Commit Graph

121 Commits

Author SHA1 Message Date
oranges
ccbc302876 Merge pull request #18282 from coiax/removing-spawn
Removes spawn() from some things
2016-06-07 10:21:54 +12:00
oranges
744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
Jack Edge
a01b48aa48 Removes spawn() from some things
Yay, refactoring.
2016-06-05 20:08:36 +01:00
oranges
c09046e3f1 Merge pull request #18201 from PKPenguin321/cmo-implanter
Refines autoimplanter code, gives CMO single use autoimplanter for HUD augment
2016-06-06 01:25:52 +12:00
phil235
bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235
b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Jack Edge
e13725b179 Refactors all (F) links into using a define
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑

FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.
2016-06-03 15:29:28 +01:00
PKPenguin321
01281044a1 refines autoimplanter code, replaces CMO eye HUD augment in locker with single use eye HUD augment autoimplanter 2016-06-02 23:23:52 -07:00
LatD
67190cb762 Fixes things found in testing 2016-05-26 23:30:42 +03:00
LatD
e7d5be221e Small fixes and changes 2016-05-24 23:04:00 +03:00
LatD
907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
LatD
7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00
c0
fb2a0961ff "Toolbox Arm" printable at exosuit fabricators and protolathes 2016-05-21 06:35:32 +03:00
LatD
502249831d Syndicate origin tech changes 2016-05-18 20:12:01 +03:00
LatD
fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
Jack Edge
889c7240f0 Merge branch 'master' into voiced-skeletons 2016-05-13 18:37:23 +01:00
Shadowlight213
320bb39eba Removes abductor ability to use guns. (#17515)
* Removes abductor ability to use guns.
Removes agent starting out with an alien blaster

* removes comment

* Makes Abductors able to use alien pistol

Alien pistol now has ALLOW_ALL trigger guard to overcome abductor's
natural NOGUN.

Pistol now starts in the backpack, and the wondertool on the belt.

