Commit Graph

44 Commits

Author SHA1 Message Date
Bjorn Neergaard 5cfc60d9da tgui radios; clean up frequency code 2016-01-18 14:28:33 -06:00
KorPhaeron 66ed7605d7 Command Headsets 2015-12-22 09:36:10 -06:00
Bjorn Neergaard 34b717afb4 radio_controller -> SSradio, SSbp -> SSnpc 2015-12-04 22:25:24 -06:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
xxalpha cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
xxalpha b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
kingofkosmos e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
Fayrik 558f46af1e Forgot the encryption key sprite. 2015-04-18 00:41:15 +01:00
Fayrik 84df0192f4 Buffs Deathsquads. 2015-04-18 00:06:17 +01:00
Fayrik 4f43fff199 Issue fixes! All that, and more! 2015-03-29 03:54:41 +01:00
Miauw 1873143e63 Initial say cleanup commit. 2015-03-18 19:23:31 +01:00
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
GunHog 4f3d955ca1 Fixes #6654
Sets the AI's encryption key to slot 2 so it is not lost upon the AI
being traitorized.
Fixes #6654 by reverting the change in #6399 to the AI's key.
2014-12-29 19:55:01 -06:00
paprka feeb650701 Removes useless standard encryption keys from headsets 2014-12-15 14:59:19 -08:00
paprka 882e868e7b Fixed runtime and added syndie headset protection 2014-11-24 21:54:09 -08:00
paprka 6d86949742 removes flashbang protection from hats, gives it to bowman headsets 2014-11-24 05:55:13 -08:00
GunHog 3c58bf7435 Moved some things around!
All radios now have a keyslot var (replacing keyslot1 for headsets).
- recalculateChannels() proc moved to radios instead of just headsets.
- Removed the duplicated recalc proc for borg radios.
- Moved the translate vars to radios as well.
- The syndicate headset subtype has been removed in favor of using the
make_syndie() proc on it instead.
2014-11-04 10:46:18 -06:00
GunHog 604bc648ff Gives Traitor AIs the Syndicate Channel!
This PR is intended to support #5283 .
- Traitor AIs, when set as a traitor, will be given a new internal radio
calibrated to hear and transmit to the encrypted syndicate frequency.

