Commit Graph

207 Commits

Author SHA1 Message Date
phil235 c07a48a84d Moved changeling adrenaline and shadowling blindness smoke reagent to the proper reagent files.
Fixes these two reagents calling mob update procs when they shouldn't.
2016-03-02 19:55:55 +01:00
Cheridan cfcecba389 Merge pull request #15575 from phil235/ReviveFix1
Fixes mob revival
2016-02-17 20:42:10 -06:00
phil235 7e1efca13a Created two new procs to handle reviving mobs more easily:
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.

I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)

This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
2016-02-16 23:27:08 +01:00
phil235 fd16e02cdb Fixes most (non hardsuit) helmets hiding the glasses when they shouldn't.
Fixes not seeing glasses through the riot helmet.
Fixes gas mask protruding from the abductor helmet.
Fixed radiation hood not hiding your hair, earpiece, mask.
Fixes colored justice hats not having an on-mob icon_stat.
Removed BLOCKHAIR bit from var/flags , moved it to flags_inv and renamed to HIDEHAIR
Added HIDEFACIALHAIR bitflag so certain hat/helmet can show just the beard.
Fixed human/update_inv_glasses not checking if our mask hides our glasses.
Fixed check_obscured_slots() not checking if our masj obscur our glasses.
Fixes some bits of flags_inv having the same value.
Fixes crusader hood and other headgear not hiding your identity when they should.
Fixes drone mask icon not appearing.
2016-02-14 00:03:07 +01:00
phil235 83633edfed - I renamed some of the new adjust procs and create new ones for eye_blind,eye_blurry and eye_stat so they get three procs just like weakened/sleeping/etc.. (Sleeping, AdjustSleeping, SetSleeping)
- renamed the eye_stat var to eye_damage.
- mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision.
- I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated.
- fixed climbing into mecha not giving you mecha sight.
- simplified and removed copypasta from update_tinttotal() (now update_tint() )
2016-02-07 18:50:18 +01:00
phil235 fdec37b76f Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/_onclick/hud/alien.dm
	code/_onclick/hud/alien_larva.dm
	code/_onclick/hud/hud.dm
	code/_onclick/hud/human.dm
	code/_onclick/hud/monkey.dm
	code/_onclick/hud/other_mobs.dm
	code/_onclick/hud/robot.dm
	code/game/machinery/Sleeper.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/ai/login.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_defines.dm
2016-02-06 15:42:13 +01:00
Shadowlight213 20d55b9adb Fixes Changeling digital camo toggle. 2016-02-04 23:21:42 -08:00
phil235 0daa87f9be More merge conflict fixes. 2016-02-04 15:48:33 +01:00
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
xxalpha 53b74da4bd Fixes the straightjacket
More straightfixes
2016-01-17 22:12:34 +00:00
Firecage 0cb6814c18 Merge conflict fix 2016-01-17 19:15:30 +02:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
Menshin 828c1ddf2c * Generalized AStar check for objects preventing passability
* Fixed AStar not detecting plastic flaps as impassable for mobs that can't pass them (fixes #14616)
2016-01-16 15:27:31 +01:00
AnturK 5738de679b Fixes changeling form swap 2016-01-03 12:08:57 +01:00
KorPhaeron a3179e91f1 Fixes Transform Sting 2015-12-22 13:37:20 -06:00
KorPhaeron 0c31ca58cc Fixes changeling shields 2015-12-07 19:05:57 -06:00
KorPhaeron 2609adb29d Blocking overhaul 2015-11-30 16:22:31 -06:00
JJRcop fd335fc045 Changeling add_profile now only adds profile
refactored old functionality into add_new_profile and changes all previous usage to add_new_profile
2015-11-25 21:25:47 -05:00
Tkdrg cabd151252 Fixes changeling swap body kicking people to lobby
Don't set the ckey after transfer_to(), as tranfer_to() will have nulled
that field for the source mob.

