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Merge pull request #5751 from DJSnapshot/hotfix
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Bug Fixes!
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comma committed Jul 25, 2014
2 parents 2e043ad + ec238be commit f33e113
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Showing 10 changed files with 45 additions and 70 deletions.
37 changes: 22 additions & 15 deletions code/_onclick/hud/human.dm
Original file line number Diff line number Diff line change
Expand Up @@ -13,6 +13,8 @@
using.icon = ui_style
using.icon_state = "intent_"+mymob.a_intent
using.screen_loc = ui_acti
using.color = ui_color
using.alpha = ui_alpha
using.layer = 20
src.adding += using
action_intent = using
Expand All @@ -27,6 +29,7 @@
using.name = "help"
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = 21
src.adding += using
help_intent = using
Expand All @@ -38,6 +41,7 @@
using.name = "disarm"
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = 21
src.adding += using
disarm_intent = using
Expand All @@ -49,6 +53,7 @@
using.name = "grab"
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = 21
src.adding += using
grab_intent = using
Expand All @@ -60,6 +65,7 @@
using.name = "harm"
using.icon = ico
using.screen_loc = ui_acti
using.alpha = ui_alpha
using.layer = 21
src.adding += using
hurt_intent = using
Expand Down Expand Up @@ -440,23 +446,24 @@

//Handle the gun settings buttons
mymob.gun_setting_icon = new /obj/screen/gun/mode(null)
//mymob.gun_setting_icon.color = ui_color
mymob.gun_setting_icon.alpha = ui_alpha

mymob.item_use_icon = new /obj/screen/gun/item(null)
//mymob.item_use_icon.color = ui_color
mymob.item_use_icon.alpha = ui_alpha

mymob.gun_move_icon = new /obj/screen/gun/move(null)
//mymob.gun_move_icon.color = ui_color
mymob.gun_move_icon.alpha = ui_alpha

mymob.gun_run_icon = new /obj/screen/gun/run(null)
//mymob.gun_run_icon.color = ui_color
mymob.gun_run_icon.alpha = ui_alpha

if (mymob.client)
if (mymob.client.gun_mode) // If in aim mode, correct the sprite
mymob.gun_setting_icon.dir = 2
for(var/obj/item/weapon/gun/G in mymob) // If targeting someone, display other buttons
if (G.target)
mymob.item_use_icon = new /obj/screen/gun/item(null)
if (mymob.client.target_can_click)
mymob.item_use_icon.dir = 1
src.adding += mymob.item_use_icon
mymob.gun_move_icon = new /obj/screen/gun/move(null)
if (mymob.client.target_can_move)
mymob.gun_move_icon.dir = 1
mymob.gun_run_icon = new /obj/screen/gun/run(null)
if (mymob.client.target_can_run)
mymob.gun_run_icon.dir = 1
src.adding += mymob.gun_run_icon
src.adding += mymob.gun_move_icon


mymob.client.screen = null
Expand Down Expand Up @@ -495,7 +502,7 @@
for(var/obj/item/I in src)
if(I.icon_action_button)
var/obj/screen/item_action/A = new(hud_used)

//A.icon = 'icons/mob/screen1_action.dmi'
//A.icon_state = I.icon_action_button
A.icon = ui_style2icon(client.prefs.UI_style)
Expand Down
16 changes: 7 additions & 9 deletions code/game/gamemodes/events/ninja_equipment.dm
Original file line number Diff line number Diff line change
Expand Up @@ -1377,19 +1377,17 @@ It is possible to destroy the net by the occupant or someone else.
playsound(M.loc, 'sound/effects/sparks2.ogg', 50, 1)
anim(M.loc,M,'icons/mob/mob.dmi',,"phasein",,M.dir)
del(src)//Wait for everything to finish, delete the net. Else it will stop everything once net is deleted, including the spawn(0).
else
M.loc = null

M << "\red You appear in a strange place!"
M << "\red You appear in a strange place!"

for(var/mob/O in viewers(src, 3))
O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2)
for(var/mob/O in viewers(src, 3))
O.show_message(text("[] vanished!", M), 1, text("You hear sparks flying!"), 2)

if(!isnull(master))//As long as they still exist.
master << "\blue <b>SUCCESS</b>: \black transport procedure of \the [affecting] complete."
if(!isnull(master))//As long as they still exist.
master << "\blue <b>SUCCESS</b>: \black transport procedure of \the [affecting] complete."

