Commit Graph

47 Commits

Author SHA1 Message Date
Joan Lung 7a2f047dee Merge pull request #28434 from Cyberboss/BuckleFix
Fixes things getting unbuckled in nullspace
2017-06-14 21:57:35 -04:00
Jordan Brown dbee77318d Fixes things getting unbuckled in nullspace 2017-06-13 14:43:12 -04:00
kevinz000 5442d07849 Fixes gang turrets buckle code (atleast most of it) (#28364)
* Create manned_turret.dm

* Create buckling.dm

* Update buckling.dm

* Create manned_turret.dm
2017-06-13 09:34:17 +02:00
octareenroon91 2725ee99ec Fix bonfire/buckle_mob() runtime (#25527) 2017-03-27 21:13:20 -03:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Core0verload 321ddb76e3 You can now buckle handcuffed people to singularity/tesla generator (#22767)
* You can now buckle handcuffed people to singularity/tesla generator

* Adds buckling to tesla coil and grounding rod, minor fixes.

* Makes buckling code shorter
2017-01-23 09:44:49 +01:00
Joan Lung 0fc959d694 Improves Geis binding resist (#21846)
* Improves Geis binding resist

* rrrrgh

* FINE LIMIT IT OKAY
2016-12-02 12:56:31 +01:00
Joan Lung fbeb7f958f Couple more pronoun things 2016-11-10 17:29:57 -05:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Remie Richards 87bba48cb5 Fixes infinite buckling, removes unnecessary list init. 2016-06-12 14:35:14 +01:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
AnturK 19eb97ae18 Moves some list initializations to New
Fixes missing ..() calls in New()
2016-06-07 18:39:13 +02:00
phil235 cf07f46b33 Fixes pulling mob when trying to strip them. 2016-03-17 23:38:32 +01:00
c0 828ace258c Fixes a buckling attempt runtime 2016-03-12 15:42:07 +03:00
Remie Richards aeaa73601c Fixes 2016-03-07 19:39:37 +00:00
Remie Richards 6268238e45 Removes my todo comments about the refactor. 2016-03-07 18:08:04 +00:00
Remie Richards 4e821d8657 Atoms may now have many mobs buckled to them, as opposed to one, this is controlled by the new max_buckled_mobs var on atoms, defaults to 1 as to not change any current functionality 2016-03-07 18:03:25 +00:00
KorPhaeron 884a3a0264 Fixes 2015-12-14 16:40:00 -06:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
Tkdrg 292ba6c046 Fixes roller bed teleportation exploit
Thanks swankcookie for reporting this to me ingame.
2015-11-16 22:30:26 -03:00
xxalpha c313bd2c46 Fixed buckled, handcuffed and legcuffed alert buttons not calling resist. 2015-11-02 18:57:52 +00:00
Razharas 653dcbc0f4 Merge pull request #12380 from MrPerson/alert_rewrite
Mild rewrite of screen alerts to enable more functionality
2015-10-16 09:04:50 +03:00
MrPerson 610483ea1e Mild rewrite of screen alerts to enable more functionality
Specifically I wanted to allow #12043 to correctly implement clicking an "on fire" alert to call resist without affecting other alerts which is currently impssible. Plus this whole mess was stupid and bothering me so here we go.
2015-10-13 17:16:23 -07:00
phil235 df171284cb Slimes now uses buckling to feed and attach themselves on mobs. This removes the silly check in mob/Move(), reducing lag.
Fixes mobs being able to attach slimes onto other mobs.
2015-10-10 20:41:27 +02:00
AnturK 75e82f15f2 Return for buckling procs
Makes unbuckling priority over removing bag in janicart
Makes doors bumped in janicart open.
2015-10-08 13:40:53 +02:00
AnturK c23eb50454 Fixes trying to buckle to mob with another already buckled. 2015-09-26 22:06:53 +02:00
AnturK a99ed56f27 Atom Buckling - Squashed 2015-09-24 16:21:05 +02:00
Firecage bdc9b792f7 buckling text span fix. 2015-09-09 09:29:51 +02:00
Firecage 812f5b4094 Fixes the buckling message. 2015-09-07 23:52:30 +02:00
Xhuis d7ffc1bd7e Removes some commented code and fixes a typo 2015-09-05 14:43:12 -04:00
Xhuis 1f4313f7ad Fixes buckling 2015-09-05 14:41:08 -04:00
Razharas 2ab0836d6e Just some tiny fix
Just some tiny fix
Move along codizen
2015-09-03 11:59:47 +03:00
Razharas c28cae5d83 Use topic instead of old shit
Use topic instead of old shit
2015-09-03 11:41:12 +03:00
Razharas fc053aee12 Fixes ghost bucking
Fixes ghost bucking
2015-09-02 07:50:39 +03:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Cheridan 1769bc2f8d Merge pull request #11104 from phil235/BuckleMulebot
Mob buckled to mulebots
2015-08-27 12:06:28 -05:00
Supermichael777 909658f240 Update buckling.dm 2015-08-24 14:20:31 -04:00
phil235 1c51550559 Changes how mulebots handle loading mobs. It now buckles them to the bot.
You can no longer load objects containing mobs or with mobs buckled to them.

