Commit Graph

78 Commits

Author SHA1 Message Date
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
Bjorn Neergaard 9386602acf tgui cargo console
rewrite awful shuttle/cargo code a lot as well
2016-02-05 17:06:07 -06:00
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
Vincent 16303c1c1f Changes flag name from ABSTRACT to NODECONSTRUCT
Removes holo-tables and holo-windows since those typepaths are no longer needed.
Updates Z2 to reflect this.  Removes spurious tag tags in Z2.
2015-11-30 20:26:03 -05:00
Vincent 05ae680b06 Fixing conflicts:
code/game/machinery/computer/computer.dm
	code/game/machinery/doors/windowdoor.dm
	code/game/objects/structures/window.dm
2015-11-29 19:02:30 -05:00
Jordie da0c466f82 Merge pull request #13149 from Firecage/toolspeed
Adds toolspeed
2015-11-29 21:06:15 +11:00
Vincent 026e6ee772 Sets up the the ABSTRACT flag to be used by machines and structures that should not be disassembled or break into parts.
This is specifically used by the holodeck for things that should be immune to disassembly.

Fixes invisible windoors in the holodeck.
Standardizes the fire axe's interaction with windows.
Fixes a runtime with holodeck tiles getting broken or burned.
2015-11-26 21:11:54 -05:00
Firecage c933363062 Adds the toolspeed var and adds it to most usages of tools which has a timer 2015-11-21 19:24:14 +02:00
Nerd Lord f458c2cead The blob eats nondense things in all cases.
Probably fixes one or two bugs in the process.
2015-11-20 21:03:43 -05:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +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 ae8c69f9a7 Merge pull request #9955 from kingofkosmos/spanspaceremoval
Unnecessary space removal from spans and messages
2015-06-15 18:20:04 +02:00
Iamgoofball a00e11520c Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics 2015-06-14 15:42:15 -07:00
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
Jordie0608 5ef93b2225 overlays for computers 2015-06-13 20:07:48 +10:00
kingofkosmos a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00
Remie Richards b1ff6b7220 Merge branch 'master' of https://github.com/tgstation/-tg-station into AttackbyParams
Conflicts:
	code/game/turfs/simulated/floor/light_floor.dm
2015-02-24 22:16:53 +00:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
paprka 1ade8feac8 broken computers and changelogs 2015-02-18 02:16:33 -08:00
paprka bb6596430f computers emit light 2015-02-14 16:37:17 -08:00
Razharas cd218a7ba3 Proper handling of computers and tables by c4
Proper handling of computers and tables by c4
2014-12-06 21:44:52 +03:00
Razharas 7758a0afed Ok now explosions shall work properly
Changed severity to target, make items not destroy themselves on
severity lower than 1, all that stuff
2014-12-05 23:21:48 +03:00
hornygranny b573a00f5e Merge pull request #5918 from Razharas/Cfour
Who am i kidding, its explosions rework for a long time already
2014-11-27 13:58:56 -08:00
Razharas c234e2c9c8 Fix of comms console culldown and computer rework
Now computers store actual circuit instead of creating new one and
trying to pass all vars of old one to new one
Also fixes #243
2014-11-26 19:32:18 +03:00
Razharas ff456ebaf4 Unwinded most of shit
Meh
2014-11-19 21:36:45 +03:00
phil235 bc5754b378 adding diagonal attack animation. 2014-11-07 15:42:07 +01:00
phil235 1506383b2c Adding some missing do_attack_animation()
Moving do_attack_animation() proc to mob/living
Fixing the pixel offset issue from beds especially rollerbed.
Fixing the nograv bouncing stopping because of another animation being used.(lying down, jittering, attack animation)
2014-11-03 15:11:39 +01:00
phil235 3f30912c51 WIP - Adding attack animation to most attacks.
Fixing a couple "for(......) show_message()".
2014-11-02 22:50:58 +01:00
Cheridan 4d8160ab14 meteorhit() is kill 2014-04-22 12:16:02 -05:00
phil235 9658750880 'caution'->'notice' 2014-04-02 22:48:57 +02:00
phil235 c4c8e17816 Adds message when starting to disconnect computer monitor
* Adds message when starting to disconnect computer monitor with screwdriver.
* replacing \blue with span class stuff in messages.
2014-04-02 22:05:18 +02:00
Razharas 6cb3ae5183 Revert "Merge pull request #3142 from Alek2ander/master"
This reverts commit 6f9b58abce, reversing
changes made to eda7110a23.

Im so sorry aran, so sorry
2014-03-29 18:02:54 +04:00
Alek2ander 8fa4005c24 Moved paicard check to /obj/machinery/computer
BSA control computer now a valid pAI control target. !!FUN!!
2014-03-27 23:43:05 +04:00
Alek2ander 81b1b189de paipairing
Stuff
2014-03-22 22:33:09 +04:00
MrPerson 6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
MrPerson 3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Ergovisavi ac269baacb Fixes bullet_act not checking for damagetype on many, many objects.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
2014-03-01 16:39:22 -08:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Razharas 84e1d9872e Telescience fix
Fixes infinite telecrystals from telescience
I tested most of the computers and they were good
No idea who put initialize into new and why
2014-02-23 16:54:52 +04:00
hornygranny b3342a6303 Fixes #2729 2014-02-20 11:43:06 -08:00
KazeEspada 25713b57c5 Fixes the last few issues with the computer update. 2013-09-24 13:54:02 -07:00
KazeEspada 38d7374bc2 Makes circuits into type paths. Dna modifiers had a bad string that showed up when converted into a type path. Power monitors are now actually computers. Makes smashing computers red. 2013-09-21 14:41:50 -07:00
KazeEspada 630a691c6d Cleans up computer code severely. fixes issue #1004. Aliens and Monkeys can now smash computers. However, this only applies to computers with buildable circuit boards. Computers without boards are now impervious to attack and deconstruction(can't steal atmos computers or slash up the escape shuttle computer).
Hologram computer has been moved to unused. It has some interesting ideas, but it needs sprites and fix up.
2013-09-17 13:22:39 -07:00
Pete Goodfellow b02c459505 Adding google code commits r5836 to r5849. RIP in peace google code. 2013-03-11 04:26:54 +00:00
giacomand@gmail.com 76a6ef2252 -Cleaned up computers. Fixes Issue 1195
-Made computers use idle_power_usage and active_power_usage that it used from the MC.

I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-21 20:38:36 +00:00
giacomand@gmail.com dd8d1f6ac2 -You can now target non-dense objects with a projectile.
-Added bullet_acts for computers, canisters and windoors.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4953 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 21:56:00 +00:00
elly1989@rocketmail.com 4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00