obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
Fixes runtime when putting beaker in autolathe.
Fixes spray can empty message appearing when placing it on a table.
Fixes experimentor manual not having a title.
Fixes runtime with engine goggles updating nearby objects visibility.
Fixes runtime when looking at picture from the AI camera.
Updating the 'can_be_placed_into' list for items so their afterattack don't do anything when placing them in experimentor, autolathe, destructive analyzer.
Fixes soap starting to clean the table when placed on it.
Fixes drinking glasses having capitalized names.
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.
Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.
Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)
Reorganizes some item definition/procs.
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.
- Banana peels are now grown weapons
- Banana peel slip duration is now based on their potency
- Clown spawns with a 50 potency banana, which is both regular sized and
produces a skin that's nice and slippery~
- Fixes nettle and deathnettle inhands not disappearing upon use
- Makes nettle and deathnettles use the hitsound variable instead of the
playsound proc directly. Now their hitsounds will scale in volume based
on damage done.
- Makes the banana mortar shoot potency 65 banana peels. Because
otherwise it'd shoot laughably tiny and short in slip duration potency
-1 ones.
- Moves corncobs to be grown weapons and updates their paths. Now their
size will scale based on the size of the corn that spawned them.
- Updates banan paths :)
Merge branch 'master' of https://github.com/tgstation/-tg-station
Spray bottles doesn't make floor wet anymore.
Wet floor nerfed
Slight soap and banana buff.
Cult runes are now cleanable by soap and space cleaner.
You can clean with holy water.
Soap cleaning and uses.
Reworked spray
Revert soap uses, if there are not easily accessible,they are fine.
Revert fixes
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed). Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.
This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
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.
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.
While I'm certain this is all good, I'll apologize now if files or paths end up broken.
Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed putting ammo in RCDs, resolves issue 696. Removed a little spam-text from RCDs too.
Removed some dyslexia from spesscash.
added an undef for LEGCUFF_LAYER
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4209 316c924e-a436-60f5-8080-3fe189b3f50e
- Replaced all the .pulling = object instances with start_pulling() and stop_pulling(). Use these from now on.
- Ian and Runtime will now no longer move when being pulled
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4155 316c924e-a436-60f5-8080-3fe189b3f50e
◦ Some head gear (nurse masks, kitty ears...) no longer block CPR. (Issue 167)
◦ DNA Scanners no longer attempt to empty their contents whenever something enters them. This fixes the issue with constructed scanners puking out the circuitry they were made with. (Issue 169)
◦ You can longer /me emote when you've been paralyzed by Zombie Powder. (Issue 168)
◦ Fixed some problems with MMIs / Robots / pAIs being able to understand eachother.
◦ You can put items, that are not clothing/under or clothing/suit, on food trays. How it works is it loops through all acceptable items in the location and adds them to its overlays and a special list variable. I had to change the way mob/drop_item() works a bit. Trays have a maximum capacity, and items of a larger w_class take up more capacity.
◦ Slippery items like banana peels and soap have been nerfed significantly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2335 316c924e-a436-60f5-8080-3fe189b3f50e
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.
Effects contains objects which are either landmarks, triggers, spawners or decal.
Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG
I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e