Commit Graph

67 Commits

Author SHA1 Message Date
duncathan 8172ecb632 restores add_gas(), assert_gas(), and thermal_energy() as wrapper procs 2017-12-17 04:39:08 -06:00
Emmett Gaines 825ab4def4 [512] The great \ref purge (#31824)
* The great \ref purge

* cleanup
2017-10-28 17:20:04 -04:00
duncathan salt 454d16fe32 Minor refactor of how gas IDs are handled (#31528)
* gas IDs -> gas datum paths

* updates parse_gas_string() to handle both paths and IDs

* fixes compile errors

* fixes parse_gas_string() ignoring amounts of gas

* fixes roundstart jetpack runtimes

* fixes filters

* fixes map-edited filters

* fixes empty canister runtimes on initialization
2017-10-11 15:04:12 -04:00
Jordan Brown 6b9832d661 Merge pull request #31388 from vuonojenmustaturska/atmoscherrypicking
Moves assert_gas() into a define it should always have been, speeding up atmos slightly
2017-10-07 14:36:28 -04:00
Jordan Brown b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
vuonojenmustaturska 890ba9dbe1 Imminent danger of skeletons
* Renamed GASLIST into ADD_GAS
* Reordered ASSERT_GAS arguments around
* Replaced all instances of add_gas with the define
* Removed once instance of manual duplication of ASSERT_GAS with the real deal
2017-10-07 04:34:24 +03:00
vuonojenmustaturska feabd41900 Always be alert for skeletons 2017-10-06 20:33:42 +03:00
ShizCalev 9cd4677eb9 Href tokens 2017-09-23 01:00:52 -04:00
Jordan Brown dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
AnturK d3bcb4cbf9 Removes old height parameter from CanPass proc (#29218) 2017-07-13 08:57:25 -03:00
Jordan Brown d135dc2643 Merge pull request #29162 from ChangelingRain/directionliststweak
Renames GLOB.cardinal to GLOB.cardinals to match GLOB.diagonals and GLOB.alldirs
2017-07-10 18:45:52 -04:00
ShizCalev 59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung ec9439b915 Renames GLOB.cardinal to GLOB.cardinals to match GLOB.diagonals and GLOB.alldirs 2017-07-09 17:24:28 -04:00
Joan Lung 563f66700c Sleeping is now a status effect 2017-06-19 14:47:35 -04:00
Joan Lung 2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
Leo 3b9b4e0755 Changes a bunch of hrefs to the proper defines (#26760) 2017-05-02 01:19:51 -06:00
Cyberboss 9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
AnturK 1b138562b4 Minor runtimes fixes. (#25566)
* Fixes power monitor runtime

* Fixes reagent data runtime

* Nullspace is no smoking zone
2017-03-29 19:21:51 -03:00
PJB3005 8ce6ae2b87 Merge remote-tracking branch 'upstream/master' into rebase-to-vg 2017-02-08 14:30:23 +01:00
Cyberboss f7c9749ca0 Fixes some bad addtimer calls. Adds INVOKE_ASYNC. Replaces addtimer(..., 0) (#23424)
* Fixes some bad addtimers

* Adds INVOKE

* Warning for addtimer

* Working syntax

* Another bad call

* Fixes the addtimer warning

* Add suppress_zero_warning to addtimer

Useful for addtimer that uses vars

* Add INVOKE_AGAIN for when the var is already defined

* Replace addtimer(...,0) with INVOKE((...))

* Much more sensible syntax

* Less overhead, less copypaste

* Rename INVOKE_ASYNC

* Use a macro

* Allman style

* Wait, why make it a datum in the first place?

* Revert the rename

* Rename again, keep line endings

* typo

* More typos

* Untouches Addtimer

* Update callbacks.dm

* Update timer.dm

* Revert allman style

* Revert "Revert allman style"

This reverts commit 47361da15bd04eca138be5f13acdc9dd5ba89331.

* Trying to match that whitespace diff

* Why is this missing?

* I'm not fucking dealing with this!
2017-01-31 09:20:54 +13:00
Kyle Spier-Swenson 12570805bd Closes the Pool. (#23150)
* Delete pool.dm

* Removes usage of PoolOrNew

* Wrap up
2017-01-22 16:00:23 -05:00
PJB3005 7356e80484 hey that should be everything except making it compile. 2017-01-17 22:08:27 +01:00
Kyle Spier-Swenson bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
Remie Richards b82f4111be New Devil Obligation: Dance Off (#21765)
* New Devil Obligation: Dance Off
New Devil Spell: Summon Dancefloor

* Typofix

* typofix round 2
2016-11-28 23:04:45 +13:00
oranges af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
phil235 0876b424a7 Tiny fixes and suggested changes.
Blight ability will still color your hair, and will be cleared when cured.
2016-11-01 01:59:23 +01:00
phil235 1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
phil235 240f3a4c49 Adding var/list/atom_colours to /atom .
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.

Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
2016-10-19 01:51:30 +02:00
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
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
ExcessiveUseOfCobblestone 5ed5566dbf modified: _maps/RandomRuins/LavaRuins/lavaland_surface_fountain_hall.dmm
modified:   _maps/RandomZLevels/Academy.dmm
 	modified:   _maps/RandomZLevels/caves.dmm
 	modified:   _maps/RandomZLevels/research.dmm
 	modified:   _maps/map_files/MetaStation/MetaStation.dmm
 	modified:   _maps/map_files/MiniStation/cargopacks.dm
 	modified:   _maps/map_files/TgStation/tgstation.2.1.3.dmm
 	modified:   _maps/map_files/generic/z2.dmm
 	modified:   code/__DEFINES/clothing.dm
 	modified:   code/__DEFINES/flags.dm
 	modified:   code/__DEFINES/hud.dm
 	modified:   code/__DEFINES/is_helpers.dm
 	modified:   code/__DEFINES/layers.dm
 	modified:   code/__DEFINES/machines.dm
 	modified:   code/__DEFINES/misc.dm
 	modified:   code/__DEFINES/role_preferences.dm
 	modified:   code/__DEFINES/say.dm
 	modified:   code/__DEFINES/wires.dm
 	modified:   code/__HELPERS/global_lists.dm
 	modified:   code/__HELPERS/matrices.dm
 	modified:   code/__HELPERS/mobs.dm
 	modified:   code/__HELPERS/type2type.dm
 	modified:   code/__HELPERS/unsorted.dm
 	modified:   code/_globalvars/lists/flavor_misc.dm
 	modified:   code/_onclick/click.dm
 	modified:   code/_onclick/hud/_defines.dm
 	modified:   code/_onclick/hud/alien.dm
 	modified:   code/_onclick/hud/alien_larva.dm
 	modified:   code/_onclick/hud/fullscreen.dm
 	modified:   code/_onclick/hud/hud.dm
 	modified:   code/_onclick/hud/human.dm
 	modified:   code/_onclick/hud/monkey.dm
 	modified:   code/_onclick/hud/other_mobs.dm
 	modified:   code/_onclick/hud/robot.dm
 	modified:   code/_onclick/hud/screen_objects.dm
 	modified:   code/controllers/subsystem/minimap.dm
 	new file:   code/controllers/subsystem/orbit.dm
 	modified:   code/controllers/subsystem/spacedrift.dm
 	modified:   code/controllers/subsystem/ticker.dm
 	modified:   code/datums/diseases/advance/advance.dm
 	modified:   code/datums/diseases/advance/symptoms/damage_converter.dm
 	modified:   code/datums/diseases/advance/symptoms/heal.dm
 	modified:   code/datums/hud.dm
 	modified:   code/datums/mind.dm
 	modified:   code/datums/outfit.dm
 	modified:   code/datums/wires/airalarm.dm
 	modified:   code/datums/wires/airlock.dm
 	modified:   code/datums/wires/apc.dm
 	modified:   code/datums/wires/autolathe.dm
 	modified:   code/datums/wires/explosive.dm
 	modified:   code/datums/wires/particle_accelerator.dm
 	modified:   code/datums/wires/radio.dm
 	modified:   code/datums/wires/suit_storage_unit.dm
 	modified:   code/datums/wires/vending.dm
 	modified:   code/datums/wires/wires.dm
 	modified:   code/game/area/Space_Station_13_areas.dm
 	modified:   code/game/area/areas.dm
 	modified:   code/game/atoms_movable.dm
 	modified:   code/game/data_huds.dm
 	modified:   code/game/gamemodes/antag_spawner.dm
 	modified:   code/game/gamemodes/blob/blob.dm
 	modified:   code/game/gamemodes/blob/blobs/core.dm
 	modified:   code/game/gamemodes/clock_cult/clock_items.dm
 	modified:   code/game/gamemodes/clock_cult/clock_machines.dm
 	modified:   code/game/gamemodes/clock_cult/clock_mobs.dm
 	new file:   code/game/gamemodes/clock_cult/clock_powerdrain.dm
 	modified:   code/game/gamemodes/clock_cult/clock_scripture.dm
 	modified:   code/game/gamemodes/clock_cult/clock_structures.dm
 	modified:   code/game/gamemodes/cult/ritual.dm
 	modified:   code/game/gamemodes/cult/runes.dm
 	modified:   code/game/gamemodes/cult/talisman.dm
 	modified:   code/game/gamemodes/game_mode.dm
 	deleted:    code/game/gamemodes/handofgod/_handofgod.dm
 	deleted:    code/game/gamemodes/handofgod/actions.dm
 	deleted:    code/game/gamemodes/handofgod/god.dm
 	deleted:    code/game/gamemodes/handofgod/objectives.dm
 	deleted:    code/game/gamemodes/handofgod/powers.dm