Since traitors can buy a headset key for getting the Syndicate Channel,
Traitor AIs can get one too, as they cannot purchase their own TC items.
2014-11-03 21:59:36 -06:00
GunHog 56959506ff Adds AI Integrated Radio
- The AI now has its own built in radio headset!
- The headset receives all department channels, including AI Private.
- AI Private can be accessed using :o, .o, #o, :O, .O, and #O.
- Carding an AI will automatically disable the AI's ability to transmit
on its radio.
*The AI's radio transmission ability can be toggled via the InteliCard's
interface
- Added instructions to newly spawned AIs such that they know how to use
their radio.
2014-10-24 20:33:07 -05:00
MrPerson ec9f595b1f Make radios garbage collect 2014-10-18 00:05:03 -07:00
Miauw 78a9b0be69 Merge branch 'master' of https://github.com/tgstation/-tg-station into say()
Conflicts:
	code/__HELPERS/game.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/requests_console.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/objects/items/devices/PDA/radio.dm
	code/game/objects/items/devices/aicard.dm
	code/modules/admin/admin_verbs.dm
	code/modules/assembly/holder.dm
	code/modules/assembly/voice.dm
	code/modules/mob/living/carbon/brain/brain.dm
	code/modules/mob/living/carbon/human/whisper.dm
	code/modules/mob/living/carbon/slime/slime.dm
	code/modules/mob/living/say.dm
2014-08-31 13:40:16 +02:00
Miauw bc2b8d0d5d DONE DONE DONE DONE DONE DONE 2014-08-27 17:40:26 +02:00
Miauw e3c0b2fa43 AHAHAHAHAHAHHAHAHAHAHASDHHADFHEUAHGUIHGDGIJDOINGEIOKILLTHEMALL 2014-08-24 20:35:49 +02:00
Miauw 1fef6effc3 RADIO CODE WORKS NOW HOLY SHIT
(warning, contains tons of debug messages that still need removal)
2014-08-16 20:33:50 +02:00
paprka e901f9b6c1 bowmans 2014-08-07 12:30:14 -07:00
KyrahAbattoir fcb2fb9de3 Another lowercasing pass on a bunch of items and furnitures.
Synthflesh should be a plural.
Leg cuffs is better than legcuffs.
LaserTag -> laser tag is not a brand name.
centcom -> Centcom is always capitalised.
2014-07-27 19:14:40 +02:00
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
Fleure c50255107a Gives janitor service headset 2014-01-06 18:51:22 +00:00
Kyrah Abattoir 225a906eda code/game/objects/items/* (root) lowercase pass
code/game/objects/items/devices/* lowercase pass
2013-11-20 19:15:00 +01:00
dumpdavidson 9fffa15f8f - Replaced EMP frequency scrambling with a 20 seconds forced shutoff
- Made headsets have a 'power button' (toggles listening) and disallowed them from broadcasting with listening = 0.
2013-06-07 16:30:03 +02:00
Cael Aislinn 1ab959dc4f Merge pull request #562 from Ikarrus/hudicons
Updated Hud Icons with department colors
2013-05-31 23:42:26 -07:00
Ikarrus 944fa58570 -CentCom officials radios changed to only have the command channel
-Replaced Captain's Headsets on CentCom roles with a centcom reskin, which was already in the code.
2013-05-28 01:21:06 -06:00
Ikarrus 6bb2c54b97 Might as well remove some unusable headsets in the process 2013-05-25 10:28:24 -06:00
Ikarrus 0323344c4e Removed HoP's security radio access
<Ikarrus> So we have the problem of some HoPs disregarding their jobs just to act like security/p2w right?
<Ikarrus> I was thinking removing the HoP's sec radio channel would help
<Ikarrus> I feel like sec radio is just a remnant of old code and design
<Ikarrus> and his role has since become more specialized
<Ikarrus> I don't feel he needs it, and it would help distance him from security
2013-05-25 10:16:43 -06:00
Cheridan 4ca036543c -Updates DJ station infosheet.
-Adds service headsets to barman/botanist closets (chef doesn't get one for now since he doesn't have a closet, all his spare stuff is just placed in a crate)
2013-05-16 15:16:21 -05:00
Cheridan 6ae715a6cf -Updates the headset descriptions. 2013-05-14 21:59:26 -05:00
Cheridan 0c47147ab1 Phase 2 of my master plan:
-Adds a Service headset channel, given to the botanists, barman, and chef. The HoP also gets the service channel on his headset.

Note: The Service Preset Server will have to be added to Telecomms on the map before the channel is usable. I'll put up the map when/if this gets merged.
2013-05-13 12:20:12 -05:00
Cheridan 3ce06dea8a RADIO SPRITES UPDATE
-New sprites for about half of the headsets:
-Cargo headset now tan instead of white, science now has a unique headset instead of using the command headset sprite (wtf?), medical headset center changed to green from blue. New sprite for medsci headsets.
-Command, centcomm, & basic headsets tweaked a bit, with better shading.

-Made descriptions for command headsets less bad.
2013-05-09 15:25:56 -05:00
ericgfwong@hotmail.com b5b2ee470f Updated supply headset names and instructions
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5267 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-06 00:46:16 +00:00
ericgfwong@hotmail.com f7abe34c72 Removed mining department radio frequency. Miners and Cargo techs will all be under the Cargo radio instead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5265 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-05 23:27:10 +00:00
giacomand@gmail.com 6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
giacomand@gmail.com eb68c1e510 -You can now only hear from headsets when it is on your ear slot. People around you won't be able to hear your headset anymore.
-The firedoor wasn't updating the freelook camera. When I looked at it I couldn't figure out why it was using it's own "rebuild" code, supposedly it only updates the air that it set in the dir variable but the current map doesn't utilize it at all (firelocks with a dir of 8 which are lined horizontalally), and you would have to have two thick wide firelocks to make it effective. I've commented it out and I'll put it back in if we have problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4832 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-08 03:52:25 +00:00
johnsonmt88@gmail.com d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00