Commit Graph

202 Commits

Author SHA1 Message Date
KiwiFarms 9afe050025 Replaced last occurences of gc_destroyed by qdeleted(). 2016-03-05 01:58:56 +01:00
CPTANT b9ff8712f8 sets turret upgrade heavy laser path to the new heavy laser path. udoes other changes to malf file 2016-02-16 12:31:49 +01:00
CPTANT 7da15dc92a hopefully fixes this shit 2016-02-16 03:59:48 +01:00
CPTANT 086dd558f3 Merge branch 'master' of https://github.com/tgstation/-tg-station into laserfire
# Conflicts:
#	code/game/gamemodes/malfunction/Malf_Modules.dm
2016-02-16 03:23:55 +01:00
phil235 02d5d24daa Fixes Malfpowwer upgrade camera net not giving the AI nightvision
Fixes client eye not being update when using shadow walk or ethereal_jaunt inside a container.
Fixes thrall vision spell not udating your vision.
Fixes Shift Nerves shadowling ability not adjusting your night vision range correctly.
Using shadow walk now extinguishes the shadowling.
2016-02-13 01:17:21 +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
tkdrg c4cb425b5f Merge pull request #15195 from GunHog/Hack_ALL_The_Tiles!
Doomsday and Self-Destruct now change ALL the blue circuit tiles!
2016-02-06 01:37:40 -03:00
GunHog f592ce1aa8 Fix + Nitpick management 2016-02-05 12:41:55 -06:00
tkdrg dbfacb31db Merge pull request #15172 from xxalpha/doomsdayfix
Fixed doomsday device spamming.
2016-02-05 01:00:10 -03:00
phil235 16d0154d9f Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor 2016-02-04 17:04:10 +01:00
GunHog 95f86ffea8 Nuke Tiles
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.

Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
2016-02-04 09:16:56 -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
xxalpha cda1db92dd Fixed doomsday device not qdeling when it should.
asdiasda
2016-02-04 10:31:30 +00:00
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
xxalpha 96099d4648 Fixed doomsday device spamming.
T
2016-02-03 15:26:48 +00:00
oranges 514b860fab Makes AI turrets better use the syndicate faction
Sets the faction to be syndicate, drones will now be targeted
2016-02-03 12:18:28 +13:00
CPTANT fb154f0b2e cleans up the code and brings fire stacks back to 0.5 2016-02-02 21:02:53 +01:00
KorPhaeron 450251b2cb Doomsday 2016-01-29 13:24:22 -06:00
Bjorn Neergaard f3697fc7d6 Repath air alarms 2016-01-25 12:02:58 -06:00
duncathan salt 75755a12b8 Merge pull request #14710 from KorPhaeron/AI_fix
Fixes AI not recieving malf powers and cyborgs not recieving 0 law
2016-01-19 07:27:16 -06:00
KorPhaeron 35b8a253e7 AI Fix 2016-01-17 21:33:23 -06:00
Razharas c2730f6340 Grammar fix
Grammar fix
2016-01-17 23:33:36 +03:00
Razharas b8cde5c6cb Fixes malf turret cover abuse
Fixes malf turret cover abuse
Fixes https://github.com/tgstation/-tg-station/issues/7617
2016-01-16 22:53:39 +03:00
Shadowlight213 f056cb5ae6 Made malf pinpointer tracking use curated list instead of world. Also used ai_list instead of player list 2016-01-13 15:07:32 -08:00
Shadowlight213 f922fc94f6 Makes the pinpointer actually track the nuking AI 2016-01-11 17:55:16 -08:00
KorPhaeron e4314b5ecb AI lip reading 2015-12-24 21:39:13 -06:00
KorPhaeron ac576a5050 Doomsday countdown 2015-12-20 12:48:30 -06:00
KorPhaeron bfced13c70 Doomsday Device 2015-12-20 02:23:42 -06:00
KorPhaeron 57d29d11d4 Replaces malf with traitor AI 2015-12-18 00:05:30 -06:00
Tkdrg e2187614fd Merge remote-tracking branch 'upstream/master' into hog-mergeconflicts
Conflicts:
	code/__DEFINES/hud.dm
	code/__HELPERS/game.dm
	code/_onclick/hud/_defines.dm
	code/_onclick/hud/hud.dm
	code/game/gamemodes/antag_spawner.dm
	code/game/gamemodes/game_mode.dm
	code/game/machinery/turrets.dm
	code/modules/client/preferences_toggles.dm
	code/modules/events/alien_infestation.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/special/alien_embryo.dm
	code/modules/mob/living/simple_animal/revenant/revenant.dm
	icons/mob/back.dmi
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/items.dmi
	icons/obj/projectiles.dmi
	icons/obj/storage.dmi
2015-11-02 01:06:30 -03:00
xxalpha e82a216447 Changed various instances of range() and orange() to ultra_range(). 2015-10-19 20:04:14 +01:00
KorPhaeron 31836a5deb Removes in world 2015-10-09 22:37:53 -05:00
Remie Richards b9394257da About a million changes, but largely: Functional (Sort of) Antag Huds, Mind fixes, and Final glue to get the mode working. 2015-10-07 22:11:19 +01:00
Remie Richards 58483beb50 Hand of god gamemode!
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
2015-09-27 16:49:56 +01:00
GunHog a6beaa26a2 Derpfix
Forgot to set the players var back.
2015-09-09 15:48:52 -05:00
GunHog 920af6eb4a Small fixs to Malf Round Report
- Fixes an instance of a gibbed AI appearing to have purchased no
modules.
- Now properly supports multiple Malf AIs.
2015-09-09 15:44:23 -05:00
Razharas 5bf8c9dae5 Merge pull request #11512 from Jordie0608/thefirststeptoanyunificationisnaturallystatistics
Makes auto_declare_completion_ use printplayer()
2015-09-01 18:34:27 +03:00
Jordie0608 84a373ad90 makes auto_declare_completion_ use printplayer() 2015-08-31 20:55:12 +10:00
GunHog 60c9106f05 Merge remote-tracking branch 'remotes/upstream/master' into Malf_RCD-defense
Conflicts:
	code/game/gamemodes/malfunction/Malf_Modules.dm
2015-08-19 09:56:16 -05:00
GunHog 489be2d3e1 RCDs now EXPLODE!
- Made RCDs explode instead of simply disabled!
- Minor explosion power.
- Adds a five second warning to get rid of the RCD before it blows.
- Added a small cooldown.
2015-08-19 09:47:20 -05:00
GunHog 8b07203a87 Buffs RCD disable Malf power
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
2015-08-17 11:03:53 -05:00
GunHog afbcb50678 Malf AI Module List
The modules purchased by a Malfunctioning AI are now listed at round
end.
2015-08-14 11:39:32 -05:00
Jordie 2b01b3761d Merge pull request #10794 from GunHog/AI_Omniscience_Is_Go
Changes to two AI Malfunction camera powers
2015-07-30 20:44:14 +10:00
GunHog c9ad011e0b Changes to two AI Malfunction camera powers
- Reactivate camera is now "Reactivate Camera Network". It now fixes up
to 30 cameras, automatically diagnosing the entire network instead of
requiring selection.
- Cost doubled to 10.

