22 Commits
Author SHA1 Message Date
grungussussandGitHub 58501dce77 Reorganizes the sound folder (#86726)
## About The Pull Request

<details>

- renamed ai folder to announcer

-- announcer --
- moved vox_fem to announcer
- moved approachingTG to announcer

- separated the ambience folder into ambience and instrumental
-- ambience --

- created holy folder moved all related sounds there
- created engineering folder and moved all related sounds there
- created security folder and moved ambidet there
- created general folder and moved ambigen there
- created icemoon folder and moved all icebox-related ambience there
- created medical folder and moved all medbay-related ambi there
- created ruin folder and moves all ruins ambi there
- created beach folder and moved seag and shore there
- created lavaland folder and moved related ambi there
- created aurora_caelus folder and placed its ambi there
- created misc folder and moved the rest of the files that don't have a
specific category into it

-- instrumental --

- moved traitor folder here
- created lobby_music folder and placed our songs there (title0 not used
anywhere? - server-side modification?)

-- items --

- moved secdeath to hailer
- moved surgery to handling

-- effects --

- moved chemistry into effects
- moved hallucinations into effects
- moved health into effects
- moved magic into effects

-- vehicles --

- moved mecha into vehicles


created mobs folder

-- mobs --

- moved creatures folder into mobs
- moved voice into mobs

renamed creatures to non-humanoids
renamed voice to humanoids

-- non-humanoids--

created cyborg folder
created hiss folder
moved harmalarm.ogg to cyborg

-- humanoids --




-- misc --

moved ghostwhisper to misc
moved insane_low_laugh to misc

I give up trying to document this.

</details>

- [X] ambience
- [x] announcer
- [x] effects
- [X] instrumental
- [x] items
- [x] machines
- [x] misc 
- [X] mobs
- [X] runtime
- [X] vehicles

- [ ] attributions

## Why It's Good For The Game

This folder is so disorganized that it's vomit inducing, will make it
easier to find and add new sounds, providng a minor structure to the
sound folder.

## Changelog
🆑 grungussuss
refactor: the sound folder in the source code has been reorganized,
please report any oddities with sounds playing or not playing
server: lobby music has been repathed to sound/music/lobby_music
/🆑
2024-09-23 22:24:50 -07:00
MrMelbertandGitHub 79ffefa06d Allows Fully Heal to be passed a series of flags, fixes Adminordrazine being horrible (#71123)
## About The Pull Request

- Fully heal can be passed a series of flags detailing what all is
healed by the proc. This allows for things to provide
almost-but-not-quite fully heals.
- Uses this in Adminordrazine, so that it stops being a pain to update
every time fully heal is updated.

This includes some small balance changes which i'll go over, nothing
extremely noticable.

## Why It's Good For The Game

Allows for more precise control over full heals. 

## Changelog

🆑 Melbert
refactor: Fully heal can be passed a series of flags. As a result, some
things which previously did a full heal might heal slightly less, or
some things which did partial full heals might do slightly more.
fix: Adminordrazine will no longer completely break every facet of a
person
admin: Ahealing a changeling will refill all of their chems.
/🆑
2022-11-17 10:09:00 -08:00
4d6a8bc537 515 Compatibility (#71161)
Makes the code compatible with 515.1594+

Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword

And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.

@tgstation/commit-access Since the .proc/stuff is pretty big change.

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-11-15 03:50:11 +00:00
952c3ee0d3 Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize()

Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize().
This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component.

* update icon blocker added before calling parent

* Update code/game/machinery/porta_turret/portable_turret.dm

Co-authored-by: san7890 <the@san7890.com>

* adds a mapload while I'm here

* moves human mood

* Does some UNRELATED thing to the PR

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>

Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2022-08-11 19:01:32 -04:00
RohesieandGitHub 4c21166e4f Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths
2021-07-18 20:48:47 +02:00
Watermelon914andGitHub 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
TemporalOroborosandGitHub e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
LemonInTheDarkandGitHub 5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
GhomandGitHub 7bc81e5831 Refactors how movetypes are added and removed, No timers this time. (#55444) 2020-12-28 17:57:51 -08:00
LemonInTheDarkandGitHub 92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
GhomandGitHub b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
MrPersonandEmmett Gaines 26093e5ac2 Further update_icon splitup (#48784)
* Further update_icon splitup

After this there'll be just under 100 old update_icon() calls that need fixing.

* Thanks Travis
2020-01-22 10:18:05 -05:00
81DentonandRob Bailey 6b1161ecd9 Cleans up revive related procs (#47025)
* Cleans up revive related procs

* h

* fuck

* Fixes proc arguments

* Further fixes

* Unfucks line endings
2019-10-22 15:16:13 -07:00
Rob Baileyandoranges 2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
vuonojenmustaturskaandAnturK 8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
ShizCalevandJoan Lung ba1030f803 Makes more messages pronoun sensitive (#37582)
* Makes more messages pronoun sensitive

* Some cleanup

* more pronouns

* rever
2018-05-03 18:45:55 -04:00
kevinz000andAnturK f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
Lzimann 3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
coiaxandKorPhaeron 81eac62d50 Candles and life candles are the color of fire (#24886)
BUT WHAT ABOUT THE META, WHERE PEOPLE KNOW WHAT COLOUR FIRE IS, DOESN'T
THIS TOTALLY CHANGE IT?

WHAT ABOUT THE BALANCE IMPLICATIONS!?!?!??!
2017-03-10 20:01:35 -05:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Pieter-Jan Briers a1f0f7c574 Rebasing the rebase. 2017-02-18 17:12:01 +01:00
coiaxandoranges 70e66069b8 Admin tool, the life candle! (#23955)
* Admin tool, the life candle!

🆑 coiax
add: Added an admin only tool, the life candle. Touch the candle, and
when you die, you'll respawn shortly afterwards. Touch it again to stop.
Used for testing, thunderdome brawls and good old fashioned memery.
/🆑

Requested.

* Bug fixes

* Moves life_candle.dm
2017-02-13 21:12:13 +13:00