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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@@ -14,7 +14,7 @@
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new refined_type(get_turf(src.loc))
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qdel(src)
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else if(W.isOn())
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user << "<span class='info'>Not enough fuel to smelt [src].</span>"
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to_chat(user, "<span class='info'>Not enough fuel to smelt [src].</span>")
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..()
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/obj/item/weapon/ore/Crossed(atom/movable/AM)
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@@ -73,7 +73,7 @@
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w_class = WEIGHT_CLASS_TINY
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/obj/item/weapon/ore/glass/attack_self(mob/living/user)
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user << "<span class='notice'>You use the sand to make sandstone.</span>"
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to_chat(user, "<span class='notice'>You use the sand to make sandstone.</span>")
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var/sandAmt = 1
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for(var/obj/item/weapon/ore/glass/G in user.loc) // The sand on the floor
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sandAmt += 1
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@@ -107,7 +107,7 @@
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C.adjust_blurriness(6)
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C.adjustStaminaLoss(15)//the pain from your eyes burning does stamina damage
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C.confused += 5
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C << "<span class='userdanger'>\The [src] gets into your eyes! The pain, it burns!</span>"
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to_chat(C, "<span class='userdanger'>\The [src] gets into your eyes! The pain, it burns!</span>")
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qdel(src)
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/obj/item/weapon/ore/glass/basalt
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@@ -126,7 +126,7 @@
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if(istype(I, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/W = I
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if(W.welding)
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user << "<span class='warning'>You can't hit a high enough temperature to smelt [src] properly!</span>"
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to_chat(user, "<span class='warning'>You can't hit a high enough temperature to smelt [src] properly!</span>")
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else
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..()
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@@ -309,7 +309,7 @@
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/obj/item/weapon/coin/examine(mob/user)
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..()
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if(value)
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user << "<span class='info'>It's worth [value] credit\s.</span>"
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to_chat(user, "<span class='info'>It's worth [value] credit\s.</span>")
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/obj/item/weapon/coin/gold
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cmineral = "gold"
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@@ -386,15 +386,15 @@
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if(istype(W, /obj/item/stack/cable_coil))
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var/obj/item/stack/cable_coil/CC = W
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if(string_attached)
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user << "<span class='warning'>There already is a string attached to this coin!</span>"
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to_chat(user, "<span class='warning'>There already is a string attached to this coin!</span>")
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return
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if (CC.use(1))
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add_overlay(image('icons/obj/economy.dmi',"coin_string_overlay"))
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string_attached = 1
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user << "<span class='notice'>You attach a string to the coin.</span>"
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to_chat(user, "<span class='notice'>You attach a string to the coin.</span>")
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else
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user << "<span class='warning'>You need one length of cable to attach a string to the coin!</span>"
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to_chat(user, "<span class='warning'>You need one length of cable to attach a string to the coin!</span>")
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return
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else if(istype(W,/obj/item/weapon/wirecutters))
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@@ -407,13 +407,13 @@
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CC.update_icon()
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overlays = list()
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string_attached = null
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user << "<span class='notice'>You detach the string from the coin.</span>"
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to_chat(user, "<span class='notice'>You detach the string from the coin.</span>")
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else ..()
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/obj/item/weapon/coin/attack_self(mob/user)
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if(cooldown < world.time - 15)
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if(string_attached) //does the coin have a wire attached
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user << "<span class='warning'>The coin won't flip very well with something attached!</span>" //Tell user it will not flip
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to_chat(user, "<span class='warning'>The coin won't flip very well with something attached!</span>" )
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return //do not flip the coin
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var/coinflip = pick(sideslist)
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cooldown = world.time
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