Commit Graph
7116 Commits
Author SHA1 Message Date
AlberykandErki 0806095d6b Fixes slowdown applying on open spaces (#3282)
With this change you won't be slowed anymore while floating on an open space, such as using a jetpack.
2017-08-15 22:46:12 +03:00
LohikarandErki 827b57c7cd Vaurca organ fixes (#3264)
Fixes some errors in Vaurca organ definitions causing them to get more organs than seems to have originally been intended.

changes:

Vaurca now have two hearts ("left heart" and "right heart") instead of three ("left heart", "heart", and "second heart").
Vaurca now have only one set of lungs.
2017-08-15 00:35:36 +03:00
LohikarandErki a7c2f5c992 Fix devour sanity check (#3250)
Fixes a bug where the devour type check would always return TRUE.
2017-08-07 22:53:03 +03:00
AlberykandErki 85c0c763df Fixes throat slitting being broken (#3232)
-fixes being unable to slit people's throat
-fixes the sprite of make's custom item being wrong
-fixes the infestation event using the incinerator area, something that don't seems to exist anymore, it is replaced with the waste disposal now
2017-08-05 21:04:18 +03:00
LohikarandErki 20150cd113 Devour fixes (#3231)
Bunch of fixes and balance tweaks to the devour system. Notable changes are that xenomorphs can eat people again and that human-types no longer take ridiculous amounts of damage from devour.

changes:

Devour type checks now actually operate on species for human-types and are all-around hopefully more sane.
Replaced an obsolete define with a boolean.
Fixed xenomorphs being unable to swallow human-types.
Rebalanced digestion damage to not kill human-types in one tick.
Digestion now deals fire+brute instead of cloneloss (bite still deals cloneloss as I didn't touch its damage function)
Misc code tweaks.
2017-08-05 21:03:49 +03:00
PacmandevilandErki 6a6124ca82 Mouse tweaks. (#3228)
Adds a shared cooldown to Mice squeaking, soft squeaking, and squealing. no more will we have to endure squeak spam

Tweaks mouse-traps to do 8-14 halloss damage instead of brute. They still do brute, but only 1-3. this'll make giant mouse-trap piles in maint less of a meme.
2017-08-05 21:02:42 +03:00
LohikarandErki 1ee2203b01 clean up some legacy code (#3211)
changes:

/obj/effect/list_container/mobl has been replaced with /datum/mobl.
/obj/effect/stop has been removed as it is unused.
/obj/effect/shut_controller has been removed as it is unused.
Uristrunes now cache in SSicon_cache.
2017-08-02 19:53:23 +03:00
AlberykandErki 1319ae8a2e Probably fixes most of the issue related with dropping/throwing off hand items. (#3199)
Fixes #3172
Fixes #1110
2017-08-01 08:17:29 +03:00
LohikarandErki a6a9a6ab7b Fix Autodrobes again (#3190)
changes:

Autodrobes no longer steal your clothes if you had an oversuit on but not a custom jumpsuit.
Late Miscellaneous Init (LMI) no longer uses silent init logging.
equip_to_slot_or_del() will now equip even if the target slot would normally be inaccessible.
May fix #2826.
Fixes #2512.
2017-07-31 21:49:23 +03:00
LohikarandErki bf43f94801 Fix instance counter (#3188) 2017-07-31 21:48:49 +03:00
LohikarandErki 36164a15d4 Better action progress bars (#3175)
changes:

Progress bars will now stack if there is multiple ones on a single turf.
Progress bars' update speed is now mediated by stoplag() instead of arbitrary numticks numbers.
A callback can now be passed to do_after or do_mob which will be called every check - if the callback returns FALSE, the action is cancelled.
Progress bars no longer show an X briefly when their associated action is cancelled.
Progress bar itself is from /tg/, do_after changes are not.
2017-07-31 20:23:47 +03:00
LohikarandErki f8cdcd013c More initialize tweaks (#2971)
changes:

