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