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https://github.com/Bubberstation/Bubberstation.git
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- 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.
This commit is contained in:
@@ -20,7 +20,7 @@
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if(!T)
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src << "Nowhere to jump to!"
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return
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admin_forcemove(usr, T)
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usr.forceMove(T)
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log_admin("[key_name(usr)] jumped to [A]")
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message_admins("[key_name_admin(usr)] jumped to [A]")
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feedback_add_details("admin_verb","JA") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -53,7 +53,7 @@
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var/turf/T = get_turf(M)
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if(T && isturf(T))
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feedback_add_details("admin_verb","JM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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admin_forcemove(A, M.loc)
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A.forceMove(M.loc)
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else
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A << "This mob is not located in the game world."
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@@ -92,7 +92,7 @@
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log_admin("[key_name(usr)] jumped to [key_name(M)]")
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message_admins("[key_name_admin(usr)] jumped to [key_name_admin(M)]")
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admin_forcemove(usr, M.loc)
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usr.forceMove(M.loc)
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feedback_add_details("admin_verb","JK") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -106,7 +106,7 @@
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log_admin("[key_name(usr)] teleported [key_name(M)]")
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message_admins("[key_name_admin(usr)] teleported [key_name_admin(M)]")
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admin_forcemove(M, get_turf(usr))
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M.forceMove(get_turf(usr))
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feedback_add_details("admin_verb","GM") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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/client/proc/Getkey()
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@@ -131,7 +131,7 @@
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log_admin("[key_name(usr)] teleported [key_name(M)]")
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message_admins("[key_name_admin(usr)] teleported [key_name(M)]")
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if(M)
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admin_forcemove(M, get_turf(usr))
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M.forceMove(get_turf(usr))
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usr.loc = M.loc
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feedback_add_details("admin_verb","GK") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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@@ -143,20 +143,7 @@
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return
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var/area/A = input(usr, "Pick an area.", "Pick an area") in sortedAreas|null
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if(A && istype(A))
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admin_forcemove(M, pick(get_area_turfs(A)))
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M.forceMove(pick(get_area_turfs(A)))
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feedback_add_details("admin_verb","SMOB") //If you are copy-pasting this, ensure the 2nd parameter is unique to the new proc!
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log_admin("[key_name(usr)] teleported [key_name(M)] to [A]")
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message_admins("[key_name_admin(usr)] teleported [key_name_admin(M)] to [A]")
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/proc/admin_forcemove(mob/mover, atom/newloc)
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if(mover.buckled)
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mover.buckled.unbuckle_mob()
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if(mover.buckled_mob)
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mover.unbuckle_mob(force=1)
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mover.loc = newloc
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mover.on_forcemove(newloc)
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/mob/proc/on_forcemove(atom/newloc)
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return
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@@ -354,15 +354,10 @@ Traitors and the like can also be revived with the previous role mostly intact.
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ninja_spawn += L
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new_character.equip_space_ninja()
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new_character.internal = new_character.s_store
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new_character.internals.icon_state = "internal1"
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new_character.update_internals_hud_icon(1)
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if(ninja_spawn.len)
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var/obj/effect/landmark/ninja_spawn_here = pick(ninja_spawn)
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new_character.loc = ninja_spawn_here.loc
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/* DEATH SQUADS
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if("Death Commando")//Leaves them at late-join spawn.
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new_character.equip_death_commando()
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new_character.internal = new_character.s_store
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new_character.internals.icon_state = "internal1"*/
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else//They may also be a cyborg or AI.
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switch(new_character.mind.assigned_role)
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