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
@@ -176,19 +176,19 @@
/obj/item/device/modular_computer/emag_act(mob/user)
if(emagged)
user << "<span class='warning'>\The [src] was already emagged.</span>"
to_chat(user, "<span class='warning'>\The [src] was already emagged.</span>")
return 0
else
emagged = 1
user << "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>"
to_chat(user, "<span class='notice'>You emag \the [src]. It's screen briefly shows a \"OVERRIDE ACCEPTED: New software downloads available.\" message.</span>")
return 1
/obj/item/device/modular_computer/examine(mob/user)
..()
if(obj_integrity <= integrity_failure)
user << "<span class='danger'>It is heavily damaged!</span>"
to_chat(user, "<span class='danger'>It is heavily damaged!</span>")
else if(obj_integrity < max_integrity)
user << "<span class='warning'>It is damaged.</span>"
to_chat(user, "<span class='warning'>It is damaged.</span>")
/obj/item/device/modular_computer/update_icon()
cut_overlays()
@@ -217,9 +217,9 @@
var/issynth = issilicon(user) // Robots and AIs get different activation messages.
if(obj_integrity <= integrity_failure)
if(issynth)
user << "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>"
to_chat(user, "<span class='warning'>You send an activation signal to \the [src], but it responds with an error code. It must be damaged.</span>")
else
user << "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>"
to_chat(user, "<span class='warning'>You press the power button, but the computer fails to boot up, displaying variety of errors before shutting down again.</span>")
return
// If we have a recharger, enable it automatically. Lets computer without a battery work.
@@ -229,17 +229,17 @@
if(all_components[MC_CPU] && use_power()) // use_power() checks if the PC is powered
if(issynth)
user << "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>"
to_chat(user, "<span class='notice'>You send an activation signal to \the [src], turning it on.</span>")
else
user << "<span class='notice'>You press the power button and start up \the [src].</span>"
to_chat(user, "<span class='notice'>You press the power button and start up \the [src].</span>")
enabled = 1
update_icon()
ui_interact(user)
else // Unpowered
if(issynth)
user << "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>"
to_chat(user, "<span class='warning'>You send an activation signal to \the [src] but it does not respond.</span>")
else
user << "<span class='warning'>You press the power button but \the [src] does not respond.</span>"
to_chat(user, "<span class='warning'>You press the power button but \the [src] does not respond.</span>")
// Process currently calls handle_power(), may be expanded in future if more things are added.
/obj/item/device/modular_computer/process()
@@ -384,7 +384,7 @@
if(istype(W, /obj/item/weapon/wrench))
if(all_components.len)
user << "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>"
to_chat(user, "<span class='warning'>Remove all components from \the [src] before disassembling it.</span>")
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), steel_sheet_cost )
physical.visible_message("\The [src] has been disassembled by [user].")
@@ -395,23 +395,23 @@
if(istype(W, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = W
if(!WT.isOn())
user << "<span class='warning'>\The [W] is off.</span>"
to_chat(user, "<span class='warning'>\The [W] is off.</span>")
return
if(obj_integrity == max_integrity)
user << "<span class='warning'>\The [src] does not require repairs.</span>"
to_chat(user, "<span class='warning'>\The [src] does not require repairs.</span>")
return
user << "<span class='notice'>You begin repairing damage to \the [src]...</span>"
to_chat(user, "<span class='notice'>You begin repairing damage to \the [src]...</span>")
var/dmg = round(max_integrity - obj_integrity)
if(WT.remove_fuel(round(dmg/75)) && do_after(usr, dmg/10))
obj_integrity = max_integrity
user << "<span class='notice'>You repair \the [src].</span>"
to_chat(user, "<span class='notice'>You repair \the [src].</span>")
return
if(istype(W, /obj/item/weapon/screwdriver))
if(!all_components.len)
user << "<span class='warning'>This device doesn't have any components installed.</span>"
to_chat(user, "<span class='warning'>This device doesn't have any components installed.</span>")
return
var/list/component_names = list()
for(var/h in all_components)