- Upgrade Camera is now "Upgrade Cameranet". It now works on the entire
camera network to give each camera X-ray and EMP proofing, as well as
giving the AI night-vision.
- Cost greatly increased to 35 to reflect its utility.
2015-07-23 09:01:12 -05:00
Chiefwaffles eaa271b8c2 FIXES A CONFLICT THAT ISN'T EVEN MINE 2015-07-22 17:36:08 -07:00
Chiefwaffles a057c19b91 please work
fucking git
2015-07-17 19:09:15 -07:00
Chiefwaffles 37625502bb Fixes ANOTHER conflict. 2015-07-17 18:37:52 -07:00
phil235 34db8dd695 Merge branch 'master' of https://github.com/tgstation/-tg-station into MechRefactoring
Conflicts:
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/medical_tools.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mecha.dm
2015-07-16 13:50:01 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235 ea1780ce97 - Mech equipment was using its unique processing method, with specific timing for each equipment, but now it uses obj processing, I
changed the values so the equipment effect stays the same. Remove global_iterator datum.
- fiddled with equip_ready procs of mech tools.
- removed mecha/proc/do_after and /enter_after() procs.
- Renamed mech sleeper occupant var to "patient" to avoid confusion with the occupant of the mech.
- all non instant tool (drill) now show a progbar when drilling etc..
- action cooldown now use do_after_cooldown() (that itself uses do_after) and start_cooldown (for instantaneous actions).
- Removed mecha_equipment's destroy proc, it's now all in Destroy(). No confusion.
- modified mecha_equipment/proc/can_attach() to not check istype(mecha) b/c it can't not be. (so the child only have one istype check.
- Removed diamonddrill/can_attach() , all done at drill level.
- armor booster now only for combat mech, instead of all except honkmech.
- Removed dynhitby, dynbulletdamage, dynattackby, dynusepower(), dyngetcharge(), dynabsorbdamage()
- I split the tools.dm file into smaller ones: work tools, mining tools, other tools.
- I split mecha.dm into mecha.dm, mecha_topic.dm and mecha_defense.dm
- refactored mech weapon ballistic/launcher, new proj_init proc, more OOP.
- Moving consumes energy! Lights consumes energy. Fixes #9425.
- Fixed #7354 xeno not bursting if host is inside a mech.
- Added action buttons to mech. Moved toggle lights, internal tank, eject, view stats from verbs to action buttons, these can now only

be done via these buttons (removed them from the big stats window).
- Removed port connect verbs b/C it's automated now.
- regular hud is no longer hidden when inside a mech (doesn't matter b/c you can't interact with most stuff in it while in a mecha). Fixes issue 10387
- can't walk when shooting projectiles. Makes walking on your projectile a bit harder. Helps against issue 10315 (but doesn't fix it).
- also made into action buttons: the special abilities of certain combat mechs.
- Added thrown alerts for mech charge and integrity.
- Fixes teleporting occupant out not properly removing it from the mech. Fixes issue 10330
- fixes ballistic mech weapons spinning when launched. proc/throw_at() now has a spin argument instead of using var/allow_spin that was added to all atoms just for that.
- added a update_action_buttons() to ai/life() to handle ai mech.
2015-07-07 19:40:32 +02:00