M.captured = 0 //Important.
M.anchored = initial(M.anchored) //Changes the mob's anchored status to the original one; this is not handled by the can_move proc.
M.captured = 0 //Important.
M.anchored = initial(M.anchored) //Changes the mob's anchored status to the original one; this is not handled by the can_move proc.

else//And they are free.
M << "\blue You are free of the net!"
Expand Down
2 changes: 1 addition & 1 deletion code/game/gamemodes/events/space_ninja.dm
Original file line number Diff line number Diff line change
Expand Up @@ -682,7 +682,7 @@ As such, it's hard-coded for now. No reason for it not to be, really.
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjapulse
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjablade
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjastar
verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet
//verbs -= /obj/item/clothing/suit/space/space_ninja/proc/ninjanet

//=======//KAMIKAZE VERBS//=======//

Expand Down
4 changes: 3 additions & 1 deletion code/game/machinery/telecomms/logbrowser.dm
Original file line number Diff line number Diff line change
Expand Up @@ -73,7 +73,9 @@
var/mob/M = new mobtype

if(ishuman(M) || isbrain(M))
race = "Human"
var/mob/living/carbon/human/H = M
race = "[H.species.name]"


else if(ismonkey(M))
race = "Monkey"
Expand Down
9 changes: 1 addition & 8 deletions code/modules/client/preferences.dm
Original file line number Diff line number Diff line change
Expand Up @@ -962,14 +962,7 @@ datum/preferences
var/datum/language/lang = all_languages[L]
if((!(lang.flags & RESTRICTED)) && (is_alien_whitelisted(user, L)||(!( lang.flags & WHITELISTED ))||(S && (L in S.secondary_langs))))
new_languages += lang

//Apparently there's some PHP script that needs to be updated in order to give people whitelist languages.
//This workaround should be removed once that has been properly updated
if (lang.name == "Siik'maas")
new_languages |= all_languages["Siik'tajr"]
if (lang.name == "Siik'tajr")
new_languages |= all_languages["Siik'maas"]


languages_available = 1

if(!(languages_available))
Expand Down
2 changes: 1 addition & 1 deletion code/modules/client/preferences_toggles.dm
Original file line number Diff line number Diff line change
Expand Up @@ -25,7 +25,7 @@
src << "As a ghost, you will now [(prefs.toggles & CHAT_GHOSTRADIO) ? "hear all radio chat in the world" : "only hear from nearby speakers"]."
prefs.save_preferences()
feedback_add_details("admin_verb","TGR")

/client/proc/toggle_hear_radio()
set name = "Show/Hide RadioChatter"
set category = "Preferences"
Expand Down
14 changes: 1 addition & 13 deletions code/modules/mob/language.dm
Original file line number Diff line number Diff line change
Expand Up @@ -21,25 +21,13 @@
flags = WHITELISTED

/datum/language/tajaran
name = "Siik'maas"
name = "Siik'tajr"
desc = "The traditionally employed tongue of Ahdomai, composed of expressive yowls and chirps. Native to the Tajaran."
speech_verb = "mrowls"
colour = "tajaran"
key = "j"
flags = WHITELISTED

/datum/language/tajaran_sign
name = "Siik'tajr"
desc = "An expressive language that combines yowls and chirps with posture, tail and ears. Spoken by many Tajaran."
speech_verb = "mrowls"
colour = "tajaran_signlang"
key = "y" //only "dfpqxyz" left.

