Commit Graph

15 Commits

Author SHA1 Message Date
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
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
Jordie 0d0f1a5f0d fixes dropper sprite 2015-06-27 15:25:58 +10:00
Cheridan b9cdb3384a Merge pull request #9932 from Jordie0608/mycomputerismadewithoverlayswhyisntyours
Icon and code improvements to fancy storage, cigarette packs, lighters, droppers and syringes
2015-06-26 15:34:24 -05:00
xxalpha 16504ef0cf Cleaned some clothing flags. Ported turf/Entered optimization from vg. 2015-06-23 01:52:14 +01:00
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
Jordie0608 77b2e54de7 code improvement and overlays for fancy storage, dropper, syringe and lighter 2015-06-10 18:58:19 +10:00
kingofkosmos 761d31cea0 More visible.message span classes removed. 2015-04-24 21:24:21 +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
Rolan7 0fa9561ff0 Syringes will switch to draw mode if emptied into plots.
All reagent containers have icon updated after plot-use, including droppers.
Droppers updated to use update_icon instead of that "filled" variable.
Typo in irrigation fixed, allowing liquid > 30 units to be spread amongst connected trays.
Changelog updated, including some things from previous PRs which I didn't add at the time.
2014-07-01 19:38:15 -04:00
Razharas 358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
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
petethegoat@gmail.com 786242f9b2 Big text styling overhaul. Mostly affects reagent related stuff.
Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.

Trash items can now be washed away in sinks.

Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.

Changes the probability of blood spatter from attacking someone from 33 to item.force * 2

Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-06 17:44:49 +00:00
sieve32@gmail.com d64186ec9b -Now instead of just giving an angry message, any living mob with a client and the nuke disk that hits a transition on Z1 on them will have their momentum reversed, effectively sending them back where they came from. (Dead and clientless mobs still have the disk deleted from them)
Fixes Issue 1183

-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158

-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027

-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196

-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202

-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206

-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 19:07:02 +00:00
baloh.matevz e476b418be - Reagent code reorganization commit 5 (Some big errors... Yeah, renaming files in explorer and expecting SVN to understand is a bad idea.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4494 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 22:06:04 +00:00