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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@@ -104,7 +104,7 @@
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organ_hit_text = " in \the [parse_zone(limb_hit)]"
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if(suppressed)
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playsound(loc, hitsound, 5, 1, -1)
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L << "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>"
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to_chat(L, "<span class='userdanger'>You're shot by \a [src][organ_hit_text]!</span>")
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else
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if(hitsound)
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var/volume = vol_by_damage()
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@@ -279,7 +279,7 @@
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//Split Y+Pixel_Y up into list(Y, Pixel_Y)
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var/list/screen_loc_Y = splittext(screen_loc_params[2],":")
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// world << "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]"
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// to_chat(world, "X: [screen_loc_X[1]] PixelX: [screen_loc_X[2]] / Y: [screen_loc_Y[1]] PixelY: [screen_loc_Y[2]]")
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var/x = text2num(screen_loc_X[1]) * 32 + text2num(screen_loc_X[2]) - 32
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var/y = text2num(screen_loc_Y[1]) * 32 + text2num(screen_loc_Y[2]) - 32
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@@ -288,9 +288,9 @@
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var/ox = round(screenview/2) //"origin" x
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var/oy = round(screenview/2) //"origin" y
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// world << "Pixel position: [x] [y]"
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// to_chat(world, "Pixel position: [x] [y]")
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var/angle = Atan2(y - oy, x - ox)
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// world << "Angle: [angle]"
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// to_chat(world, "Angle: [angle]")
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src.Angle = angle
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if(spread)
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src.Angle += spread
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