Commit Graph

71 Commits

Author SHA1 Message Date
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
shizcalev
22764665c9 CentCom Standardization 2017-08-07 19:04:27 -04:00
shizcalev
8ebf6b6a43 cleaned up paper 2017-07-26 05:35:05 -04:00
AnturK
d3bcb4cbf9 Removes old height parameter from CanPass proc (#29218) 2017-07-13 08:57:25 -03:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Lzimann
3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
QualityVan
02bb8d0dc4 Adds creamatoriums (#28158) 2017-06-07 22:44:38 -03:00
QualityVan
4a1bc314c3 Fixes being unable to cremate one thing 2017-06-06 18:46:52 -04:00
Cyberboss
b9c54f517f Minor refactors (#26305)
obj/on_log changed to atom/on_log. Boolean parameter in
No admin irc message now checked in client/Del instead of mob/Logout
Removed an empty New()
1 -> TRUE
removed a potential crash in mob/Login
2017-04-23 09:52:47 +12:00
Davidj361
b25fa51341 Fixes #26083, bodies in body bags get cremated now (#26117)
* Fixes #26083, bodies in body bags get cremated now

* Changed usr to user because angry neckbeards

* Reverted my changes

* Uses GetAllContents()
2017-04-12 21:07:08 -06:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Lzimann
e58ee1724f Refactors logging into a single var for all mobs and adds a wrapper for proper logging. 2017-03-04 13:32:35 -03:00
Cyberboss
b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Xhuis
ed11869a79 Gives cyborgs the ability to open morgue trays (#21747)
* Gives cyborgs the ability to open morgue trays

* Small balance changes
2016-11-27 23:07:40 +13:00
RandomMarine
40b666f6cb adds morgue instructions 2016-11-17 01:47:27 -08:00
phil235
51d1319ed1 Make transit tube code less shit. 2016-11-02 22:55:36 +01:00
Shadowlight213
18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
Razharas
7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
Joan Lung
a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
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
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
KorPhaeron
8ebeee7341 Morgue Fix 2016-07-22 13:12:22 -05:00
unknown
6491bcd5f1 Fixed hand labelers being unable to label storage items.
Fixed being unable to resist out of wrapped lockers.
Fixed being unable to resist out of lockers inside morgues.
Fixed mechs being able to spam doors they do not have access to.
2016-07-01 20:32:32 -04:00
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
0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
phil235
e3bbcb0f7f Fixes revive() not properly removing the blind overlay. (fixes staff of healing)
Fixes revive() working on brainless carbons, making them die right away. It now only heals the body but doesn't actually make the mob alive again.
Fixes dead mob put into closet and then revived not seeing the closet vision overlay.
Fixes brain mob's emp_damage never decreasing when stat == DEAD.
Fixes posibrain's brainmob starting dead.
Fixes ai fixing not clearing the blind overlay properly.
Fireball projectile no longer explodes on the firer when there's a body on their tile. The fireball's range() code now only checks the two tiles on its front left and front right for mobs to hit.
Remove some update_vision_overlays() (now unused) that I forgot to remove.
Using a staff oh healing on a corpse with a damaged brain organ will revive the mob and heal the brain organ.
2016-02-14 15:26:46 +01:00
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
Menshin
ca679f5da2 Added passflag checking for A*. 2016-01-30 13:51:52 +01:00
Bjorn Neergaard
2f2c4a05c4 Morgue slabs should forceMove()
Fixes #14841
2016-01-24 19:43:54 -06:00
phil235
78295d8238 Fixes runtime when trying to cremate an animal that deletes itself upon death (mouse, cockroach). 2016-01-03 18:11:18 +01:00
kingofkosmos
2c0f178e31 Embedded object -alert can be clicked to remove the object.
When handcuffed, a handcuffed-alert appears and clicking it is the same as clicking on resist. Same with legcuffing.
Moving in a Suit Storage Unit or welded/locked locker or morgue tray is now the equivalent of pressing resist.
2015-10-28 21:10:50 +02:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
c0
8474086bce Buttons and wall frames rework 2015-08-28 02:01:49 +03:00
phil235
94d072828f Merge branch 'master' of https://github.com/tgstation/-tg-station into CatchThrownPieFix
Conflicts:
	code/game/atoms_movable.dm
	code/game/objects/items/weapons/dice.dm
	code/game/objects/weapons.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/living_defines.dm
	code/modules/reagents/reagent_containers.dm
2015-07-19 21:53:39 +02:00
phil235
9eced1ac5b Fixes thrown closet opening to not use spawn().
Fixes throw_at() to look nicely for xeno leap by adding the diagonals_first argument.
Removes useless gateway/Crossed and gateway/Bumped().
Changes throw_at() to use diagonal directions.
I replaced the atom variable "throwpass" with the LETPASSTHROW pass_flags
I readded hit_check proc to catch things getting on the thrown thing's tile during its sleep(1) (especially needed for mobs running towards the thing), the only other possibility would've been to add throwing checks in atom/movable/Crossed() (called after every move) and I don't think it'd be worth it.
I added the item var "thrownby" to be able to continue to log the thrower of the item when it hits a mob. It removes the need for a thrower argument in throw_impact() and hitby().
2015-07-19 21:29:35 +02:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235
b570af6795 Fixed catching banana creampie in mid throw (and similar objs). 3824 10536 (hitting a wall now makes the smashed pie effect appear ON the wall)
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
2015-07-14 00:51:19 +02:00
kingofkosmos
de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
kingofkosmos
a7bd5f93e1 "You hear something" set to italics. 2015-04-24 21:06:16 +03:00
phil235
7171cd252b Fixes no blood dna on Mulebot and its blood tracks.
Fixes putting buckled mobs onto morgue trays.
Fixes mob pixel offset when unbuckled from roller bed.
Fixes blood trail appearing when pulling a patient on a roller bed.
Fixes other minor stuff.
2015-02-26 19:31:55 +01:00
Remie Richards
5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
tkdrg
b852aa41ea Replaces a bunch of input() with stripped_input()
Some of these were exploitable for XSS, as well.
2015-01-11 19:02:53 -03:00
Daniel Hultgren
5071d307b0 Can now click switch with any object 2014-12-14 12:22:15 +01:00
Daniel
536c0b55a5 Morgue update 2014-12-13 12:42:49 +01:00