In addition:
 - Replace multiple copies of IsAbductor() with a single isabductor()
   proc in code/__HELPERS/mobs.dm
 - Adds icon for alien firing pin
 - Adds abductor span for ayylien communication
2016-05-11 20:28:52 +01:00
Jack Edge
a30736e983 Bug fixes and griffin noises 2016-05-10 10:16:11 +01:00
coiax
d563246022 Added the bone tongue to skeletons (#17479) 2016-05-09 18:23:15 +02:00
phil235
68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
nullbear
241b1c10c7 Adds a few organ verbs 2016-04-14 18:53:08 -07:00
Incoming
e5602f5220 Fixes xeno hissing. the dangerous result of testing sounds while the station started with no atmosphere 2016-04-13 19:15:10 -04:00
Joan Lung
28d543aa8b Merge pull request #16704 from Incoming5643/Its_3_am_and_I_am_too_dazed_to_make_a_clever_branch_name
Tongues
2016-04-11 19:44:36 -04:00
Incoming
dfc6e55eaf Implements Cheridan's tongue sprites. Oh baby. 2016-04-11 19:23:05 -04:00
Incoming
513d5b12dc Generalize the system down to carbon, adding a xeno tongue that handles the actual hissing sound.
Moves the tongue organ to the mouth
Fixes up synth inheritances
Losing your tongue no longer makes you silent, but rather just makes you a lot harder to understand
Little misc things
2016-04-09 21:55:44 -04:00
Remie Richards
c816da8505 Updates cursed hearts to use the client_colour system. 2016-04-07 22:17:38 +01:00
Incoming
b2b02887ec Tongues WIP
Adds tongues, which serve as the physical manifestation of speech impediments.
2016-04-07 02:59:23 -04:00
duncathan
3f1375ba39 Merge branch 'master' of https://github.com/tgstation/-tg-station into turfs
Conflicts:
	_maps/RandomZLevels/Cabin.dmm
	_maps/RandomZLevels/beach2.dmm
	_maps/RandomZLevels/caves.dmm
	_maps/RandomZLevels/research.dmm
	_maps/RandomZLevels/snowdin.dmm
	_maps/RandomZLevels/undergroundoutpost45.dmm
	_maps/map_files/DreamStation/dreamstation04.dmm
	_maps/map_files/EfficiencyStation/EfficiencyStation.dmm
	_maps/map_files/MetaStation/MetaStation.v41I.dmm
	_maps/map_files/MiniStation/MiniStation.dmm
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
	_maps/map_files/generic/z4.dmm
	_maps/templates/lavaland_surface_automated_trade_outpost.dmm
	_maps/templates/lavaland_surface_biodome_winter.dmm
	_maps/templates/lavaland_surface_prisoner_crash.dmm
	_maps/templates/lavaland_surface_seed_vault.dmm
	code/controllers/subsystem/air.dm
	code/game/asteroid.dm
	code/game/atoms.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/machinery/computer/arcade.dm
	code/game/objects/effects/aliens.dm
	code/game/objects/effects/overlays.dm
	code/game/objects/items/apc_frame.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/girders.dm
	code/game/turfs/simulated.dm
	code/game/turfs/simulated/floor/fancy_floor.dm
	code/game/turfs/simulated/floor/mineral_floor.dm
	code/game/turfs/simulated/floor/plating.dm
	code/game/turfs/simulated/river.dm
	code/game/turfs/simulated/walls_misc.dm
	code/game/turfs/simulated/walls_reinforced.dm
	code/modules/admin/verbs/buildmode.dm
	code/modules/atmospherics/environmental/LINDA_turf_tile.dm
	code/modules/events/spacevine.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/holodeck/turfs.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/interactive.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/simple_animal/bot/floorbot.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
	code/modules/mob/mob_movement.dm
	code/modules/power/singularity/narsie.dm
	code/modules/reagents/chemistry/reagents/pyrotechnic_reagents.dm
	code/modules/research/server.dm
2016-03-29 14:46:06 -06:00
duncathan
b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
Remie Richards
f21d675fbe Merge pull request #15849 from Core0verload/jetpack
Jetpack nerf revert, new jetpack implant
2016-03-17 00:59:23 +00:00
c0
a2cef6d30c Fixes missing breathing tube icon 2016-03-15 05:22:11 +03:00
c0
60946740ae conflicts resolved 2016-03-04 14:24:03 +03:00
c0
c6932a37e6 Jetpack nerf revert, new jetpack implant 2016-03-04 14:06:12 +03:00
Jordie
32bf31f3a0 Merge pull request #15707 from Core0verload/breathing_implant
[Ready] New cyberimplant: breathing tube
2016-02-29 14:53:42 +11:00
c0
990c5e4ff6 Adds lungs 2016-02-26 12:50:15 +03:00
c0
6c9be9c82d Adds breathing tube implant, changes how heart works, reworks arm-mounted implants 2016-02-25 12:50:45 +03:00
Remie Richards
abf466e9bc Merge conflict fixes, Uses newly refactor actions, All cursed hearts can now be inserted by hand, not just wizard ones. Fixes organ actions trying to be granted to the object, not the user.
Merge branch 'master' of https://github.com/tgstation/-tg-station into cursed_heart

Conflicts:
	code/modules/surgery/organs/organ_internal.dm
2016-02-24 02:33:22 +00:00
phil235
448ae3eeeb Fixes organ_action, they can now be named something other than "toggle [target.name]" 2016-02-24 02:49:47 +01:00
phil235
0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00
Remie Richards
f7cda70a6e Adds disconnect protection, I guess I'm not *that* mean. 2016-02-23 03:29:28 +00:00
Remie Richards
9401eb6b7d Added a wizard version of the heart, it heals the user every pump and only requires pumping every 6 seconds (vs 3)
Pumping successfully now returns half of the blood lost from a missing pump (anymore and I doubt you'd die)
You can no longer spam the pumping (healing made this a requirement)
2016-02-22 02:25:04 +00:00
Remie Richards
1263e341a3 Adds a "Cursed Heart", a heart where you have to manually pump blood or you die. 2016-02-22 01:03:53 +00:00
phil235
91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
Bjorn Neergaard
c453157bad Add autoimplanter to cybernetic implants in the uplink
So ops don't have to buy the full bundle
Idea is thanks to @PkPenguin321
2016-02-09 20:22:33 -06:00
phil235
aed7794f50 Made changes to adjust with neersighted's fullscreen overlays pr.
Fixed Xray users getting vision impairment overlays when inside a container.
Fixes mob inside mecha getting the mech sight flags despite not being the pilot.
"get_vision_impairments" is renamed to "get_remote_view_fullscreens".
Fixes AI blindness.
2016-02-06 20:35:15 +01:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235
81ce777ec2 - 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.
2016-02-04 00:33:16 +01:00
Firecage
7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
PKPenguin321
65b8ebc3fd added sprite and another fluff sound 2016-01-25 16:58:47 -08:00
PKPenguin321
42f1c5c317 adds fluff sounds
immulshuns
this is a 1 line change commit zone
2016-01-24 20:07:23 -08:00