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
+12 -4
View File
@@ -3,13 +3,14 @@
icon_state = "laser"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
damage = 20
luminosity = 1
light_range = 2
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
flag = "laser"
eyeblur = 2
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/laser
@@ -48,6 +49,7 @@
range = 15
forcedodge = 1
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/disabler
name = "disabler beam"
@@ -58,13 +60,14 @@
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/pulse
name = "pulse"
icon_state = "u_laser"
damage = 50
luminosity = 2
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/pulse/on_hit(atom/target, blocked = 0)
. = ..()
@@ -90,9 +93,9 @@
icon_state = "emitter"
damage = 30
legacy = 1
luminosity = 2
animate_movement = SLIDE_STEPS
impact_effect_type = /obj/effect/overlay/temp/impact_effect/green_laser
light_color = LIGHT_COLOR_GREEN
/obj/item/projectile/beam/emitter/singularity_pull()
return //don't want the emitters to miss
@@ -106,6 +109,7 @@
flag = "laser"
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/lasertag/on_hit(atom/target, blocked = 0)
. = ..()
@@ -119,6 +123,7 @@
icon_state = "laser"
suit_types = list(/obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/lasertag/bluetag
icon_state = "bluelaser"
@@ -130,18 +135,21 @@
damage = 200
damage_type = BURN
impact_effect_type = /obj/effect/overlay/temp/impact_effect/purple_laser
light_color = LIGHT_COLOR_PURPLE
/obj/item/projectile/beam/instakill/blue
icon_state = "blue_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
/obj/item/projectile/beam/instakill/red
icon_state = "red_laser"
impact_effect_type = /obj/effect/overlay/temp/impact_effect/red_laser
light_color = LIGHT_COLOR_RED
/obj/item/projectile/beam/instakill/on_hit(atom/target)
. = ..()
if(iscarbon(target))
var/mob/living/carbon/M = target
M.visible_message("<span class='danger'>[M] explodes into a shower of gibs!</span>")
M.gib()
M.gib()