Commit Graph

144 Commits

Author SHA1 Message Date
pigeons
3b5219a58d Parenthesizes some macros (#37212)
* parenthesizes some macros

* A couple more macro definition parenthesizing
2018-04-16 02:47:23 -06:00
kevinz000
4a23703622 Combat Overhaul Staging: Limb Specific Stamina and status effect clickdelay modifiers! (#36274) 2018-03-23 12:36:35 +01:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
AnturK
343d2ab38d Allows traitor AI's to take direct control of turrets. (#36154)
* Allows traitor AI's to take direct control of turrets.

* Adds some icons
2018-03-17 11:30:41 +13:00
kevinz000
d97b34a262 Fixes beam rifles and flightsuits 2017-12-09 19:32:31 -08:00
deathride58
08504355d4 Adds support for non-1:1 screen ratios (Doesn't add widescreen) (#32950)
* adds support for non-1:1 screen ratios for fullscreen overlays

* prevents future copypasta, adds widescreen support to clickcatchers

* oops, makes it actually compile

* HOPEFULLY makes it actually compile, makes projectiles and mouse_angle_from_client support widescreen

* i need shittier shitcode

* !!!HOPEFULLY!!! fixes the screen fuckery

* Fixes compiling errors. Tested locally, it seems like it works

* fixes runtime in mouse_angle_from_client

* Fixes non-1:1 TGUI runtimes for borgs and ghosts

* adds actual defines for fullscreen overlay resolution

* makes varediting view call change_view to make clickcatcher regenerate proper

* testmerge toggle widescreen verb and fixes vving view

* FUCK - fixes test verb to properly use change_view, so clickcatchers regenerate and such

* fixes parallax runtimes - how'd i miss this

* removes debug verb
2017-12-05 20:45:47 -05:00
AnturK
70d0357b33 Ling datum antag standarization. (#32183)
* Ling datum standarization.

* Removal of redundant file

* Ok
2017-11-05 20:32:37 -05:00
kevinz000
64851d819a Moves projectile processing to a subsystem (#30599)
ITT worst coder tries not to break everything and improve the code.
fixes #29211
🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑

Also lets just
fixes #18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
2017-10-16 15:50:42 +13:00
AnturK
8bf5c8ee7f Yep, no exploit here unfortunately. 2017-10-02 11:52:12 +02:00
KorPhaeron
cc309236d9 ismecha define (#31192) 2017-10-02 02:03:40 -04:00
kevinz000
98b2693561 Update click.dm 2017-10-01 19:29:54 -05:00
ninjanomnom
33215256da click signals 2017-09-21 02:37:56 -04:00
Remie Richards
3b08d41201 AltClick listing now updates instantly on AltClick 2017-08-28 20:48:39 +01:00
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
Jordan Brown
dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
kevinz000
e568f29bc5 Changes clickcatcher to dynamically scale based on view range (#29370)
Scale()s the icon when range is below 16, if it's above 16, scales the icon to 16 and transforms the rest of the way.

This replaces the other method of creating one click catcher image per tile in the range of the users view, which was pretty memory hungry and inefficient. A single icon operation while the view range changes should still be pretty performant and require less memory bookkeeping.l

This ensures it works when the users view range changes, but does not result in a loss of precision for view ranges up to 16 when moving the mouse (it triggers per pixel which simply get larger when transformed)

fixes #29342
2017-07-24 10:23:37 +12:00
ShizCalev
45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
kevinz000
b09e519584 Beam Rifle Zooming Rework + Click catcher memes + bunch of other random stuff that players won't use (#28551)
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
    Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
    Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
    Beam rifles now have different zoom modes
    Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
    Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
    Center view, just increases your view in all directions (2x weaker)
    No zoom mode, in which you just retain your normal view.
    You can select beam rifle zooming rates to be instant or stepped.
    Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
    Beam rifles no longer require zoom to be fired
    Beam rifle aiming beams now instantly update instead of on process
    Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
    Angular penalty reduced by 0.1 for a nice even number.
    Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
    Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..
2017-07-17 12:13:03 +12:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Jordan Brown
69ece91a38 Moves attack chain proc from global to obj/item (#27659) 2017-05-26 13:11:43 -03:00
Joan Lung
5c36cba014 Merge pull request #27495 from AnturK/shootingblind
Fixes shooting out of view windows
2017-05-22 08:43:39 -04:00
Really-Good-Soda-Flavor
41294bd58d Reorganizes martial arts and stores them in the MIND. (#27324)
* Reorganizes martial arts and stores them in the MIND.

