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
+37 -10
View File
@@ -1,5 +1,7 @@
//use this define to highlight docking port bounding boxes (ONLY FOR DEBUG USE)
// #define DOCKING_PORT_HIGHLIGHT
#ifdef TESTING
#define DOCKING_PORT_HIGHLIGHT
#endif
//NORTH default dir
/obj/docking_port
@@ -119,6 +121,7 @@
var/turf/T1 = locate(L[3],L[4],z)
for(var/turf/T in block(T0,T1))
T.color = _color
LAZYINITLIST(T.atom_colours)
T.maptext = null
if(_color)
var/turf/T = locate(L[1], L[2], z)
@@ -239,8 +242,7 @@
/obj/docking_port/mobile/Initialize(mapload)
..()
if(!mapload)
return
var/area/A = get_area(src)
if(istype(A, /area/shuttle))
areaInstance = A
@@ -312,6 +314,10 @@
//call the shuttle to destination S
/obj/docking_port/mobile/proc/request(obj/docking_port/stationary/S)
if(!check_dock(S))
testing("check_dock failed on request for [src]")
return
if(mode == SHUTTLE_IGNITING && destination == S)
return
switch(mode)
@@ -393,10 +399,10 @@
qdel(src, force=TRUE)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1)
/obj/docking_port/mobile/proc/create_ripples(obj/docking_port/stationary/S1, animate_time)
var/list/turfs = ripple_area(S1)
for(var/t in turfs)
ripples += new /obj/effect/overlay/temp/ripple(t)
ripples += new /obj/effect/overlay/temp/ripple(t, animate_time)
/obj/docking_port/mobile/proc/remove_ripples()
for(var/R in ripples)
@@ -463,7 +469,9 @@
if(!A0)
A0 = new area_type(null)
for(var/turf/T0 in L0)
var/area/old = T0.loc
A0.contents += T0
T0.change_area(old, A0)
if (istype(S1, /obj/docking_port/stationary/transit))
areaInstance.parallax_movedir = preferred_direction
else
@@ -483,7 +491,9 @@
if(T0.type != T0.baseturf) //So if there is a hole in the shuttle we don't drag along the space/asteroid/etc to wherever we are going next
T0.copyTurf(T1)
T1.baseturf = destination_turf_type
var/area/old = T1.loc
areaInstance.contents += T1
T1.change_area(old, areaInstance)
//copy over air
if(isopenturf(T1))
@@ -497,15 +507,12 @@
if(rotation)
T1.shuttleRotate(rotation)
//lighting stuff
T1.redraw_lighting()
SSair.remove_from_active(T1)
T1.CalculateAdjacentTurfs()
SSair.add_to_active(T1,1)
T0.ChangeTurf(turf_type)
T0.redraw_lighting()
SSair.remove_from_active(T0)
T0.CalculateAdjacentTurfs()
SSair.add_to_active(T0,1)
@@ -555,6 +562,10 @@
a hyperspace ripple!</span>",
"<span class='userdanger'>You feel an immense \
crushing pressure as the space around you ripples.</span>")
if(M.key || M.get_ghost(TRUE))
feedback_add_details("shuttle_gib", "[type]")
else
feedback_add_details("shuttle_gib_unintelligent", "[type]")
M.gib()
else //non-living mobs shouldn't be affected by shuttles, which is why this is an else
@@ -602,8 +613,9 @@
/obj/docking_port/mobile/proc/check_effects()
if(!ripples.len)
if((mode == SHUTTLE_CALL) || (mode == SHUTTLE_RECALL))
if(timeLeft(1) <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination)
var/tl = timeLeft(1)
if(tl <= SHUTTLE_RIPPLE_TIME)
create_ripples(destination, tl)
var/obj/docking_port/stationary/S0 = get_docked()
if(areaInstance.parallax_movedir && istype(S0, /obj/docking_port/stationary/transit) && timeLeft(1) <= PARALLAX_LOOP_TIME)
@@ -708,4 +720,19 @@
return S
return null
/obj/docking_port/mobile/proc/hyperspace_sound(phase, list/areas)
var/s
switch(phase)
if(HYPERSPACE_WARMUP)
s = 'sound/effects/hyperspace_begin.ogg'
if(HYPERSPACE_LAUNCH)
s = 'sound/effects/hyperspace_progress.ogg'
if(HYPERSPACE_END)
s = 'sound/effects/hyperspace_end.ogg'
else
CRASH("Invalid hyperspace sound phase: [phase]")
for(var/A in areas)
for(var/obj/machinery/door/E in A) //dumb, I know, but playing it on the engines doesn't do it justice
playsound(E, s, 100, FALSE, max(width, height) - world.view)
#undef DOCKING_PORT_HIGHLIGHT