You can no longer pass through plastic flaps by getting on a mulebot.

Some simplification in mulebot code (buzzing sound code)

Loading is now instantaneous and the mode BOT_LOADING is removed.

The mulebot can no longer do certain stuff while off.

Removing unneeded comments.

Fixes mulebot loading/unloading being possible through border windows.

Fixes mulebot not dropping its loaded cargo when qdel'd (wasn't a problem for explosion but for alien acid for example)
2015-08-08 21:43:30 +02:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Firecage 13b9e928d7 Prevents an AI from being buckled. 2015-05-05 17:03:53 +02:00
kingofkosmos a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
kingofkosmos 72749392d8 span classes removed from visible.messages 2015-04-24 20:50:51 +03:00
phil235 92b0f9f4cd Adding a changelog.
Some work on death() procs of many animals.
Replacing most istype(XYZ, mob/living/simple_animal/slime) by isslime(XYZ).
Some work on slime feeding procs.
Made simple animal aliens see in the dark like regular aliens (in case somone wants to control one).
2015-03-26 02:23:39 +01:00
phil235 456a64f8fd slime from carbon to simple animal 2015-03-14 23:40:57 +01:00
MrPerson 8ffbc1be14 On screen alert system
Replaces some of the hardcoded HUD icons defined at mob level with a pair of mob procs throw_alert() and clear_alert(). Alerts will appear on the top-right side of the screen.
You can shift-click alerts to get a description of what's wrong and sometimes a tip on how to solve the alert.

Alerts can be given a master, which overlays the master on top of a box and forwards clicks of the alert to that master. Getting buckled will put an alert of what you're buckled to, for example. If it's a chair, you just click the alert and you're unbuckled. The idea I'm shooting for is to replace resist entirely with this kind of stuff.

Making a new alert and using it is a little complicated. This explanation will suck, but this is simpler than I'm making it sound, I promise. Throw_alert() has 4 args, category, id, severity, and obj/new_master. If you don't supply an id, category will be used as id. Only 1 alert per category is allowed; any duplicate will be replaced. Additionally clear_alert() clears alerts by category. Id MUST match a type path of /obj/screen/alert/[id]. That type path is where the alert's name and desc come from. The icon_state of the alert will either be "template" if new_master is set or [id][severity] otherwise. new_master is totally optional.

Examples:
throw_alert("oxy") -- takes name/desc of obj/screen/alert/oxy, icon_state = "oxy" -- clear_alert("oxy")
throw_alert("nutrition","fat") -- takes name/desc of obj/screen/alert/fat, icon_state = "fat" -- clear_alert("nutrition")
throw_alert("nutrition","starving") -- takes name/desc of obj/screen/alert/starving, icon_state = "starving" -- clear_alert("nutrition")
throw_alert("temp","cold",1) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold1" -- clear_alert("temp")
throw_alert("temp","cold",3) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold3" -- clear_alert("temp")

If you pass a new_master, id is only used to get name/desc and still must match a path, but the icon_state is "template" and icon is from the mob's ui preference instead of icons/mob/screen_alert.dmi.

Several unused icons removed, like borg oxygen and temperature alerts. Also some icons were used but now are not and were removed, like the nutrition icon for being well-fed and cyborg charge icon for being fully charged.
2015-03-01 17:31:26 -08:00
phil235 2dd6b42b14 Makes slimes unbucklable again. 2015-02-21 15:20:34 +01:00
Remie Richards 14d01ca35d Commits the Buckling.dm file, required for this to work, I am silly. 2015-01-14 19:16:26 +00:00