Blobbernauts can now see their overmind's core health via their HUD.
Blobbernauts can also see their health from their HUD.
Blobbernauts are somewhat resistant to spacewind.
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.
Revenants now have an essence HUD.
Revenants now retain essence cap from the previous revenant, minus perfect souls.
Restructured revenant code to be less all over the place
Moved Harvesting to revenant_abilities.dm
Defile has slightly more range, but does less damage to windows.
Blight kills shrooms and vines slightly faster.
- 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.
Made swap hands use screen object
Also now blindness is restricting your ability to click
You can shoot at darkness now, it calculates the turf you want to shoot
Added toggleable verb into the prefs tab for autoclick
Made proc that calculates turf from screen loc and origin turf
Now if you have a breath mask on your face, but lowered, and decide to start running on internals, you will automatically adjust the mask back on your face!
Add the incapacitated proc to mobs to check for stat, stun, weakened, paralysis, restrained. And replacing those checks by that new proc in some places.
Removed an unused client verb, changed a usr to src where they're the same mob, and changed a type == check to istype().
Allow turning on throw mode when clicking the UI button (hotkeys already allow you to do this).
Disallow throwing when not on a turf.
Fixes#4823
Make storage items close out the onscreen stuff when they get thrown.
Fixes#5296
Makes the sensor augmentation check for silicon instead of one for both
the AI and Borgs, since they are not actually different procs.
Reverts an accidental removal of the borg camera function, thinking it
came from NT's code.
- The AI can now access both Security and Medical HUDs via a new button
on its UI. The Medical HUD is exactly equal to all others. The AI's
Security HUD cannot detect implants.
- Cyborg HUD modules have been removed in favor of an inbuilt command,
to make it less of a hassle to access them.
- HUD code has been given its own file such that it can be used by any
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.
- Security HUD messages can now be received by any mob using a SecHUD.
This allows you to click which ever intent you want in the four-color
intent system humans have.
Other/simple mobs' still use the old single intent button.
F/G macros still work as well.
continued from: #4473
Fixes#4201 by adding a cancel button to the track mob list.
Fixes a runtime that pops up if you double click the "Track Mob" or "Show Camera List" buttons on the AI hud. Problem is that double clicking runs a proc that builds the datum of lists of trackable mobs twice, and then both procs sleep because of input(). When the first track completes it nulls the tracking datum, which causes problems for the second (or more) tracks which expect the tracking datum to not be null. Solution: Keep the datum around and simply rebuild the lists as-needed instead of creating and deleting the tracking datum datum pointlessly.
Conflicts:
code/modules/mob/living/carbon/monkey/monkey.dm - I don't know why it thought there was a conflict. Opening it in tortoisemerge showed no conflicts and automatically cleared the status. I reset to the repo's version just to be safe, then re-added my freakin 2 line function which has caused 2-3 "conflicts" so far.
MUTAGEN might be controversial I assume... The service borg has no spray bottle though.
Moves update_robot_modules_display() to fix a UI glitch where using the home to unequip a module wasn't making the module appear in the storage list until it was otherwise updated.
Robots no longer take fire damage from fire stacks, since they're otherwise immune to heat... also, fire stacks will gradually burn off and the borg will stop being on fire.
Service borg emag beer (beer2) was oldchloral instead of newchloral. Excellent argument against copy-paste. Fixed.
Removed the dumb "if this happened to be a borg's drink container, refill whatever it's currently holding the most of after a delay" which lead to an easy reagent duplication glitch, and was generally shit. Fixes issue #1673.
Uncapitalized some drink names which weren't proper nouns, and changed stuff like "Beer glass" to "glass of beer".
This still fixes#3401 too of course
Ranged weapons and laser eyes have a cooldown of 0.4.
Grilles, windows, windoors, walls and blobs have a cooldown of 0.8.
Hitting mobs will also have a cooldown of 0.8.
Removes the unused USEDELAY flag.