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
+36 -27
View File
@@ -25,6 +25,15 @@
result_path = /obj/structure/light_construct/small
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT)
/obj/item/wallframe/light_fixture/try_build(turf/on_wall, user)
if(!..())
return
var/area/A = get_area(user)
if(A.dynamic_lighting != DYNAMIC_LIGHTING_ENABLED)
to_chat(user, "<span class='warning'>You cannot place [src] in this area!</span>")
return
return TRUE
/obj/structure/light_construct
name = "light fixture frame"
@@ -51,11 +60,11 @@
..()
switch(src.stage)
if(1)
user << "It's an empty frame."
to_chat(user, "It's an empty frame.")
if(2)
user << "It's wired."
to_chat(user, "It's wired.")
if(3)
user << "The casing is closed."
to_chat(user, "The casing is closed.")
/obj/structure/light_construct/attackby(obj/item/weapon/W, mob/user, params)
add_fingerprint(user)
@@ -63,7 +72,7 @@
if(1)
if(istype(W, /obj/item/weapon/wrench))
playsound(src.loc, W.usesound, 75, 1)
usr << "<span class='notice'>You begin deconstructing [src]...</span>"
to_chat(usr, "<span class='notice'>You begin deconstructing [src]...</span>")
if (!do_after(usr, 30*W.toolspeed, target = src))
return
new /obj/item/stack/sheet/metal( get_turf(src.loc), sheets_refunded )
@@ -85,11 +94,11 @@
user.visible_message("[user.name] adds wires to [src].", \
"<span class='notice'>You add wires to [src].</span>")
else
user << "<span class='warning'>You need one length of cable to wire [src]!</span>"
to_chat(user, "<span class='warning'>You need one length of cable to wire [src]!</span>")
return
if(2)
if(istype(W, /obj/item/weapon/wrench))
usr << "<span class='warning'>You have to remove the wires first!</span>"
to_chat(usr, "<span class='warning'>You have to remove the wires first!</span>")
return
if(istype(W, /obj/item/weapon/wirecutters))
@@ -238,7 +247,7 @@
update_icon()
if(on)
if(!light || light.luminosity != brightness)
if(!light || light.light_range != brightness)
switchcount++
if(rigged)
if(status == LIGHT_OK && trigger)
@@ -248,10 +257,10 @@
burn_out()
else
use_power = 2
SetLuminosity(brightness)
set_light(brightness)
else
use_power = 1
SetLuminosity(0)
set_light(0)
active_power_usage = (brightness * 10)
if(on != on_gs)
@@ -268,7 +277,7 @@
status = LIGHT_BURNED
icon_state = "[base_state]-burned"
on = 0
SetLuminosity(0)
set_light(0)
// attempt to set the light's on/off status
// will not switch on if broken/burned/empty
@@ -281,13 +290,13 @@
..()
switch(status)
if(LIGHT_OK)
user << "It is turned [on? "on" : "off"]."
to_chat(user, "It is turned [on? "on" : "off"].")
if(LIGHT_EMPTY)
user << "The [fitting] has been removed."
to_chat(user, "The [fitting] has been removed.")
if(LIGHT_BURNED)
user << "The [fitting] is burnt out."
to_chat(user, "The [fitting] is burnt out.")
if(LIGHT_BROKEN)
user << "The [fitting] has been smashed."
to_chat(user, "The [fitting] has been smashed.")
@@ -303,7 +312,7 @@
// attempt to insert light
else if(istype(W, /obj/item/weapon/light))
if(status == LIGHT_OK)
user << "<span class='warning'>There is a [fitting] already inserted!</span>"
to_chat(user, "<span class='warning'>There is a [fitting] already inserted!</span>")
else
src.add_fingerprint(user)
var/obj/item/weapon/light/L = W
@@ -314,9 +323,9 @@
src.add_fingerprint(user)
if(status != LIGHT_EMPTY)
drop_light_tube(user)
user << "<span class='notice'>You replace [L].</span>"
to_chat(user, "<span class='notice'>You replace [L].</span>")
else
user << "<span class='notice'>You insert [L].</span>"
to_chat(user, "<span class='notice'>You insert [L].</span>")
status = L.status
switchcount = L.switchcount
rigged = L.rigged
@@ -329,7 +338,7 @@
if(on && rigged)
explode()
else
user << "<span class='warning'>This type of light requires a [fitting]!</span>"
to_chat(user, "<span class='warning'>This type of light requires a [fitting]!</span>")
// attempt to stick weapon into light socket
else if(status == LIGHT_EMPTY)
@@ -339,7 +348,7 @@
"<span class='notice'>You open [src]'s casing.</span>", "<span class='italics'>You hear a noise.</span>")
deconstruct()
else
user << "<span class='userdanger'>You stick \the [W] into the light socket!</span>"
to_chat(user, "<span class='userdanger'>You stick \the [W] into the light socket!</span>")
if(has_power() && (W.flags & CONDUCT))
var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
s.set_up(3, 1, src)
@@ -439,7 +448,7 @@
add_fingerprint(user)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
to_chat(user, "There is no [fitting] in this light.")
return
// make it burn hands if not wearing fire-insulated gloves
@@ -457,18 +466,18 @@
prot = 1
if(prot > 0)
user << "<span class='notice'>You remove the light [fitting].</span>"
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
else if(istype(user) && user.dna.check_mutation(TK))
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
else
user << "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>"
to_chat(user, "<span class='warning'>You try to remove the light [fitting], but you burn your hand on it!</span>")
var/obj/item/bodypart/affecting = H.get_bodypart("[(user.active_hand_index % 2 == 0) ? "r" : "l" ]_arm")
if(affecting && affecting.receive_damage( 0, 5 )) // 5 burn damage
H.update_damage_overlays()
return // if burned, don't remove the light
else
user << "<span class='notice'>You remove the light [fitting].</span>"
to_chat(user, "<span class='notice'>You remove the light [fitting].</span>")
// create a light tube/bulb item and put it in the user's hand
drop_light_tube(user)
@@ -494,10 +503,10 @@
/obj/machinery/light/attack_tk(mob/user)
if(status == LIGHT_EMPTY)
user << "There is no [fitting] in this light."
to_chat(user, "There is no [fitting] in this light.")
return
user << "<span class='notice'>You telekinetically remove the light [fitting].</span>"
to_chat(user, "<span class='notice'>You telekinetically remove the light [fitting].</span>")
// create a light tube/bulb item and put it in the user's hand
drop_light_tube()
@@ -616,7 +625,7 @@
if(istype(I, /obj/item/weapon/reagent_containers/syringe))
var/obj/item/weapon/reagent_containers/syringe/S = I
user << "<span class='notice'>You inject the solution into \the [src].</span>"
to_chat(user, "<span class='notice'>You inject the solution into \the [src].</span>")
if(S.reagents.has_reagent("plasma", 5))