Commit Graph

88 Commits

Author SHA1 Message Date
ShizCalev
ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
ninjanomnom
d483ff3ef0 Regexes
`([^_\.])SendSignal\((.+?)\)` -> `\1SEND_SIGNAL(src, \2)`
`([\.\w]+?)\.SendSignal\((.+?)\)` -> `SEND_SIGNAL(\1, \2)`
2018-06-13 19:19:23 -04:00
ShizCalev
31654bb57c Fixes pocket items being deleted when monkeyizing (#38220) 2018-06-02 14:04:26 -07:00
vuonojenmustaturska
c65a99f130 Move NODROP_1, DROPDEL_1, ABSTRACT_1 and NOBLUDGEON_1 to item_flags where they belong (#38171)
* (mostly) nodrop

* (mostly) dropdel

* (mostly) abstract

* nobludgeon

* things i missed

* forgot one

* unintended changes

* energy handcuffs
2018-06-01 11:36:31 +02:00
Tad Hardesty
d0466f42bc Allow dynamically updating UI style, do so on mob login (#38089) 2018-05-30 12:52:50 +02:00
vuonojenmustaturska
d95c220c37 [s] Removes some stationloving-related failure surface (#37727)
COMSIG_TRY_STORAGE_TAKE fails, leaving the disk out-of-bounds. forceMove HAS to be good enough here.
2018-05-09 09:39:59 +12:00
AnturK
52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
kevinz000
ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
kevinz000
a0005c9153 Fixes bloodbath effects not working on people in crit (#36598)
Also some minor improvements to performance by caching the nearby mobs list once
2018-04-04 12:08:52 +12:00
TheDreamweaver
6cfd7ad9ad Fixes dupe and runtime issues with Rod of Asclepius (#36410)
* Fixes bug with duplicating rod on removal while lying down, as well as implemented a new force_put_in_hand() proc, and cleaned up some code.

* Merged force_put_in_hand() with put_in_hand() and cleaned up code.
2018-03-17 15:21:48 +02:00
XDTM
2ac902ab3c Refactors anti-magic into a component (#35639)
* Refactors anti-magic into a component

* plenty o stuff, mainly holy and antimagic traits

* fix

* fix2

* moved to components, moved some of the logic to the component

* don't blame me if the code looks copypastey

* right
2018-02-26 09:45:12 +13:00
Cruix
26a3a378a8 Fixed instant summon behavior with simple animals (#35780)
Removed hand slots from lots of things that should not have them
2018-02-20 10:04:26 +13:00
ACCount
6de835a629 Adds tool_behaviour support to crafting, door wires, surgeries and mech construction (#35384)
* Adds tool_behaviour support to construction datums (mech construction)

* Adds tool_behaviour support to wire datums

* Adds tool_behavior support to surgeries

* Adds tool_behavior support to crafting

* New proc, to be used for checking tool qualities in hands

* Improves tool quality support on wires
2018-02-12 20:52:11 +01:00
kevinz000
a12f4491aa [READY]Explosive Hot Potatoes - Service department job restricted traitor item (#34741)
* Hot Potato!

* Hot Potato!
2018-02-06 08:37:25 -05:00
John Ginnane
2587222509 Fixed alt-click not working with stacks (#34396)
* Can disable auto-merge

New argument which lets you stop stacks from automatically merging when picking them up

* Fix 0 stacks

* Updated simple_animal/put_in_hands()
2018-01-14 23:04:18 -05:00
John Ginnane
a480f74d03 Newly crafted stacks are merged with held stacks of the same type (#33971)
* Merge newly crafted stacks with held stacks

* Update code
2018-01-07 21:27:53 -05:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Jordan Brown
0cf310940b Makes put_in_hands use drop_location() (#31347) 2017-10-06 22:35:48 -04:00
Jordan Brown
728aefbd70 Adds DropLocation(). To generally be preferred to get_turf() (#29814)
Fixes #29802

Unlike get_turf()this will sensibly pick if loc can be safely used
2017-08-18 16:44:20 +12:00
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Xhuis
27c665bfb5 Variable renames, some sets 2017-06-19 11:17:15 -04:00
Xhuis
2a31e44d95 Adds framework for equip delays 2017-06-18 23:24:39 -04:00
Shadowlight213
bfea433b89 Fixes Chinese cartoons causing stuff in pockets to drop when equipping skirt.
Adds options to not replace clothing, or make it no nodrop
2017-04-09 18:41:11 -07:00
XDTM
7dfe07c027 Cloth Golems (#25249)
* Adds cloth golems
2017-03-20 17:02:18 -03:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Cyberboss
d27899ce64 Unequip refactor fix pack (#24040)
* Fixes drag drop deletion

* Fix it for clothing as well

* Do it properly

* Various other incap checks I noticed from the unequip refactor

* Time to generalize this shitty shit

* PADDLING!!!

* A whole bunch of ree
2017-02-14 08:52:56 +01:00
Cyberboss
c1ba824738 Fixes mobs not picking up with forceMove 2017-02-12 12:21:08 -05:00
Cyberboss
3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
Cyberboss
316070be13 Wooweee feeling rustled today 2016-11-13 12:07:04 -05:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Remie Richards
ea51704f03 ``put_in_hands()`` now prioritises the active hand 2016-10-11 18:28:52 +01:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
2016-09-27 19:58:27 +02:00
phil235
8e8061e851 Wearing colored glasses colors your vision, if you want to. (#20499)
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).

* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
2016-09-17 16:28:50 +12:00
Remie Richards
f145a05f49 clarifies bodyparts != organs 2016-09-09 20:16:40 +01:00
Remie Richards
e19b154d00 First round of fixes:
- Fixed swap hands finding the wrong index
- Fixed dual HANDS_LAYER reading for abductors
- Fixed old comments
- Removed lingering pieces of a previous version
- Finish hooking up stripping
2016-09-02 17:57:59 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Joan Lung
fe28096320 Adds dextrous guardian (#19254)
Added dextrous guardians to the code, able to hold and use items and store a single item within themselves.

Dextrous guardians do low damage on punches, have medium damage resist, and recalling or leashing will force them to drop any items in their hands.
2016-07-13 11:25:00 +12:00
c0
9fdbe269d6 More fixes 2016-06-13 12:43:25 +03:00
phil235
219639e00b Using a multitool on telepad with open panel to save data no longer hits the machine.
Packagewrapping a pulled item now properly stops the pulling.
Using put_in_hands() procs now properly checks if the mob has a hand.
bodyparts icon_state is now "" like it should be.
You can no longer build a firelock on top of another firelock.
You can reinforce a firelock assembly to build a heavy firlock.
Human species who breath something other than oxygen now get the proper alert when in crit, and I fixed the alert not being removed when healed.
2016-06-09 20:46:00 +02:00
Joan Lung
2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
KorPhaeron
0bbcc00c4d Revert "Move some stuff from different layers to different planes" 2016-04-29 16:07:23 -05:00
MrPerson
3f70f880ac Move some stuff from different layers to different planes
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).

Also created a file to contain plane and layer defines for hopeful eventual use.

Hopefully this doesn't change anything now but does enable some nifty new features in the future.
2016-04-24 04:03:41 -07:00
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
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
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00