Organs now use Initialize().
The observe message now shows the configured respawn delay instead of always 30 minutes.
Seed datums no longer have a timer in New().
External organs no longer have a timer in New()/Initialize()
Converted some spawns in organs to timers.
Floor init no longer breaks to plating first for mapped in tiles.
Added the INITIALIZE_IMMEDIATE macro to make Initialize() not wait for SSatoms init.
Mannequins now use INITIALIZE_IMMEDIATE instead of a custom-defined New().
Mannequins (from get_mannequin) now delete themselves if unused for 5 minutes or longer.
2017-07-28 12:00:36 +03:00
AlberykandErki 67addca62b Improvised shotgun, double internal boxes and map fixes (#3171)
-fixes some issues with sawing off the ghetto shotgun
-adds cargo access to the maint leading to the elevator, to stop people from breaking so easily into cargo
-Fixes #3169
-Fixes #3158
-Fixes #3157
-Fixes #3147
-Fixes #3148
2017-07-27 21:33:16 +03:00
LohikarandErki cfb7357c6f Area cleanup, Minor BST tweaks, Nuke Fixes, Explosion fixes (#3164)
changes:

Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes #2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.
2017-07-27 18:10:38 +03:00
LohikarandErki c1b27cab0b Fix sideways ghosts (#3142)
Fixes #3141.
2017-07-24 08:28:03 +03:00
LohikarandErki e06fa3c795 Minor Initialize fixes (#3138)
changes:

Fixed some missing hints for gibspawners and spiders.
Removed all duplicated lattices/catwalks from the map.
2017-07-23 12:41:23 +03:00
LohikarandErki 0c94e7ab8e More human icons tweaks/fixes (#3136)
changes:

Updated the documentation in human update_icons a bit.
Renamed overlays_standing to overlays_raw to better describe what it is.
Nuked more compound overlays.
Ghosts now use appearance copy to copy their old mob (Fixes #3135)
Layer defines are now space-aligned instead of tab-aligned.
Renamed SURGERY_LEVEL to SURGERY_LAYER like the other layer defines.
Fixed a potential bug where belt overlays may have not cleared in certain cases.
2017-07-23 12:40:05 +03:00
ErkiandGitHub 07cedfb335 Some more fixes (#3130)
Fixes #2173
Fixes #1927
Fixes #3100
Fixes #3087
Fixes #3124
2017-07-23 01:03:41 +03:00
LohikarandErki 64e33fab83 Human icon tweaks (#3131)
Mostly efficiency changes to human icons, little bit of code deduplication in head icons.
The human overlay list has been changed to accept /list so that multiple items can be added to a layer without having to resort to adding overlays to an intermediary object like an /image.

changes:

Human skin color (not tone) is now stored as a hex string instead of a 3-value list.
Human body hair color (resomi only) is now stored as a hex string instead of a 3-value list.
Body markings now play nice with the human icon cache (Fixes #3110)
Hair properly uses its cache now in all cases.
Merged head organs and human icon's implementations of hair icon gen into a proc on human.
Replaced the individual hair and beard caches with a shared composited hair cache used by both head icon and mob icons.
Lists in the human overlay list are now flattened out onto the human, allowing for multiple objects within a single human icon layer without using an intermediary image.
Removed some unused caching lists.
Damage overlays no longer utilize overlays on a blank image for drawing, instead using a list in the human overlay list.
Shoe overlays no longer utilize overlays on the shoe image, instead using a list in the human overlay list.
Surgery overlays no longer utilize overlays on a blank image, instead using a list in the human overlay list.
2017-07-23 01:03:00 +03:00
LohikarandErki Meinberg 6acfb4d22a Gutter language lore changes (#3103)
Changes made by loredev request.

changes:

Gutter has been renamed to "Freespeak" via. define. Define name is unchanged.
The description of Gutter has been replaced with one supplied by Jackboot.
Replaced remaining references to gutter in the code with the define.
2017-07-19 23:38:44 +03:00
AlberykandErki Meinberg fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
skull132andGitHub 97817469d2 Fixes #2978 and #3084 (#3086)
Fixes #2978
Fixes #3084
2017-07-18 12:22:52 +03:00
Lohikarandskull132 8fcad605ee More icon caching (#3078)
changes:

