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 -10
View File
@@ -22,10 +22,12 @@
random_sensor = 0
/obj/item/clothing/under/rank/security/grey
name = "grey security jumpsuit"
desc = "A tactical relic of years past before nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "security"
item_state = "gy_suit"
item_color = "security"
/obj/item/clothing/under/rank/warden
name = "security suit"
@@ -40,6 +42,8 @@
random_sensor = 0
/obj/item/clothing/under/rank/warden/grey
name = "grey security suit"
desc = "A formal relic of years past before nanotrasen decided it was cheaper to dye the suits red instead of washing out the blood."
icon_state = "warden"
item_state = "gy_suit"
item_color = "warden"
@@ -83,6 +87,8 @@
random_sensor = 0
/obj/item/clothing/under/rank/head_of_security/grey
name = "head of security's grey jumpsuit"
desc = "There are old men, and there are bold men, but there are very few old, bold men."
icon_state = "hos"
item_state = "gy_suit"
item_color = "hos"
@@ -132,12 +138,3 @@
item_state = "blueshift"
item_color = "blueshift"
can_adjust = 0
/obj/item/clothing/under/rank/security/sneaksuit
name = "sneaking suit"
desc = "It's made of a strong material developed by the Soviet Union centuries ago which provides robust protection."
icon_state = "sneakingsuit"
item_state = "sneakingsuit"
item_color = "sneakingsuit"
can_adjust = 0
+3 -3
View File
@@ -611,7 +611,7 @@
/obj/item/clothing/under/plasmaman/examine(mob/user)
..()
user << "<span class='notice'>There are [extinguishes_left] extinguisher charges left in this suit.</span>"
to_chat(user, "<span class='notice'>There are [extinguishes_left] extinguisher charges left in this suit.</span>")
/obj/item/clothing/under/plasmaman/proc/Extinguish(mob/living/carbon/human/H)
@@ -632,11 +632,11 @@
/obj/item/clothing/under/plasmaman/attackby(obj/item/E, mob/user, params)
if (istype(E, /obj/item/device/extinguisher_refill))
if (extinguishes_left == 5)
user << "<span class='notice'>The inbuilt extinguisher is full.</span>"
to_chat(user, "<span class='notice'>The inbuilt extinguisher is full.</span>")
return
else
extinguishes_left = 5
user << "<span class='notice'>You refill the suit's built-in extinguisher, using up the cartridge.</span>"
to_chat(user, "<span class='notice'>You refill the suit's built-in extinguisher, using up the cartridge.</span>")
qdel(E)
return
return
+3 -3
View File
@@ -144,7 +144,7 @@
if(M.wear_suit)
if((M.wear_suit.flags_inv & HIDEJUMPSUIT)) //Check if the jumpsuit is covered
user << "<span class='warning'>Medals can only be pinned on jumpsuits.</span>"
to_chat(user, "<span class='warning'>Medals can only be pinned on jumpsuits.</span>")
return
if(M.w_uniform)
@@ -158,12 +158,12 @@
if(do_after(user, delay, target = M))
if(U.attachTie(src, user, 0)) //Attach it, do not notify the user of the attachment
if(user == M)
user << "<span class='notice'>You attach [src] to [U].</span>"
to_chat(user, "<span class='notice'>You attach [src] to [U].</span>")
else
user.visible_message("[user] pins \the [src] on [M]'s chest.", \
"<span class='notice'>You pin \the [src] on [M]'s chest.</span>")
else user << "<span class='warning'>Medals can only be pinned on jumpsuits!</span>"
else to_chat(user, "<span class='warning'>Medals can only be pinned on jumpsuits!</span>")
else ..()
/obj/item/clothing/tie/medal/conduct