Commit Graph

6 Commits

Author SHA1 Message Date
elly1989@rocketmail.com 8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
kortgstation@gmail.com 784b6ee0db Added Reactive Teleport armour and on/off sprites for the armour.
Click in hand to toggle on/off (like a cloaking device).
When worn and activated, successfully blocked attacks will cause the wearer to warp randomly up to 8 tiles.
EMPs will disable it.
Values may need tweaking to balance the armour.
One set now spawns in the RD's office to it will get used/tested, depending on how that goes I may move it to being produceable by the protolathe only, or remove it entirely etc

Removed more X-Com shit I managed to fail to remove because of silliness with updating before committing restoring the file I meant to delete.

Updated the changelog.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2680 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-14 09:12:03 +00:00
kortgstation@gmail.com 523100876a Removed all the Xcom sprites/code
Removed the gigyas sprite
Removed the Vriska sprite
Added the (almost finished) displacer. One minor bug with it to work out, does not actually spawn anywhere though so it shouldn't effect anything. Will try to finish it later tonight.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2676 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-13 22:48:09 +00:00
mport2004@gmail.com a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
morikou@gmail.com a697428db7 Y2K update:
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 03:01:12 +00:00
only.lurking 662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00