Commit Graph

101 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
phil235 563ef0cca8 Renamed remove_spell() to RemoveSpell() for consistency with AddSpell(). 2016-02-29 23:21:33 +01:00
phil235 0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
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.
2016-02-23 19:37:42 +01:00
phil235 91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
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 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 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 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
Nerd Lord c2a3be931b Adds a space after the ghost follow link for messages that lacked it 2016-01-04 19:26:07 -05:00
Nerd Lord 41eeedfc46 Fixes doubled shadowling messages 2016-01-04 18:23:29 -05:00
KorPhaeron b3b579c60c Adds Follow Links to everything 2016-01-03 01:33:16 -06:00
KorPhaeron b6a012debc Fixes same line return 2015-12-24 08:08:30 -06:00
KorPhaeron 82ad4b218d Shadowlings space hatch 2015-12-21 08:31:17 -06:00
AnturK 7a34287a7d Fixes shadowling hatch 2015-12-03 12:00:55 +01:00
as334 dc98e67f05 Just fuck my shit up fam 2015-11-29 13:48:58 -05:00
as334 611fb49c1c Wake me up inside 2015-11-29 00:58:30 -05:00
AnturK 9fd9e5c21d Makes user explicit in spell code 2015-11-28 12:35:40 +01:00
as334 63b599519d unfucking shit ass plasma memes part HOPEFULLY LAST ONE 2015-11-24 22:31:54 -05:00
as334 d97dffaf57 unfucking shit ass plasma memes part 3 2015-11-18 20:58:05 -05:00
as334 c98a7a0d7e Fixes merge conflicts, also a minor slipup with flags 2015-11-17 20:59:43 -05:00
as334 160506b401 Unfucking shit ass plasma memes part 2 2015-11-17 20:38:56 -05:00
Shadowlight213 a7782e5b51 prefs 2015-11-12 22:56:07 -08:00
Shadowlight213 8401d79296 Makes the replacement proc use the new antag flag system.
Adds replacement for thralls.
2015-11-11 09:10:46 -08:00
Tkdrg 8fce742d0a Merge remote-tracking branch 'upstream/master' into fuk
Conflicts:
	data/mode.txt
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
2015-11-07 15:56:39 -03:00
Razharas 5b1a2836fa Merge pull request #12772 from Xhuis/shadowling_update_5
Shadowling Update V
2015-11-07 06:11:39 +03:00
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
Xhuis e291a05692 Adds the admin_override variable to Veil 2015-11-01 13:05:26 -05:00
Xhuis 3c20526900 Re-adds dethralling surgery and speeds up enthralling 2015-11-01 01:39:01 -04:00
Xhuis 4cb2ddc513 Removes shadowling talking in Chiller, fixes conflicts 2015-10-31 12:32:20 -04:00
Xhuis 2621397c41 Some fixes, makes shadowling speak in Chiller 2015-10-31 12:30:54 -04:00
Xhuis f2291a1194 Shadowling update 5 2015-10-31 11:30:29 -04:00
MrStonedOne 8c755da84f Adds a way to make certain area/space areas not force 100% brightness 2015-10-31 02:30:49 -07:00
Razharas 9357602233 Merge pull request #12665 from tkdrg/ghost_medsechuds
[READY] Adds a ghost on-screen HUD
2015-10-28 05:19:19 +03:00
Tkdrg dd20530f0e Adds ghost alerts.
Adds ghost alerts for revival (cloning, MMIs, nar-sie, drones, etc).
2015-10-27 23:07:41 -03:00
Cheridan ed9b0c35c6 Merge pull request #12612 from phil235/BugFixBoogalooI
bugfixes: bloodcrawl, losebreath, wintercoat, and more
2015-10-25 14:19:11 -05:00
phil235 da84fcd8d2 - Fixes shadowling receiving burn messages even when dead. I've also fixed the same bug for other species and made certain spec_life() procs not run when the mob is dead. I also made slime species a subtype of jelly species since they had a lot of code in common thus reducing duplicate code.
- Fixes odd behavior with emagging airlock and windoor animation.
- Fixes being able to bloodcrawl in oil decal.
- Fixes being deaf after bloodcrawling.
- Fixes wintercoat hood appearing below the mask.
- Fixes being able to attack another mob before the game has started (and other things which used a gamestart check that no longer works).
- Ghosts can no longer become drones before the game has started.
- Removed "bhunger" and "ajourn" mob vars, they are unused.
- Fixes admin-revived morph being invisible.
- Fixes heart attack stacking losebreath very high. Also now losebreath is reset to 0 when the mob dies.
- All mobs no longer have a default strip menu showing two hands.
2015-10-23 20:00:52 +02:00
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
xxalpha e82a216447 Changed various instances of range() and orange() to ultra_range(). 2015-10-19 20:04:14 +01:00
Cheridan cb7642b969 Merge pull request #12417 from phil235/SmokeChange
Changes smoke to behave more like foam.
2015-10-17 10:07:04 -05:00
Robustin 23c6ea53ce Buffs Shadowling scaling to actually be a threat
2 shadowlings for a 55 person crew is a joke. This will get you 3 slings by default, 4 at 56 players, and one more for every 14 more players beyond that. 

This is a HUGE issue for shadowlings that makes the game type pathetic and difficult to enjoy. Plus nobody is going to learn how to play the damn role if getting picked is almost as rare as being a wizard.
2015-10-15 17:15:05 -04:00
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
Remie Richards 97de4b2ebe Merge branch 'master' of https://github.com/tgstation/-tg-station into HandOfGod-Resurgence
Conflicts:
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	icons/mob/head.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/storage.dmi
2015-10-07 22:24:53 +01:00
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
Razharas 227f649119 Merge pull request #12017 from KorPhaeron/logging
Logging for communication powers/verbs
2015-09-29 01:45:39 +03:00
Aranclanos bb3087161f Merge pull request #11933 from Xhuis/fucking_scalies
Doubles shadowling population scaling
2015-09-27 17:37:23 -03:00
KorPhaeron 3011efb59e Additional Logging 2015-09-25 13:00:22 -05:00
Xhuis c73ba1b638 Doubles shadowling population scaling 2015-09-21 21:19:57 -04:00
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
phil235 f90ee4aa8c - Fixed monkey starting with no dna.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.

- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
2015-09-19 22:18:28 +02:00