* Moves martial arts to mind.

* Added more sanity checks

* MORE sanity checks!

* Fixes the checks.
2017-05-22 14:12:27 +02:00
kevinz000
d1e8a93584 Update click.dm 2017-05-21 14:01:27 -07:00
kevinz000
8540139740 Update click.dm 2017-05-21 13:48:53 -07:00
AnturK
44e97aa905 Fixes shooting out of view windows 2017-05-21 12:53:34 +02:00
kevinz000
788647b8b6 Update click.dm (#27492) 2017-05-21 21:36:07 +12:00
AnturK
b016998e3e Fixes buttons under doors. 2017-05-19 17:50:38 +02:00
AnturK
83e90cca22 Fixes clicking things under windows/doors. (#27292) 2017-05-18 07:05:41 -03:00
AnturK
e376f9ab7b Fixes some issues 2017-05-07 23:35:38 +02:00
AnturK
05e0a2348a Reach fixes 2017-05-07 16:10:17 +02:00
AnturK
14619fc553 Indeed 2017-05-06 15:11:37 +02:00
AnturK
8f40e14a79 Small Click refactor. 2017-05-06 14:10:11 +02:00
Cyberboss
b11a05785a Fixes #25630 (#25639) 2017-03-31 11:25:21 -04:00
Cyberboss
42b4f23e06 Prevents clicks until atoms are initialized (#25460) 2017-03-28 10:34:49 +13:00
Joan Lung
c386e9c64f Cleans up TK code a bit (#25516) 2017-03-27 15:47:23 -03:00
Xhuis
7db2a60c31 Adds support for weapons with reach (#24395)
* Adds support for weapons with reach

* Fixes reach functionality

* Deletes the dummy object once it's done

* Removes debug code

* doot doot
2017-03-11 17:00:43 +13:00
Lzimann
2603fc232c Changes the "Modify View Range" verb name to "Set Zoom". Also inverts the scroll command(scroll up will decrease your view and scroll down will increase your view). 2017-01-27 13:11:03 -02:00
Lzimann
d6b26d5756 Makes it use shift instead of just scroll. 2017-01-27 00:52:08 -02:00
Lzimann
5ac7cd83af Adds a way to change your view range as a ghost. 2017-01-27 00:25:37 -02:00
XDTM
ade5529b04 [Ready for review/merge]Adds some new voice of god commands, allows first-name focusing (#23169)
* New commands!

* helper

* replacements

* regexes left and right

* someone might actually refer to medical doctors with the full name

* Cooldowns first
2017-01-26 15:17:12 +01:00
Joan Lung
b4d59e90c0 Clockwork proselytizers can proselytize tables (#22991) 2017-01-25 03:33:17 +04:00
ExcessiveUseOfCobblestone
208072dc4d Clickcode is stupid (#22069)
* Clickcode is stupid

fixes #22031

* Update click.dm
2016-12-11 19:51:17 +13:00
ExcessiveUseOfCobblestone
9229ab4c57 removes trailreeeeturns 2016-12-04 15:57:42 -05:00
ExcessiveUseOfCobblestone
2ba9739bd3 Legitimately Fixes The Bug Now 2016-12-03 18:31:01 -05:00
oranges
97eb86f34d Adjacency check for grab and code move
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.

Moves the code into the click code and not down in the martial arts code
2016-10-19 21:55:34 +00:00
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
Joan Lung
db19c0bb8f Fixes items calling attackby on themselves 2016-09-15 07:54:50 -04:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Core0verload
e666d2e76b ports pockets (from Animus Green) and adds them to some clothing.
This PR ports pockets (from Animus Green) and adds them to some clothing.

 Shoes that support storing items now use pockets system.
 Some hats have 1 small pocket.
 Detective's hat spawns with a flask in it.
 Clown's mask has a single tiny top-secret pocket. Honk!

This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
2016-07-14 19:36:26 +12:00