf(src))
holder.assemble(src,A,user)
user << "<span class='notice'>You attach and secure \the [A] to \the [src]!</span>"
to_chat(user, "<span class='notice'>You attach and secure \the [A] to \the [src]!</span>")
else
user << "<span class='warning'>Both devices must be in attachable mode to be attached together.</span>"
to_chat(user, "<span class='warning'>Both devices must be in attachable mode to be attached together.</span>")
return
if(istype(W, /obj/item/weapon/screwdriver))
if(toggle_secure())
user << "<span class='notice'>\The [src] is ready!</span>"
to_chat(user, "<span class='notice'>\The [src] is ready!</span>")
else
user << "<span class='notice'>\The [src] can now be attached!</span>"
to_chat(user, "<span class='notice'>\The [src] can now be attached!</span>")
return
..()
@@ -103,9 +103,9 @@
/obj/item/device/assembly/examine(mob/user)
..()
if(secured)
user << "\The [src] is secured and ready to be used."
to_chat(user, "\The [src] is secured and ready to be used.")
else
user << "\The [src] can be attached to other things."
to_chat(user, "\The [src] can be attached to other things.")
/obj/item/device/assembly/attack_self(mob/user)
+3 -3
View File
@@ -30,7 +30,7 @@
return
if(istype(W, /obj/item/weapon/wrench) && !status) //This is basically bomb assembly code inverted. apparently it works.
user << "<span class='notice'>You disassemble [src].</span>"
to_chat(user, "<span class='notice'>You disassemble [src].</span>")
bombassembly.loc = user.loc
bombassembly.master = null
@@ -47,11 +47,11 @@
status = 1
bombers += "[key_name(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
message_admins("[key_name_admin(user)] welded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]")
user << "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>"
to_chat(user, "<span class='notice'>A pressure hole has been bored to [bombtank] valve. \The [bombtank] can now be ignited.</span>")
else
status = 0
bombers += "[key_name(user)] unwelded a single tank bomb. Temp: [bombtank.air_contents.temperature-T0C]"
user << "<span class='notice'>The hole has been closed.</span>"
to_chat(user, "<span class='notice'>The hole has been closed.</span>")
add_fingerprint(user)
..()
+1 -1
View File
@@ -11,7 +11,7 @@
/obj/item/device/assembly/control/examine(mob/user)
..()
if(id)
user << "<span class='notice'>Its channel ID is '[id]'.</span>"
to_chat(user, "<span class='notice'>Its channel ID is '[id]'.</span>")
/obj/item/device/assembly/control/activate()
+11 -11
View File
@@ -92,12 +92,12 @@
terrible_conversion_proc(M, user)
M.Weaken(rand(4,6))
visible_message("<span class='disarm'>[user] blinds [M] with the flash!</span>")
user << "<span class='danger'>You blind [M] with the flash!</span>"
M << "<span class='userdanger'>[user] blinds you with the flash!</span>"
to_chat(user, "<span class='danger'>You blind [M] with the flash!</span>")
to_chat(M, "<span class='userdanger'>[user] blinds you with the flash!</span>")
else
visible_message("<span class='disarm'>[user] fails to blind [M] with the flash!</span>")
user << "<span class='warning'>You fail to blind [M] with the flash!</span>"
M << "<span class='danger'>[user] fails to blind you with the flash!</span>"
to_chat(user, "<span class='warning'>You fail to blind [M] with the flash!</span>")
to_chat(M, "<span class='danger'>[user] fails to blind you with the flash!</span>")
else
if(M.flash_act())
M.confused += power
@@ -160,11 +160,11 @@
resisted = 1
if(resisted)
user << "<span class='warning'>This mind seems resistant to the flash!</span>"
to_chat(user, "<span class='warning'>This mind seems resistant to the flash!</span>")
else
user << "<span class='warning'>They must be conscious before you can convert them!</span>"
to_chat(user, "<span class='warning'>They must be conscious before you can convert them!</span>")
else
user << "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>"
to_chat(user, "<span class='warning'>This mind is so vacant that it is not susceptible to influence!</span>")
/obj/item/device/assembly/flash/cyborg
@@ -199,7 +199,7 @@
/obj/item/device/assembly/flash/armimplant/burn_out()
if(I && I.owner)
I.owner << "<span class='warning'>Your photon projector implant overheats and deactivates!</span>"
to_chat(I.owner, "<span class='warning'>Your photon projector implant overheats and deactivates!</span>")
I.Retract()
overheat = FALSE
addtimer(CALLBACK(src, .proc/cooldown), flashcd * 2)
@@ -207,7 +207,7 @@
/obj/item/device/assembly/flash/armimplant/try_use_flash(mob/user = null)
if(overheat)
if(I && I.owner)
I.owner << "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>"
to_chat(I.owner, "<span class='warning'>Your photon projector is running too hot to be used again so quickly!</span>")
return FALSE
overheat = TRUE
addtimer(CALLBACK(src, .proc/cooldown), flashcd)
@@ -247,10 +247,10 @@
if(istype(W, /obj/item/device/assembly/flash/handheld))
var/obj/item/device/assembly/flash/handheld/flash = W
if(flash.crit_fail)
user << "No sense replacing it with a broken bulb."
