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
+16 -34
View File
@@ -83,11 +83,11 @@
/obj/item/weapon/gun/examine(mob/user)
..()
if(pin)
user << "It has [pin] installed."
to_chat(user, "It has [pin] installed.")
else
user << "It doesn't have a firing pin installed, and won't fire."
to_chat(user, "It doesn't have a firing pin installed, and won't fire.")
if(unique_reskin && !current_skin)
user << "<span class='notice'>Alt-click it to reskin it.</span>"
to_chat(user, "<span class='notice'>Alt-click it to reskin it.</span>")
//called after the gun has successfully fired its chambered ammo.
/obj/item/weapon/gun/proc/process_chamber()
@@ -101,7 +101,7 @@
/obj/item/weapon/gun/proc/shoot_with_empty_chamber(mob/living/user as mob|obj)
user << "<span class='danger'>*click*</span>"
to_chat(user, "<span class='danger'>*click*</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
@@ -154,14 +154,14 @@
if(clumsy_check)
if(istype(user))
if (user.disabilities & CLUMSY && prob(40))
user << "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>"
to_chat(user, "<span class='userdanger'>You shoot yourself in the foot with [src]!</span>")
var/shot_leg = pick("l_leg", "r_leg")
process_fire(user,user,0,params, zone_override = shot_leg)
user.drop_item()
return
if(weapon_weight == WEAPON_HEAVY && user.get_inactive_held_item())
user << "<span class='userdanger'>You need both hands free to fire [src]!</span>"
to_chat(user, "<span class='userdanger'>You need both hands free to fire [src]!</span>")
return
//DUAL (or more!) WIELDING
@@ -197,7 +197,7 @@
pin.auth_fail(user)
return 0
else
user << "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>"
to_chat(user, "<span class='warning'>[src]'s trigger is locked. This weapon doesn't have a firing pin installed!</span>")
return 0
/obj/item/weapon/gun/proc/recharge_newshot()
@@ -282,9 +282,9 @@
if(!gun_light)
if(!user.transferItemToLoc(I, src))
return
user << "<span class='notice'>You click [S] into place on [src].</span>"
to_chat(user, "<span class='notice'>You click [S] into place on [src].</span>")
if(S.on)
SetLuminosity(0)
set_light(0)
gun_light = S
update_icon()
update_gunlight(user)
@@ -296,7 +296,7 @@
if(istype(I, /obj/item/weapon/screwdriver))
if(gun_light)
for(var/obj/item/device/flashlight/seclite/S in src)
user << "<span class='notice'>You unscrew the seclite from [src].</span>"
to_chat(user, "<span class='notice'>You unscrew the seclite from [src].</span>")
gun_light = null
S.forceMove(get_turf(user))
update_gunlight(user)
@@ -320,7 +320,7 @@
var/mob/living/carbon/human/user = usr
gun_light.on = !gun_light.on
user << "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>"
to_chat(user, "<span class='notice'>You toggle the gunlight [gun_light.on ? "on":"off"].</span>")
playsound(user, 'sound/weapons/empty.ogg', 100, 1)
update_gunlight(user)
@@ -329,21 +329,12 @@
/obj/item/weapon/gun/proc/update_gunlight(mob/user = null)
if(gun_light)
if(gun_light.on)
if(loc == user)
user.AddLuminosity(gun_light.brightness_on)
else if(isturf(loc))
SetLuminosity(gun_light.brightness_on)
set_light(gun_light.brightness_on)
else
if(loc == user)
user.AddLuminosity(-gun_light.brightness_on)
else if(isturf(loc))
SetLuminosity(0)
set_light(0)
update_icon()
else
if(loc == user)
user.AddLuminosity(-5)
else if(isturf(loc))
SetLuminosity(0)
set_light(0)
for(var/X in actions)
var/datum/action/A = X
A.UpdateButtonIcon()
@@ -351,19 +342,11 @@
/obj/item/weapon/gun/pickup(mob/user)
..()
if(gun_light)
if(gun_light.on)
user.AddLuminosity(gun_light.brightness_on)
SetLuminosity(0)
if(azoom)
azoom.Grant(user)
/obj/item/weapon/gun/dropped(mob/user)
..()
if(gun_light)
if(gun_light.on)
user.AddLuminosity(-gun_light.brightness_on)
SetLuminosity(gun_light.brightness_on)
zoom(user,FALSE)
if(azoom)
azoom.Remove(user)
@@ -372,7 +355,7 @@
/obj/item/weapon/gun/AltClick(mob/user)
..()
if(user.incapacitated())
user << "<span class='warning'>You can't do that right now!</span>"
to_chat(user, "<span class='warning'>You can't do that right now!</span>")
return
if(unique_reskin && !current_skin && loc == user)
reskin_gun(user)
@@ -385,7 +368,7 @@
if(options[choice] == null)
return
current_skin = options[choice]
M << "Your gun is now skinned as [choice]. Say hello to your new friend."
to_chat(M, "Your gun is now skinned as [choice]. Say hello to your new friend.")
update_icon()
@@ -493,4 +476,3 @@
if(zoomable)
azoom = new()
azoom.gun = src