Commit Graph

201 Commits

Author SHA1 Message Date
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
oranges 8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00
AnturK 93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Incoming5643 f70ba63d3e You can smuggle smuggler's satchels to a future shift (#19838)
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.

NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP

* Finishes up satchel persistence.

Satchels require at least 20 saved bags before any will start spawning.

the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant

* DESIGNATED.
REMIE.
PULL.
2016-08-20 16:27:02 +12:00
AnturK 523a2b29fe Implant chair refactor (#19272)
Removes some copypasta
Refactors implant chairs. Adds some fun variations.
2016-07-13 12:59:06 +12:00
oranges d47bfcefe6 Merge pull request #18931 from lzimann/patch-8
Fixes implant cases being deleted on drop
2016-06-29 15:48:00 +12:00
Xhuis 8a852f196b Removes shadowling (#18951) 2016-06-27 20:53:35 -04:00
Leo 4b90c45b2a Chem implantcase attackby now checks for implant 2016-06-27 12:23:14 -03:00
Leo ed71be0970 Implant cases no longer receives implants' flags. 2016-06-25 20:32:03 -03:00
Jack Edge a13719c17a Code review 2016-06-17 17:16:40 +01:00
Jack Edge 8ca69eabbb Adds DROPDEL flag; items will qdel() on dropped()
Pretty self explanatory, replaces writing a dropped() proc that just
calls qdel() with a flag that does it for you.
2016-06-17 12:14:28 +01:00
oranges a08cff21f0 Merge pull request #18345 from TechnoAlchemisto/glass_bottles_don't_break_on_heads_as_easily_as_in_the_movies_I_would_know
Renames and relores loyalty implants to mindshield implants.
2016-06-09 15:39:53 +12:00
TechnoAlchemist 7c0760764d fuck 2016-06-07 13:44:06 -07:00
TechnoAlchemist 10c547d364 Coiax 2016-06-07 13:43:11 -07:00
TechnoAlchemist 154982500b God is good. 2016-06-07 04:54:06 -07:00
KorPhaeron 3526562fa2 The joke was on me all along 2016-06-06 19:08:48 -05:00
KorPhaeron cd4855688d Sad Trombone Implant 2016-06-06 18:49:14 -05:00
LatD 65a0027979 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-28 01:37:55 +03:00
LatD 907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
phil235 11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
LatD 7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00
LatD 502249831d Syndicate origin tech changes 2016-05-18 20:12:01 +03:00
LatD fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
TechnoAlchemist 4705efa6da Adds new items to the mining vendors. (#17362)
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.

* woops

* Fixes tracking implants for miners, makes medipens not OD you on tricord.

* Actually doesn't OD on tricord now

* Chemical changes.

* Upgraded the jaunter into the wormhole lifebelt

🆑 coiax
rscadd: The Free Golems have developed the jaunter into the  wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑

Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).

* Adds modification kit.

* Golem ship now has its own /area

And a bluespace beacon.

* 5 tick medijaunt, no radio, golem jaunters + areas

The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.

Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.

* Modkits remove the race restrictions from KAs.

* Buffs buffs buffs

I'd say something, but I'm sure I'd regret it later.

* Advanced lifebelts, golem superiority

* Removes modkit from minervendors, adds modkit to RnD!

* COMPILE DAMN YOU!!

* I made it compile

* Honor to my country, not to you :(

* fuck

* h-haha?

* Kor you know I would never actually ban you

* i could personally care less for HBls adminning style
2016-05-11 22:19:47 -05:00
phil235 2cc2341536 Fixes runtime when using gibself on an animal.
Fixes gib animation never appearing for carbons.
gib() now has a "no_organs" argument to not spill organs on gib().
gib() also no longer waits for the gib animation to finish before actually qdeling the mob (which was causing the possibility of multi-gibbing animation during cult sacrifice.
Gibself no longer spill organs.
Simple_animal no longer show "X stops moving" when gibbed.
2016-04-29 03:57:16 +02:00
phil235 fcf544283d Merge branch 'master' of https://github.com/tgstation/-tg-station into AttackbyDestruction
Conflicts:
	code/game/objects/structures/crates_lockers/closets.dm
2016-04-24 21:22:37 +02:00
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
PKPenguin321 7501ddebf9 krav update
1. actually adds icons that i forgot to commit to actions.dmi
2. makes leg sweep only do weaken(2) in krav_maga.dm, also adds a /sec subtype of krav maga gloves with a more obvious name
3. makes sec start with the /sec gloves in security.dm
4. makes the krav maga implant a toggle instead of giving you krav maga and deleting itself in implant_krav_maga.dm
5. adds my self to admins.txt
2016-04-17 20:15:42 -07:00
Joan Lung 6c16bc874a Merge pull request #16843 from PKPenguin321/krow-macaw
Adds Krav Maga
2016-04-17 00:02:48 -04:00
PKPenguin321 ac3e7e18dd final style changes 2016-04-16 20:30:18 -07:00
PKPenguin321 2ecb556e94 addresses minor feedback, fixes implant
krav maga implant now works 100%
trailing returns and a useless if() removed
2016-04-14 22:49:29 -07:00
PKPenguin321 c86e390caf adds krav maga 2016-04-12 18:30:14 -07:00
Shadowlight213 d2e2e3f6d3 Made explosive implants actually log who triggered them
Removed some copy pasta
Made explosive implants not drop brains
2016-04-12 15:26:53 -07:00
AnturK 32e534ac43 Merge pull request #15983 from Shadowlight213/hogupdate
Hand of God changes to hopefully make it better.
2016-03-16 17:43:03 +01:00
Shadowlight213 b3e008f1ce Update to HOG and stuffs 2016-03-08 15:52:31 -08:00
Remie Richards aeaa73601c Fixes 2016-03-07 19:39:37 +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
PKPenguin321 28795e2a28 buffs emp kit
implant has 3 uses up from 2
5 EMP grenades up from 2
2016-02-24 20:38:10 -08:00
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00
phil235 91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
Malkevin 72184c4ae8 Balls to it, it compiles and I know I checked if it was still used last year... probably. 2016-02-12 00:43:55 +00:00
Malkevin f234cdb919 Removed a redundant line in the tracking implant implant pad description. 2016-02-12 00:31:27 +00:00
Malkevin 457b739e28 Merge branch 'master' of https://github.com/tgstation/-tg-station into implants
Conflicts:
	code/game/machinery/computer/prisoner.dm
	code/game/objects/items/weapons/implants/implant.dm
2016-02-11 23:41:57 +00:00
Malkevin 9ecaac979a Tracking implants
Removes the clunky unintuitive ID number system from tracking implants and replaces it to show the mob's name, as chemical implants already did, and the teleporter already did re: trackers
This is on both the Prisoner Management Console and the hand tracker thingamabob.

Also:
Added a line break on chemical implants on the prisoner management computer so the read out doesn't look like arse. (see here https://www.dropbox.com/s/nawkd06ztqkmkqe/Screenshot%202015-03-28%2015.16.06.png?dl=0)
Fixed the wrong path for weapons auth implants' descriptions
2016-02-11 23:20:46 +00:00
phil235 8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235 81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Firecage d2bd6871d5 Merge Conflict Fix 2016-01-20 14:07:14 +02:00
Bjorn Neergaard 1c34479376 Fix uplink code once and for all
Fixes #14733
2016-01-19 16:42:57 -06:00