Fixes #13107
2015-11-19 18:04:36 -03:00
Tkdrg a81c4dd857 Fixes ling revive exploit
Fixes #11961
2015-11-14 03:11:36 -03:00
as334 a6eaf76d72 Fixes merge conflicts, adds new sprites, hopefully fixes weird helmet sprite bug. 2015-11-12 21:54:08 -05:00
Xhuis 1c0b434997 Balance changes 2015-11-06 22:16:04 -05:00
as334 f116ba5c32 Merge branch 'master' of https://github.com/tgstation/-tg-station 2015-10-25 15:39:42 -04:00
KorPhaeron a85f9249d5 Sharp 2015-10-21 18:53:21 -05:00
as334 42971f8fd6 Merge https://github.com/tgstation/-tg-station 2015-10-20 16:51:24 -04:00
as334 bc9b2484d7 Initial Commit 2015-10-15 22:43:05 -04:00
Remie Richards 86c0a1805f Merge pull request #12321 from phil235/RuntimeFixA
Fixes some runtimes
2015-10-13 23:09:48 +01:00
phil235 9c3d5ae3c7 Fixes runtimes with augmented_eyesight refund, atom/movable/Bump(), fleshmend, spraycans, PDA messaging, remove_from_storage(), and gun burstfiring. 2015-10-11 17:18:31 +02:00
phil235 6bb09c92cd derp, removing comments, adding a missing Feedstop() 2015-10-10 21:53:22 +02:00
Xhuis 25621e29fc VOMIT GENERALIZATION 2015-10-04 17:09:07 -04:00
Menshin 70e1ed3820 Tweaked the "max path length" logic in A*. 2015-10-02 22:54:53 +02:00
Menshin e6b2f37182 * (Re)Made A* adjacent turfs checking proc generic
* Wrote a /reachableAdjacentAtmosTurfs proc that checks if a turf can be accessed via atmos
* Made airborne disease spreading only via atmos
* A* generic turfs checking proc can now take into account unsimulated turfs using an argument
* Fixes ling stings not working in space and floorbot not repairing hull breaches
2015-10-01 19:52:32 +02:00
Razharas b7a9cecff7 Merge pull request #12010 from phil235/TransformStingFix
Fixes transformation sting not giving the new name to the target.
2015-09-27 04:10:56 +03:00
c0 feeb9ff7d2 Organs update 3 2015-09-25 22:26:15 +03:00
phil235 bc28e359ab Fixes transformation sting not giving the new name to the target. 2015-09-25 11:51:59 +02:00
Razharas 0f5917b42d Merge pull request #11889 from Xhuis/fuck_you_thomas_laser
New changeling power; tweaks to fleshmend/last resort
2015-09-25 04:24:38 +03:00
Xhuis 1b7235f780 Makes fleshmend nerfs actually work 2015-09-24 20:27:57 -04:00
Razharas c174fbfbc3 Merge pull request #11912 from KorPhaeron/literallytakingnodamage
Changeling Armor Rebalance
2015-09-23 20:58:13 +03:00
Xhuis 9578cd9b53 Changes Biodegrade cost to 1 2015-09-22 16:44:48 -04:00
Xhuis 5fe0762beb Conflicts 2/3 2015-09-22 16:42:34 -04:00
phil235 2fd2f96238 Simplified update_mutations_overlay(), we no longer rebuild the entire mutation layer with all mutations every time we get or lose a mutation. I reintroduced in on_acquiring and on_losing some code similar to the old lose_indication gain_indication procs.
Fixed lesser form changeling, when humanized via dna injector, the ling no longer keeps its Human Form power.

Simplified the racemut trick in humanize() and monkeyize().

Dna now gets qdel'd, just like reagents, when the mob gets qdel'd.

Some tiny fixes here and there.

Added a changelog.
2015-09-22 02:14:37 +02:00
KorPhaeron 6c9513ab37 1 point 2015-09-20 22:15:16 -05:00
KorPhaeron ec79dc1dbc Nevermind 2015-09-20 22:06:38 -05:00
KorPhaeron 67c5aa4577 Changeling Armor Rebalance
Lowers armor values (70% in most categories was absurd, especially with fleshmend). It now has 40% damage resist in most categories (and still no slowdown).

Costs 2 DNA points again, but has no chemical upkeep cost.
2015-09-20 22:03:01 -05:00
Xhuis f4d936d3e5 Removes the message for Fleshmend 2015-09-20 01:10:07 -04:00
Xhuis 9658f87ecc Changelings nerfs, tweaks, and additions 2015-09-19 23:12:47 -04:00
phil235 069e5cdbe5 Fixes the errors from merge conflicts
Fixes changeling readaptation not removing chameleon skin, arm blade, organic suits and shield.
2015-09-19 23:41:39 +02:00
phil235 6ee5ab6680 Merge branch 'master' of https://github.com/tgstation/-tg-station into DnaMonkeyStuff
Conflicts:
	code/__HELPERS/unsorted.dm
	code/modules/admin/verbs/one_click_antag.dm
2015-09-19 22:34:30 +02:00