Human-type hair (facial & head), eyes, and lips are now cached in SSicon_cache.
Underwear, undershirts, and socks are now cached in SSicon_cache.
Removed forced icon regen for update_body - if this actually did anything, the cache key for these icons needs to be made more detailed.
Organs now fully use SSoverlays to apply overlays (previously they partially used it, which may have caused bugs).
A couple of hair styles (bald, shaved) are pretty common, so this should remove/reduce the overhead of constantly regenerating their icons. Also means that BST's icons only really need to be generated once.
2017-07-18 12:22:01 +03:00
skull132 8179a7fc74 Fix a sleep in human life. 2017-07-16 20:53:32 +03:00
skull132andGitHub 0fc67f2cb9 Remove a whole bunch of in world loops and rework machinery global lists (#3053)
Removes a whole bunch of in world loops.
Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller.

I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines.

Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
2017-07-16 20:32:33 +03:00
AgentWhateverandskull132 8868510fb3 Agentwhatever sprite capitalization fix (#3067)
Removed another typo by me by removing capialization in borg icons all together.
Fixed two borg sprites never getting their eyes due to typos.
Brought order to the robot.dmi file.
2017-07-16 17:31:16 +03:00
Alberykandskull132 ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
skull132 d55a9bc42a things 2017-07-16 01:34:49 +03:00
MarinaGryphonandskull132 02a12bcb02 Fixes #258 (#3040)
Fixed #258, in my current testing.

I don't know why I didn't do this earlier.
2017-07-15 21:54:27 +03:00
MarinaGryphonandskull132 f04baf71ac No more multi-Z grabs, + ladder grabbing (#3025)
Grabs break if the mobs aren't on the same Z level. You also take someone you're grabbing up ladders with you.
2017-07-15 17:03:37 +03:00
Ярославandskull132 4e8ee11c6e Robotics module packs overhaul (#2880) (#2949)
Reposting from PR #2880 because of branches conflict

Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg.
Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
2017-07-15 16:25:44 +03:00
Alberykandskull132 2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
Alberykandskull132 1bda977ae7 Makes the cavern dweller more interesting. (#3029)
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
2017-07-15 16:21:42 +03:00
Alberykandskull132 e6349f7f8b Adds more new hair (#3028)
Adds more hair and facial hair options, all from bay station.
Fixes #2979
2017-07-14 20:09:39 +03:00
Lohikarandskull132 687e56a8e0 Replace a bunch of overlay calls (#3005)
changes:

Converts a bunch of manual overlay manipulation to SSoverlay calls.
Moved more cache lists to SSicon_cache.
2017-07-13 21:12:53 +03:00
Alberykandskull132 12bfdd2f79 Fixes foods not having the right tastes (#3019)
I forgot to do this in my old pr tastes, also includes changes from #3017.
2017-07-13 21:04:31 +03:00
Alberykandskull132 c3fe2cf871 tweaks human/electrocute_act (#3022)
Reduces the damage taken from shocks, so people won't be husked by bumping into any airlock. Also adds the features of human/electrocute_act to the human proc, so, there is no need to call the carbon proc.
2017-07-13 21:02:35 +03:00
skull132andGitHub 8495fdd084 Runtimes, 10JUL2017 (#3003)
Nukes a couple of RTs:
2017-07-12 00:15:11 +03:00
inselcandskull132 3e184c4eaf Bugfixes: Dronesay and Underwear/Socks in Character Setup (#2992)
This PR contains bugfixes for:

Drones being able to transmit empty messages when talking in local drone chat ("dronesay")
A possible runtime in dronesay, caused by a null-reference in player_list, or a mob not having a client
Underwear and Socks selection in Character Setup breaking when switching genders.
Character loadout is now sanitized each time before it gets displayed. Invalid selections will be reset to "None", when changing the character's gender.
2017-07-10 20:13:02 +03:00
Lohikarandskull132 606a9c7541 Icon caching & human icon tweaks (#3000)
changes:

