kevinz000
2d0cac9d37
Removes stun and item drop from all slips. They will instead knock people down (force crawling) for their duration. ( #41068 )
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image
I originally was going to cut stun/paralyze duration instead but since none of them will now hard stun I think it's fair for them to keep their original duration/power as knockdown.
2018-11-07 21:51:57 +13:00
Emmett Gaines
0943e56e08
Adds the signal origin as the first arg to all signals ( #39861 )
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* Adds the signal origin as the first arg to all signals
* Fixes some storage and nanite procs
2018-08-28 18:28:29 +03:00
Emmett Gaines
34a3d2da4d
Refactors component signals registration ( #38798 )
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Datums know what signals are being listened for and components can now be registered to listen for signals on more than one object.
2018-07-05 00:56:39 +03:00
Jordan Brown
3aba012d67
Removes ComponentActivated in favor of callbacks ( #33274 )
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* Removes ComponentActivated
* Removes a bit of proc call overhead
* Fix callback definition
2017-12-05 15:41:56 -06:00
Emmett Gaines
d56a47253e
Bitflag returns from component signals ( #33186 )
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* For more useful returns from sendsignal
* removes a needless else/indentation
* cleanup
2017-12-01 14:09:25 -05:00
Jordan Brown
49feced945
RegisterSignal() can now accept a list ( #31098 )
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* RegisterSignal may now accept a list of signals
* Update old calls to RegisterSignal()
2017-09-30 14:58:52 +02:00
Jordan Brown
fc41bf41ef
Cleans up component Initialization ( #29891 )
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* Cleans up component Initialization
* Add LoadComponent()
2017-08-22 09:26:56 +12:00
Jordan Brown
3c56d0f4f3
Ports duplicated slipping code to a component ( #29628 )
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* Ports duplicated slipping code to a component
* Makes metal not slippery
* asdf
* Instead of cherry picking like an idiot I could just copy paster
* OOP
* And blood, don't forget Fry's blood!
* Further fixes
* A more generic fashion
* Use the new system
* Fixes
* Fix cartridge type
* Remove inertia
2017-08-09 16:06:15 +02:00