Commit Graph

34 Commits

Author SHA1 Message Date
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
Jordie 3f0c55961f Merge pull request #12434 from freerealestate/master
Fixes #12326: High-capacity power cells on Boxstation having wrong capacity
2015-10-19 14:59:33 +11:00
freerealestate 683898cd56 *unsheathes katana* 2015-10-17 17:58:57 +13:00
freerealestate b88ffb6a8a Replaces var-edited high cap cells on Boxstation with plus sized versions that have slightly modified icons
Renames high cap cell in ninja suit and changes its sprite to reflect its unique capacity
2015-10-17 17:47:59 +13:00
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
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Aranclanos 62c9fc6368 Fixes ninja stealth not working at all 2015-08-20 21:44:56 -03:00
phil235 7498d3de63 Merge pull request #10835 from RemieRichards/ninjastuff
Ninja Invisiblity Fixes
2015-08-01 18:39:11 +02:00
Remie Richards c8a5661e82 Ninja invisibility now turns off at <= 0 charge, Ninja invisibility effects moved to animate() instead of ancient anim() 2015-07-24 16:26:59 +01:00
phil235 9fab0f3641 Fixes beaker feeding not calling the right volume for the ingestion reaction.
Same fix for ninja suit adrenalin boost.
Simplifies reagent_containers/glass/attackby() a bit.
2015-07-23 13:05:53 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Ikarrus 5e50b2b982 Update and Changelog
Lizard names are now "name1-name2"
2015-07-05 22:20:00 -06:00
Ikarrus b0cfaf401f Random Names for Lizards
Lizards now have their own list of names to pull from when randomizing their names.
2015-07-05 18:35:56 -06:00
Ikarrus 55bec2d24d Adds a thrownby var that's used by admin logging. 2015-07-01 13:00:12 -06:00
phil235 a029f2852a Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/reagents/Chemistry-Reagents/Blob-Reagents.dm
2015-06-24 21:15:09 +02:00
Iamgoofball a8ec1c76df Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics
Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
2015-06-23 12:54:26 -07:00
phil235 b0cd6d34b1 Lots of work on acids, smoke, foam, reagents reaction() proc.
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more

simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also

how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is

"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect

and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon

as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
2015-06-22 00:35:24 +02:00
Cheridan a45804dcfe Merge pull request #10033 from optimumtact/reeeeeeee_hitby_messages
Hitby messages removed, may help with singularity lag from throwing
2015-06-20 00:19:03 -05:00
oranges ea1df76a6d Hitby messages removed, may help with singularity lag from throwing 2015-06-19 15:32:56 +12:00
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Iamgoofball c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
Incoming 69f8f6575b Antagonists Will No Longer Show Up as MODE in round end reports.
Instances where the game would give special treatment to MODE players will instead check to see if a player's assigned_role (job) matches their special_role (antag status). All antags that start off station (as well as ninjas for some weird reason) were affected.

Fixes #8743
2015-05-25 15:58:32 -04:00
kingofkosmos 761d31cea0 More visible.message span classes removed. 2015-04-24 21:24:21 +03:00
kingofkosmos a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
phil235 081bae6740 Fixes broken ui action button for toggling chef apron's sleeves and owl's wings.
Fixes surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.
2015-04-14 13:54:36 +02:00
Remie Richards a965f17c3c Corrects return values, fixes cell draining. 2015-04-05 22:03:41 +01:00
Remie Richards 5884c3727f Fixes nonnumerical defines, Special interaction should work nicer now. 2015-04-05 21:52:42 +01:00
Remie Richards cb86467e47 Consistency with X_act() names, Ninjas can now electrocute carbon mobs by "draining" them, as they would a cell/smes/mecha etc. 2015-04-05 02:30:43 +01:00
Remie Richards 9c6c68b81a Removes SpiderOS, SpiderOS Information moved to a SpiderOS Statpanel, Fixes ninja_sword_recall() by preventing a katana from ever hitting its owner (it can still hit other ninjas) 2015-04-05 01:55:27 +01:00
Remie Richards bebe775021 Splits ninja glove drain() proc up into /atom/proc/ninjaDrainAct() 2015-04-05 00:09:28 +01:00
Remie Richards 5e93f57873 Fixes energy katana emag spam. Fixes energy nets not anchoring their target. Fixes runtime from upgrading suit cell. Ninja stars ability changed to summon one obj/item/weapon/throwing_star/ninja with throw mode auto toggle on for instant throwing. Added ninja sword recall, Allowing the ninja to recall their sword back to themselves, if they can see the sword the ability is free, and the sword throws itself towards the ninja, hitting people as it does so. 2015-04-04 18:17:37 +01:00
Remie Richards 370a7100c7 Moves ninja shoes into the ninja folder 2015-03-09 23:02:26 +00:00
Remie Richards f6e4c1518d A restructure/removal/cleanup of Ninja Code 2015-03-09 20:43:56 +00:00