Commit Graph

17 Commits

Author SHA1 Message Date
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
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
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Giacomand 11bca59614 Refactored the code to remove most icon operations for changing an icon's colour. I had to manually set all the icons, which are subject to colour change, to be have a white/grey icon, so that the colours added properly, and then have them coloured in the code. This means the icons for runes, the reagent beaker overlay, smoke and etc will all be white. They now all use the new 500+ color variable.
The only noticeable gameplay difference is that you can't choose your graffiti's shade.
2014-01-15 21:30:55 +00:00
Kyrah Abattoir df626a1f06 correct paint can names and plural status, corrected pill box names, corrected lockbox names. 2013-12-22 11:28:10 +01:00
Kyrah Abattoir d9fc4bdd5c code/game/object/items/weapons/* lowercase pass
code/game/object/structure/* lowercase pass (start)
2013-11-24 08:49:34 +01:00
Mloc-Argent 79495f710a Refactors the code to work with BYOND 500. Big commit.
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color

Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()

Map changes are due to pipe instances being changed from color to pipe_color

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-06 19:47:30 +01:00
supersayu a993ce62db Bugfixen and minor changes. Fixes #136.
Adjusts the click code to not use client/Click().  The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn().  I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.

Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat.  This may also be responsible for the above, but I don't know.

Inserts proximity (aka flag) checks in all afterattack() procs.  The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true.  This led to beakers, soap, crayons, etc, all being usable at all ranges.

Removes the NODELAY flag, which was unused.  Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.

Removes the hand_* procs, previously used by restrained actions.  Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.

Adds a special case of the Adjacency() proc for doors.  This fixes #136, airlocks being unreachable due to border fire doors.  However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
2013-09-17 18:19:14 -04:00
d_h2005@yahoo.com f6847d1987 -Paint now has a limit.
-Enables violet paint, adds violet paint icon.
-The shades of the paint colors are much less offensive to the eye.
-Fixes badly aligned paint inhands.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5641 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-01 21:07:55 +00:00
sieve32@gmail.com 459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
elly1989@rocketmail.com 48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
baloh.matevz@gmail.com cfa1d1ed1f - Some runtime-prevention tweaks so that impatient coders don't just break everything somewhere down the line.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3665 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:34:10 +00:00
elly1989@rocketmail.com fcb10e6e32 Runtime fix for paint
Shuttle call/recall announcements are now more noticeable. Removed a few ways they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and I don't hate fun.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3382 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-01 06:39:22 +00:00
petethegoat@gmail.com d4a2a37b50 removed paint with muskets' permission
it sucked

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3369 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-28 19:41:12 +00:00
quartz235@gmail.com d22c7cd6d5 Fixin runtimes and wooing the hot womenfolk
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3340 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-23 00:45:53 +00:00
mport2004@gmail.com c03b746cc1 Recoded flashbangs/empnades slightly.
AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message.
Moved Paint and DNAInjectors into their own files
edit_player renamed to show_player_panel 
Cleaned up the grille code a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 21:57:09 +00:00