 	deleted:    code/game/gamemodes/handofgod/structures.dm
 	modified:   code/game/gamemodes/miniantags/abduction/abduction_gear.dm
 	modified:   code/game/gamemodes/miniantags/revenant/revenant_blight.dm
 	modified:   code/game/gamemodes/miniantags/slaughter/slaughter.dm
 	modified:   code/game/gamemodes/nuclear/nuclearbomb.dm
 	modified:   code/game/gamemodes/wizard/soulstone.dm
 	modified:   code/game/machinery/computer/computer.dm
 	modified:   code/game/machinery/doors/windowdoor.dm
 	new file:   code/game/machinery/limbgrower.dm
 	modified:   code/game/machinery/machinery.dm
 	modified:   code/game/machinery/recharger.dm
 	modified:   code/game/machinery/syndicatebomb.dm
 	modified:   code/game/machinery/vending.dm
 	modified:   code/game/mecha/mecha_defense.dm
 	modified:   code/game/mecha/working/ripley.dm
 	modified:   code/game/objects/effects/decals/Cleanable/aliens.dm
 	modified:   code/game/objects/effects/decals/Cleanable/humans.dm
 	modified:   code/game/objects/effects/decals/Cleanable/misc.dm
 	modified:   code/game/objects/effects/decals/Cleanable/robots.dm
 	modified:   code/game/objects/effects/decals/cleanable.dm
 	modified:   code/game/objects/effects/decals/crayon.dm
 	modified:   code/game/objects/effects/effect_system/effects_smoke.dm
 	modified:   code/game/objects/effects/overlays.dm
 	modified:   code/game/objects/effects/step_triggers.dm
 	modified:   code/game/objects/items.dm
 	modified:   code/game/objects/items/blueprints.dm
 	modified:   code/game/objects/items/devices/PDA/PDA.dm
 	modified:   code/game/objects/items/devices/chameleonproj.dm
 	modified:   code/game/objects/items/devices/megaphone.dm
 	renamed:    code/game/gamemodes/handofgod/items.dm -> code/game/objects/items/religion.dm
 	modified:   code/game/objects/items/robot/robot_items.dm
 	modified:   code/game/objects/items/stacks/stack.dm
 	modified:   code/game/objects/items/weapons/cigs_lighters.dm
 	modified:   code/game/objects/items/weapons/grenades/grenade.dm
 	modified:   code/game/objects/items/weapons/grenades/spawnergrenade.dm
 	modified:   code/game/objects/items/weapons/implants/implant_loyality.dm
 	modified:   code/game/objects/items/weapons/kitchen.dm
 	modified:   code/game/objects/items/weapons/melee/energy.dm
 	modified:   code/game/objects/items/weapons/melee/misc.dm
 	modified:   code/game/objects/items/weapons/mop.dm
 	modified:   code/game/objects/items/weapons/storage/belt.dm
 	modified:   code/game/objects/items/weapons/storage/uplink_kits.dm
 	modified:   code/game/objects/items/weapons/tools.dm
 	modified:   code/game/objects/items/weapons/vending_items.dm
 	modified:   code/game/objects/items/weapons/weaponry.dm
 	modified:   code/game/objects/objs.dm
 	modified:   code/game/objects/structures/crates_lockers/closets/fitness.dm
 	new file:   code/game/objects/structures/divine.dm
 	modified:   code/game/objects/structures/flora.dm
 	modified:   code/game/objects/structures/fluff.dm
 	modified:   code/game/objects/structures/grille.dm
 	modified:   code/game/objects/structures/kitchen_spike.dm
 	modified:   code/game/objects/structures/tables_racks.dm
 	renamed:    code/game/gamemodes/handofgod/traps.dm -> code/game/objects/structures/traps.dm
 	modified:   code/game/objects/structures/window.dm
 	modified:   code/game/turfs/simulated/dirtystation.dm
 	modified:   code/game/turfs/simulated/floor/fancy_floor.dm
 	modified:   code/game/turfs/simulated/floor/light_floor.dm
 	modified:   code/game/turfs/simulated/floor/misc_floor.dm
 	modified:   code/game/turfs/simulated/floor/plating.dm
 	modified:   code/game/turfs/turf.dm
 	modified:   code/modules/admin/player_panel.dm
 	modified:   code/modules/admin/verbs/onlyone.dm
 	modified:   code/modules/admin/verbs/pray.dm
 	modified:   code/modules/assembly/flash.dm
 	modified:   code/modules/atmospherics/machinery/components/binary_devices/dp_vent_pump.dm