//need to find a way to resolve possesive macros
signlang_verb = list("flicks their left ear", "flicks their right ear", "swivels their ears", "twitches their tail", "curls the end of their tail", "arches their tail", "wiggles the end of their tail", "waves their tail about", "holds up a claw", "gestures with their left hand", "gestures with their right hand", "gestures with their tail", "gestures with their ears")

flags = WHITELISTED | NONVERBAL

/datum/language/skrell
name = "Skrellian"
desc = "A melodic and complex language spoken by the Skrell of Qerrbalak. Some of the notes are inaudible to humans."
Expand Down
3 changes: 1 addition & 2 deletions code/modules/mob/living/carbon/species.dm
Original file line number Diff line number Diff line change
Expand Up @@ -146,8 +146,7 @@
name = "Tajaran"
icobase = 'icons/mob/human_races/r_tajaran.dmi'
deform = 'icons/mob/human_races/r_def_tajaran.dmi'
language = "Siik'maas"
secondary_langs = list("Siik'tajr")
language = "Siik'tajr"
tail = "tajtail"
unarmed_type = /datum/unarmed_attack/claws
darksight = 8
Expand Down
5 changes: 5 additions & 0 deletions code/modules/projectiles/guns/energy/nuclear.dm
Original file line number Diff line number Diff line change
Expand Up @@ -30,6 +30,11 @@
projectile_type = "/obj/item/projectile/beam/stun"
modifystate = "energystun"
update_icon()
if(user.l_hand == src)
user.update_inv_l_hand()
else
user.update_inv_r_hand()




Expand Down
23 changes: 3 additions & 20 deletions code/modules/projectiles/targeting.dm
Original file line number Diff line number Diff line change
Expand Up @@ -250,42 +250,25 @@ client/var

//These are called by the on-screen buttons, adjusting what the victim can and cannot do.
client/proc/add_gun_icons()
if (!usr.item_use_icon)
usr.item_use_icon = new /obj/screen/gun/item(null)
usr.item_use_icon.icon_state = "no_item[target_can_click]"
usr.item_use_icon.name = "[target_can_click ? "Disallow" : "Allow"] Item Use"

if (!usr.gun_move_icon)
usr.gun_move_icon = new /obj/screen/gun/move(null)
usr.gun_move_icon.icon_state = "no_walk[target_can_move]"
usr.gun_move_icon.name = "[target_can_move ? "Disallow" : "Allow"] Walking"

if (target_can_move && !usr.gun_run_icon)
usr.gun_run_icon = new /obj/screen/gun/run(null)
usr.gun_run_icon.icon_state = "no_run[target_can_run]"
usr.gun_run_icon.name = "[target_can_run ? "Disallow" : "Allow"] Running"

screen += usr.item_use_icon
screen += usr.gun_move_icon
if (target_can_move)
screen += usr.gun_run_icon



client/proc/remove_gun_icons()
if(!usr) return 1 // Runtime prevention on N00k agents spawning with SMG
screen -= usr.item_use_icon
screen -= usr.gun_move_icon
if (target_can_move)
screen -= usr.gun_run_icon
del usr.gun_move_icon
del usr.item_use_icon
del usr.gun_run_icon

client/verb/ToggleGunMode()
set hidden = 1
gun_mode = !gun_mode
if(gun_mode)
usr << "You will now take people captive."
add_gun_icons()
else
usr << "You will now shoot where you target."
for(var/obj/item/weapon/gun/G in usr)
Expand All @@ -302,7 +285,7 @@ client/verb/AllowTargetMove()
target_can_move = !target_can_move
if(target_can_move)
usr << "Target may now walk."
usr.gun_run_icon = new /obj/screen/gun/run(null) //adding icon for running permission
//usr.gun_run_icon = new /obj/screen/gun/run(null) //adding icon for running permission
screen += usr.gun_run_icon
else
usr << "Target may no longer move."
Expand Down

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