Commit Graph

45 Commits

Author SHA1 Message Date
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
Buggy123 e95883ed89 Update drinks.dm 2015-12-31 20:41:44 -05:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
phil235 564857d3c9 Fixes changing transfer amounts not working for shaker, drinking glass and condiment bottle. And remove it from damp rag and shot glass, since they only have one possible tranfer amount. Fixes the shaker's name being capitalized for no reason (and without an \improper ). 2015-10-22 18:40:32 +02:00
phil235 dce2027d01 Changing the transfer amount of all reagent containers (beaker, bucket, glass) is now done by clicking them, similar to spray. Reagent dispensers (watertank, fueltank, pepperspray dispenser) no longer have their own transfer amounts and use the reagent container's transfer amount instead (except for sprays which get 50u for faster refilling).
Removed object verb "Set Amount per transfer from this" for both reagent containers and reagent dispensers.
2015-10-16 01:07:10 +02:00
phil235 832e650ffc Trashbag can pick up ammo casings and reagent_containers/food/drinks again.
Dipping a lit cigarette into a reagent container heats up the liquid (like every other heat sources) and only unlit cigarette can be dipped to absorb the liquids now.
2015-10-08 01:26:55 +02:00
xxalpha 655b1a77c7 Replaced refactored is_hot() to be an atom proc. 2015-09-24 01:12:38 +01:00
Jordie 47fb102125 Merge pull request #11633 from bgobandit/cocosprite
Coffee and tea mugs now appear empty when empty.
2015-09-13 21:44:42 +10:00
bgobandit b3b9941432 Merge branch 'master' of https://github.com/tgstation/-tg-station into matsblastusa
Conflicts:
	code/modules/assembly/flash.dm
2015-09-09 14:04:41 -04:00
bgobandit ed26da8366 Coffee and tea mugs now appear empty when empty. 2015-09-07 10:53:05 -04:00
bgobandit 020ea5d262 Adds materials to some items for recycling purposes. 2015-08-30 14:28:56 -04:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
MrStonedOne a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
kingofkosmos 1c52df23b5 Merge branch 'master' of https://github.com/tgstation/-tg-station into beakerdrink
Conflicts:
	code/modules/reagents/reagent_containers/glass.dm
2015-07-05 10:14:33 +03:00
Ikarrus 38dc0890c8 Spillable var instead of checking for OPENCONTAINER as that flag encompasses a lot more than necessary. 2015-07-04 08:54:04 -06:00
kingofkosmos 46cab301fc Added splashing to drinking glasses. Added drinking and feeding to beakers. 2015-07-04 09:44:23 +03:00
phil235 e8d3deafab Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/clothing/masks/gasmask.dm
2015-06-28 15:22:21 +02:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
phil235 b0cd6d34b1 Lots of work on acids, smoke, foam, reagents reaction() proc.
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more

simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also

how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is

"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect

and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon

as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
2015-06-22 00:35:24 +02:00
kingofkosmos c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Samuel Rowe 76bcddca8c Spelling and grammar fixes
Just cleaning up the desc's so it is more immersive.
2015-05-04 18:13:33 +12:00
kingofkosmos de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
phil235 9396253eb8 Fixes alien and simple animal being unable to attack porta_turret (like the AI turrets). Making a take_damage() proc to update the turret's health.
Fixes porta_turret being broken by severity = 1 explosion and deleted by severity = 3 instead of the other way around.

Fixes soda can being named 'drink' in tablecraft window.
2015-03-31 00:09:55 +02:00
Swag McYolosteinen daffcdf075 Merge pull request #7987 from phil235/SugarSatietyRemoval
Remove sugar satiety effect
2015-03-02 18:17:40 +01:00
Delimusca 747ebbc78d added improvised heating 2015-02-28 20:51:39 -07:00
phil235 fa0e5344ef Removes sugar effects. 2015-02-27 19:01:32 +01:00
phil235 549b71a487 Merge branch 'master' of https://github.com/tgstation/-tg-station into CookingOverhaul
Conflicts:
	icons/obj/drinks.dmi