Body marking icons are now cached in SSicon_cache.
Renamed the body-hair cache (used only by Resomi) to make it more clear what it is.
Humans now use SSoverlay for applying overlays, though they force-compile instead of waiting for it to tick.
Fixed a bug where getFlatIcon() did not work properly with SSoverlay overlays.
2017-07-10 20:09:52 +03:00
Alberykandskull132 97d2a54ee4 Fixes canes (#2996)
Canes and concealed canes have the same size, also fixes and re-adds their old update icon proc. And also, probably fixes beepsky attacking the hos dog.
2017-07-10 20:08:54 +03:00
Lohikarandskull132 2ee49b1b9e Fix parallax (#2983)
changes:

Parallax now actually moves properly on Move().
Parallax movement can now be toggled as a preference.
Merged all movable/Move() overrides for performance reasons.
2017-07-09 19:35:02 +03:00
Lohikarandskull132 33c61f9f1e Remove some world loops (#2965)
changes:

Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
2017-07-09 00:24:28 +03:00
Lohikarandskull132 a0ed9a393e Character spawning fixes (#2975)
changes:

Fixed a bug where non-clothing custom loadout items would not spawn.
Fixed a bug where latejoining AIs would spawn at CC / Cryo instead of the core.
Added more SSjob debug statements.
Fixes #2942.
2017-07-08 01:39:06 +03:00
Lohikarandskull132 8af0051fd6 More macros (#2955)
changes:

Holomaps now use an area flag instead of a proc to determine which areas do not draw on the holomap.
The supply shuttle once more has a roof.
The supply shuttle's landing zone is now dynamically lit.
Turfs only generate visibility updates on Initialize() after mapload - visualnet is not initialized by then anyways.
Merged /datum/gas_mixture/(init) into /datum/gas_mixture/New().
Converted a ZAS proc into a macro.
Made ZAS attempt to remove a turf from a zone instead of always rebuilding it in a certain case.
Macroized two misc procs.
Fixes #2947.
2017-07-06 23:37:58 +03:00
skull132andGitHub e92f1fdd2e Fix some RTs - 03JUL2017 (#2938)
Fix the most common RTs from Sunday's testing.

Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
2017-07-05 23:26:35 +03:00
skull132andGitHub 405366d15f Fixes #2803, #2553, #2597 & #2498 (#2940)
Fixes #2803
Fixes #2553
Fixes #2597 (Couldn't find a cleaner way to make this work, unfortunately. Not all procs-as-verbs can be used as procs.)
Fixes #2498
Fixes #2912
2017-07-04 00:52:42 +03:00
Pacmandevilandskull132 85d0e3c1c5 Changes Electrocute_act (#2866)
As it works currently: Electrocute_act, the proc called when anybody gets shocked, has several problems.

As it is now - it only damages the hand. These changes Allow it to "arc" through one of 6 possible arcs:
*left to right hand
*right to left hand
*right hand to right foot
*right hand to left foot
*left hand to right foot
*left hand to left foot

*Snowflake hand to head to hair to ground fuck the braid

the "arcs" Check the siemens_coefficient of the entry and exit points of the Arcs when calculating damage - So you won't take any damage if you have insulated gloves, and I'm not sure if any shoes have that. but it tries to calculate it anyway. Who knows, Janitor might be buffed.

I've also taken the 60 seconds it took to add the proc to simple_animals. it's just flat damage right now though. I'll probably spruce it up in the future if nobody else does.

The proc shouldn't in theory work any differently if you provided a def_zone for it to target - it'll still just damage the one area. but if no specific area is provided. it'll "arc"
2017-07-03 21:59:37 +03:00
Ronandskull132 2477c80644 Dislocated jaw changes (#2925)
Speaking with a dislocated jaw causes a drunk-like effect and sometimes a pain message.

Related thread: https://forums.aurorastation.org/viewtopic.php?f=21&p=79658#p79658
2017-07-03 21:58:23 +03:00
Alberykandskull132 320444fd00 Changes ipcs brute mods and fixes some issues with their external organs (#2894)
-removes the brute reduction from the regular baseline, because robotic limbs already have those
-reduces the industrial brute resist from 0.5 to 0.8, because again robotics limbs already have some
-fixes industrial and shells head not being tagged as vital and makes their max damage be equal as other external organs
2017-07-03 21:17:09 +03:00