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
+7 -7
View File
@@ -17,10 +17,10 @@
/obj/item/device/autoimplanter/attack_self(mob/user)//when the object it used...
if(!uses)
user << "<span class='warning'>[src] has already been used. The tools are dull and won't reactivate.</span>"
to_chat(user, "<span class='warning'>[src] has already been used. The tools are dull and won't reactivate.</span>")
return
else if(!storedorgan)
user << "<span class='notice'>[src] currently has no implant stored.</span>"
to_chat(user, "<span class='notice'>[src] currently has no implant stored.</span>")
return
storedorgan.Insert(user)//insert stored organ into the user
user.visible_message("<span class='notice'>[user] presses a button on [src], and you hear a short mechanical noise.</span>", "<span class='notice'>You feel a sharp sting as [src] plunges into your body.</span>")
@@ -34,23 +34,23 @@
/obj/item/device/autoimplanter/attackby(obj/item/I, mob/user, params)
if(istype(I, organ_type))
if(storedorgan)
user << "<span class='notice'>[src] already has an implant stored.</span>"
to_chat(user, "<span class='notice'>[src] already has an implant stored.</span>")
return
else if(!uses)
user << "<span class='notice'>[src] has already been used up.</span>"
to_chat(user, "<span class='notice'>[src] has already been used up.</span>")
return
if(!user.drop_item())
return
I.loc = src
storedorgan = I
user << "<span class='notice'>You insert the [I] into [src].</span>"
to_chat(user, "<span class='notice'>You insert the [I] into [src].</span>")
else if(istype(I, /obj/item/weapon/screwdriver))
if(!storedorgan)
user << "<span class='notice'>There's no implant in [src] for you to remove.</span>"
to_chat(user, "<span class='notice'>There's no implant in [src] for you to remove.</span>")
else
var/turf/open/floorloc = get_turf(user)
floorloc.contents += contents
user << "<span class='notice'>You remove the [storedorgan] from [src].</span>"
to_chat(user, "<span class='notice'>You remove the [storedorgan] from [src].</span>")
playsound(get_turf(user), I.usesound, 50, 1)
storedorgan = null
if(uses != INFINITE)