 	modified:   code/modules/atmospherics/machinery/components/unary_devices/vent_scrubber.dm
 	modified:   code/modules/awaymissions/capture_the_flag.dm
 	modified:   code/modules/cargo/packs.dm
 	modified:   code/modules/client/client_colour.dm
 	modified:   code/modules/client/preferences.dm
 	modified:   code/modules/client/preferences_savefile.dm
 	modified:   code/modules/clothing/clothing.dm
 	modified:   code/modules/clothing/glasses/glasses.dm
 	modified:   code/modules/clothing/glasses/hud.dm
 	modified:   code/modules/clothing/spacesuits/hardsuit.dm
 	modified:   code/modules/clothing/suits/miscellaneous.dm
 	modified:   code/modules/clothing/suits/wiz_robe.dm
 	modified:   code/modules/clothing/under/jobs/civilian.dm
 	modified:   code/modules/clothing/under/shorts.dm
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2016-09-26 12:40:26 -04:00
Joan Lung fb9f2a6bb5 Tweaks smoke and foam layers 2016-09-04 17:57:29 -04:00
Jack Edge 7aef42ae8b spawn() removal on effects_*.dm 2016-06-25 17:50:47 +01:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
MrStonedOne 5098a3c884 Made more sleeps use stoplag
This buffs a few things, but makes them handle lag better and tick at the rate of world.tick_lag without causing lag
2016-04-05 11:08:28 -07:00
duncathan e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
duncathan 3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
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	code/game/turfs/simulated/river.dm
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	code/modules/admin/verbs/buildmode.dm
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	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
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	code/modules/mob/interactive.dm
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	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
MrStonedOne 09fb8c2b10 Explosions and singulo use spiral range (and other changes) 2016-03-15 03:39:41 -07:00
duncathan 5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
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
duncathan 17f167bcb7 associative list 2015-12-29 13:33:12 -06:00
duncathan a64b68f76c caches gases in more procs 2015-12-28 13:32:49 -06:00
duncathan b18cb5fca8 making shit compile 2015-12-28 08:31:20 -06:00
phil235 d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
phil235 47909d525f Changes smoke to behave more like foam. Each covered tile has one smoke cloud. This makes smoke clouds much less random, especially in terms of reagent application.
Also smoke reaction now uses the TOUCH method instead of VAPOR, to differentiate smoke and foam. Mob without internals or gas masks also ingests reagents in the smoke.
Moved nanofrost smoke code to effects/effect_system/effects_smoke.dm
2015-10-15 21:52:37 +02:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
phil235 d2a4024e7f reagent reaction() now use more methods. Instead of just INGEST or TOUCH, we now have INGEST (for injection, ingestion), TOUCH (for splashing), PATCH (for patch application and blob attack), and VAPOR (for smoke, foam and spray application).
- TOUCH no longer transfer reagent by default, it's now only used for touch based effect like being flammable when touched by fuel or you and your stuff being acided when touched by acid).

- PATCH does no transfer of its own (but actual patches code do make a transfer) but is used for touch effect that ignore clothes and protection (blob attacks, patches effect going through hardsuits)

- VAPOR does reagent transfer but it takes into account clothing protection

Fixes a typo in humanoid/get_permeability_prot
Fixes acid splashing on objects not destroying it. Fixes acid splashing on turf not destroying objects on the turf.

Changed damp rag smothering code a bit.

Blob Smoke now doesn't do anything.
2015-08-09 14:23:12 +02:00