to_chat(user, "No sense replacing it with a broken bulb.")
return
else
user << "You begin to replace the bulb."
to_chat(user, "You begin to replace the bulb.")
if(do_after(user, 20, target = src))
if(flash.crit_fail || !flash || QDELETED(flash))
return
+1 -1
View File
@@ -100,7 +100,7 @@
/obj/item/device/assembly_holder/attack_self(mob/user)
src.add_fingerprint(user)
if(!a_left || !a_right)
user << "<span class='danger'>Assembly part missing!</span>"
to_chat(user, "<span class='danger'>Assembly part missing!</span>")
return
if(istype(a_left,a_right.type))//If they are the same type it causes issues due to window code
switch(alert("Which side would you like to use?",,"Left","Right"))
+1 -1
View File
@@ -145,7 +145,7 @@
/obj/item/device/assembly/infra/AltClick(mob/user)
..()
if(user.incapacitated())
user << "<span class='warning'>You can't do that right now!</span>"
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(!in_range(src, user))
return
+5 -5
View File
@@ -11,9 +11,9 @@
/obj/item/device/assembly/mousetrap/examine(mob/user)
..()
if(armed)
user << "The mousetrap is armed!"
to_chat(user, "The mousetrap is armed!")
else
user << "The mousetrap is not armed."
to_chat(user, "The mousetrap is not armed.")
/obj/item/device/assembly/mousetrap/activate()
if(..())
@@ -22,7 +22,7 @@
if(ishuman(usr))
var/mob/living/carbon/human/user = usr
if((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY && prob(50))
user << "<span class='warning'>Your hand slips, setting off the trigger!</span>"
to_chat(user, "<span class='warning'>Your hand slips, setting off the trigger!</span>")
pulse(0)
update_icon()
if(usr)
@@ -75,7 +75,7 @@
/obj/item/device/assembly/mousetrap/attack_self(mob/living/carbon/human/user)
if(!armed)
user << "<span class='notice'>You arm [src].</span>"
to_chat(user, "<span class='notice'>You arm [src].</span>")
else
if(((user.getBrainLoss() >= 60) || user.disabilities & CLUMSY) && prob(50))
var/which_hand = "l_hand"
@@ -85,7 +85,7 @@
user.visible_message("<span class='warning'>[user] accidentally sets off [src], breaking their fingers.</span>", \
"<span class='warning'>You accidentally trigger [src]!</span>")
return
user << "<span class='notice'>You disarm [src].</span>"
to_chat(user, "<span class='notice'>You disarm [src].</span>")
armed = !armed
update_icon()
playsound(user.loc, 'sound/weapons/handcuffs.ogg', 30, 1, -3)
+1 -1
View File
@@ -102,7 +102,7 @@ Code:
if(secured && signaler2.secured)
code = signaler2.code
frequency = signaler2.frequency
user << "You transfer the frequency and code of \the [signaler2.name] to \the [name]"
to_chat(user, "You transfer the frequency and code of \the [signaler2.name] to \the [name]")
else
..()
+1 -1
View File
@@ -67,7 +67,7 @@
if(istype(W, /obj/item/device/multitool))
mode %= modes.len
mode++
user << "You set [src] into a [modes[mode]] mode."
to_chat(user, "You set [src] into a [modes[mode]] mode.")
listening = 0
recorded = ""
else