Commit Graph

52 Commits

Author SHA1 Message Date
phil235 5f169e8e47 Remove SpeciesCanConsume() proc, replaced by iscarbon checks.
Remove alloweat var from masks, remove MASKCOVERSMOUTH flag from mime and clown masks so you can still eat through them.

Some adjustments in surgery checks for bodyparts covered.
Fixes a runtime in weapon/energy attack_verb.

Humans can now CPR monkeys.
Slight changes to CPR code.
Fixes runtime with drones trying to do CPR.

Rewrites /obj/item/weapon/reagent_containers/proc/canconsume to be less shitty.

Adds an is_mouth_covered() proc to carbons to check for mask and headgear with MASKCOVERSMOUTH or HEADCOVERSMOUTH, with argument to restrict the check to only mask or only head.
2015-04-11 22:16:42 +02:00
Fayrik 0173c7af6e Adds everything and makes it all work perfectly. It's like I'm almost good at this or something. (Seriously, points of interest: Secbots react to being shot. Dart rigging. Donksoft guns.) 2015-03-21 16:18:32 +00:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Razharas 10b21b20ab Conflicts resolution
In items weapons melee misc
2014-12-29 11:49:30 +03:00
paprka 152be974dc reverts return change (returns return change?) 2014-12-28 18:53:44 -08:00
paprka bbc83fed1c Merge branch 'master' of https://github.com/tgstation/-tg-station into policebatonfixy 2014-12-28 18:39:39 -08:00
Razharas 1b45752b05 Fixed conflicts
Ye again and again and again and again
Do it again, do it again~
2014-12-23 05:39:39 +03:00
phil235 bbb8eae106 Adding candle, flare and torch to is_hot() proc, fixing energy/blade returning false for it.
Refactoring cig lighting code a bit.
Refactoring the attack_self() procs of weapon/melee/energy and its children.
Fixed energy axe suicide code typo.
Energy axe now makes noise when toggle on/off, just like esword.
2014-12-17 22:32:40 +01:00
paprka 3fb065cd29 improves telebaton and police baton 2014-12-16 22:33:09 -08:00
Razharas 21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
phil235 86405fa8c0 Standardizes attack messages to always show the attacker first (when there is an attacker).
Replacing some fo mob in viewers() show_message() with visible message().
Simplifying some message code in a couple places, fixing typos and span classes.
2014-11-24 01:49:34 +01:00
paprka 635458446a fixes compile errors by assigning proper target for checks 2014-10-28 09:51:36 -07:00
paprka b0be021739 fixes telebaton stunning borgs 2014-10-28 09:03:46 -07:00
paprka 40ab91a060 removes a few spammable visible messages 2014-10-14 04:58:42 -07:00
paprka 6235cb3401 stun logging for telebaton 2014-10-11 09:29:44 -07:00
Cheridan 66304667cf Merge branch 'dualswordstake3' of https://github.com/Aranclanos/-tg-station into Aranclanos-dualswordstake3
Conflicts:
	_maps/map_files/tgstation.2.1.3.dmm
	code/datums/uplink_item.dm
2014-10-06 19:27:14 -05:00
Cheridan 08be1b34eb Revert "Changes a few green crosses to blue on sprites that I missed last time" 2014-10-04 19:22:10 -05:00
Aranclanos 042615709d New path for energy swords, /obj/item/weapon/melee/energy/sword/saber and the different type of colours (purple, red, green, blue) are childrens of it.
You can only use sabers to create a dualsword and to archieve the funky colours with the multitool.
Dualswords now will be eqipped on hand once created instead of staying on the floor.
Fixes issue #4050
2014-09-12 20:25:40 -03:00
paprka c09d8981fe makes ninja less stupidly broken 2014-08-06 15:13:06 -07:00
Jordie0608 dfd2cc4b60 Changed suicide messages to visible_messages and fixed relative pathing 2014-05-13 01:44:29 +10:00
MrPerson 6930283efc Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/gamemodes/changeling/changeling_mutations.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/game/objects/items/weapons/tanks/watertank.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/research/server.dm
2014-03-21 03:05:39 -07:00
MrPerson 6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Hornygranny d550b3491b Increases most stuns 40% in length (now 7, up from 5, which was down from 10) 2014-03-06 22:56:22 -08:00
MrPerson 3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Razharas 2fd5557682 Conflict fix 2014-03-02 04:14:32 +04:00
hornygranny c31647376e This is for discussion of things that need to be changed to move away from purely stun based combat. Please only comment if you have something to contribute, rather than just saying you like or dislike it.
Shoes do not increase your movement speed
Stun/weaken on basically everything reduced from 10+ to 5 ticks
Time to unbuckle/uncuff self halved
2014-02-27 10:56:06 -08:00
Razharas b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Miauw 3b24bb64f4 Merge branch 'master' of https://github.com/tgstation/-tg-station into NODROP
Conflicts:
	code/modules/mob/transform_procs.dm
2014-02-18 18:22:40 +01:00
Hornygranny 9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
Miauw 9b8656247c u_equip is now called unEquip PANIC 2014-02-13 20:58:33 +01:00
Miauw 8c7ef19be6 Replaced before_take_item() and drop_from_inventory() with u_equip 2014-02-12 19:51:37 +01:00
Cheridan e60ecbb1f4 Merge pull request #2590 from GarrusVakarian/issue#2436fix
Fixed issue #2436 (Classic baton stuns borgs)
2014-02-02 16:08:45 -08:00
GarrusVakarian 94bbf55ce3 Adapted code to Jordie0608's fix 2014-02-02 18:01:46 +01:00
GarrusVakarian 30c4694487 Adapted to fit programming standard 2014-02-02 05:22:39 +01:00
GarrusVakarian f71ffde259 Fixed issue #2436 (Classic baton stuns borgs) 2014-02-02 02:05:15 +01:00
Jesus Hussein Chris 52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00
Pete Goodfellow af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
VistaPOWA 671b49cba1 Fixes the double-energy draw of the esword, makes the syndicate icon properly display for the borg. 2014-01-11 17:04:17 +01:00
VistaPOWA fd34cea8ef fixes the merging failure
hopefully that's it
2014-01-05 03:32:10 +01:00
VistaPOWA 443d6e2d9e [MAP] Adds Syndicate Borgs
Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack

All weapons use 100 charge per shot.

2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
2014-01-05 03:13:40 +01:00
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Razharas 358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Aranclanos fc94341bce Removed the impossible NOBLOODY flag, replaced it with a simple proc. rejects_blood() 2013-11-28 05:45:49 -03:00
Cheridan 637e7f72c9 Nuke Op Population Scaling and Content Update
to be edited
2013-11-03 16:41:57 -06:00
Mloc-Argent db0a908038 Make energy weapons not get a bloody overlay and fixed alt-gr not calling AltClick()
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-08 20:15:56 +01:00
Rolan7 04fbcb4104 It's now hacking via multitool instead of emagging via emag... maybe people will actually do this (: 2013-09-20 13:12:30 -04:00
Rolan7 c8cbf58b57 Adds WJohnston's rainbow esword and dual-esword sprites. Also corrected a few bugs involving esword sprites, mainly involving the player sprite not updating when they construct dual-eswords. It turns out that player-sprite updating is magnets, so the eventual solution was for the player to drop both swords before they're deleted. Since dual-eswords were already created on the ground, this changes very little.
A dual-esword inherits the emagged state of the esword being attack_by'd.
2013-06-13 15:51:42 -04:00
johnsonmt88@gmail.com 1f07f31b64 Grammar fixes for item-suicides.
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-17 02:52:57 +00:00