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
+2 -2
View File
@@ -37,7 +37,7 @@
/obj/item/weapon/grown/corncob/attackby(obj/item/weapon/grown/W, mob/user, params)
if(W.is_sharp())
user << "<span class='notice'>You use [W] to fashion a pipe out of the corn cob!</span>"
to_chat(user, "<span class='notice'>You use [W] to fashion a pipe out of the corn cob!</span>")
new /obj/item/clothing/mask/cigarette/pipe/cobpipe (user.loc)
qdel(src)
else
@@ -72,7 +72,7 @@
/obj/item/weapon/grown/snapcorn/attack_self(mob/user)
..()
user << "<span class='notice'>You pick a snap pop from the cob.</span>"
to_chat(user, "<span class='notice'>You pick a snap pop from the cob.</span>")
var/obj/item/toy/snappop/S = new /obj/item/toy/snappop(user.loc)
if(ishuman(user))
user.put_in_hands(S)