Fixing a couple typos. Making sure all eggs used in tablecraft recipes are boiled
2015-02-11 16:13:04 +01:00
TheVekter 2b346676c1 Moved shotglasses back to drinkingglass.dm. Again.
Added a bunch more iconstates for each drink in the booze-o-mat. Any drink the shot doesn't recognize comes up as a "shot of... what?"
2015-02-10 11:50:28 -06:00
TheVekter f49abb5117 Adds multiple drinks to the shotglass list so they can be mixed within.
Re-adds bottle of booze that got removed in a merge conflict a while back.
2015-02-09 18:25:03 -06:00
TheVekter ba18c0e925 Adds sprites and iconstates for shot glass. 2015-02-09 17:38:23 -06:00
TheVekter e728185a49 Fixes shot glass sprite changing when something's poured in (TEMP FIX) 2015-02-09 16:55:11 -06:00
phil235 faba71fcca Cooking overhaul: adding tablecraft food recipes, customizable food, food ingredients (from bay)
- converted the microwave recipes to tablecraft recipes
- Added customizable food (thanks iamgoofball)
- added food ingredients (from baystation)
- changing food recipes a bit (replacing stuff with the new food ingredients)
- repurpose the microwave to actually cook certain food items.
- bowl is no longer trash but a reagent_containers/glass that is used in salad/soup recipes
- Changed the hunger system a bit, sugar becomes a normal reagent again. Adding a junkiness var to foods to drain mob satiety.
- milk carton is now a condiment bottle
- slight buff to vitamin
2015-02-05 16:48:25 +01:00
Jordie0608 3d2da1b350 Fixed runtiming commas 2015-01-19 20:15:01 +11:00
Jordie0608 a643ecdfcc Food and drinks refactor 2015-01-19 18:06:15 +11:00
phil235 778a10688d Fixes feeding messages that was showing the attacker's message to the victim. 2015-01-14 19:57:39 +01:00
phil235 f87da5939a Making nutrition level values into defines.
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
2014-12-13 17:15:35 +01:00
phil235 f9dff2f626 Balancing nutrition and fixing some nutrition stuff that I had missed. 2014-12-12 13:59:31 +01:00
phil235 7bd9b86652 Changes the hunger system in various ways. New hunger hud icons. Food w/o sugar can be loaded in snack vending machines by anyone. Adding two new var for mobs "satiety" and "metabolism efficiency". Rearranging datum/reagents, all "good" medical reagents are under datum/reagent/medicine/ and all food&drink reagents are under datum/reagent/consumable. Adding a pizza crate to cargo orders. Growns and cooked food are given vitamins while junk food are all given sugar. Removed some unnecessary code in Chemistry-Reagents.dm .
high satiety+fed = higher metabolism_efficiency, lower if starving. Sugar digested drains satiety and vitamin raises satiety. Negative satiety means faster nutrition drop. Positive high satiety means lower chance to spread viruses. metabolism efficiency affect metabolization speed of healing and damaging reagents and the efficiency of bodytemp stabilization via calory use.
2014-12-11 20:46:27 +01:00
Razharas 67c2ddb734 Fix for omnious reagent transfer error 2014-11-25 15:29:59 +03:00
phil235 0bc84e120e Merge branch 'master' of https://github.com/tgstation/-tg-station into TorchFix
Conflicts:
	icons/mob/items_lefthand.dmi

Adding PR 5829 to my PR so both can be merged now.
2014-11-22 18:56:31 +01:00
Remie Richards ea4e6f823c Merge pull request #5051 from paprka/rollingjsuit
Ports and improves jumpsuit rolling (casual adjusting) and noir detective set
2014-10-06 20:45:28 +01:00
paprka 0b605e7bdf more NT ports 2014-10-01 18:36:57 -07:00
MrPerson 13b03a6d43 Hopefully final pass of object -> mob examine switch 2014-08-20 07:07:30 -07:00
Firecage 6db137fd2b absolute paths for kitchen and bar stuff 2014-08-15 23:06:05 +02:00
Firecage 77d15a6c5b Moar restructuring 2014-07-23 06:10:21 +02:00