Commit Graph

37 Commits

Author SHA1 Message Date
AnturK
52a99c09d6 Uppercase slot defines 2018-04-27 10:38:32 +02:00
XDTM
8548bd88b0 Adds mob biotypes, categories that can be used to only affect certain mob types (#36570)
* Adds mob biotypes, categories that can be used to only affect certain mob types

* good boy travis

* Update syndicate.dm
2018-04-04 11:09:26 +12:00
Cruix
251c54223d Added a new ability to sentient diseases (#36548)
* Replaced body zone magic strings with defines

* Added the Secrete Infection ability to sentient diseases, and updated the infective component
2018-03-30 21:09:19 +02:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Cruix
dedf5f5ed9 Disease antagonist (#35988)
* Virus antagonist initial commit

* Updated disease code

* Sentient virus improvements

* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances

* Added sentient virus event

* Renamed VIRUS defines to DISEASE defines

* Fixed bugs in rewritten disease code

* Fixed advanced disease Copy()

* Finalized disease antagonist

* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.

* Added better icons to sentient disease abilities
2018-03-05 13:55:10 +01:00
XDTM
b49798c483 Converts several species traits into generic traits (#35743)
* Converts several species traits into generic traits

* 2hot
2018-02-26 10:47:58 +13:00
MoreRobustThanYou
ea13cff568 Jungle Fever is now incurable; leader viruses are now invisible to scanning (#33612) 2017-12-18 21:15:04 -06:00
XDTM
9d487d235c Divides species in subtypes, makes viruses able to infect certain subtypes (#32858)
Species are now separated into Organic, Inorganic, Undead and Robotic. The virusimmune tag was kept for species who are effectively organic but immune to viruses for special reasons (abductors).

You can now set the types of species viruses can infect; i made some adjustments that i thought made sense (beesease infecting zombies, parrot possession infecting anyone).

Added process_dead as an additional effect for the new symptom, allowing the disease to tick on corpses; it doesn't have many uses i can think of, but it can heal up people in case of a defibrillation or something like that.

Fixes #32832
2017-11-23 10:36:09 +13:00
XDTM
db0c10ea58 Refactors virus spreading (#31066)
* Refactors virus spreading

* Cyberfixes

* Bump to infect

* proper shoe protection

* Split ContractDisease

* Makes virus severity matter

* oops

* Virus severity changes

* defines

* infective_floor --> infective

* Fixes vomit and pulling infection
2017-10-09 14:08:21 +02:00
XDTM
0f07a69640 Fixes viruses not calling Start on their symptoms when spreading 2017-10-01 15:22:01 -05:00
Cyberboss
3b37703a03 Merge pull request #30011 2017-08-19 19:40:24 -04:00
XDTM
bb903b339c RealFix 2017-08-19 01:56:46 +02:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Fox McCloud
2cc3e9c41f Disease Refactor (#29130)
* Vomit Now Contains Viruses

* eh

* typeless memery

* Disease Refactor

* tweaks

* styling

* tweaks

* unecessary comment removal

* whoops

* fix
2017-07-15 11:08:40 -04:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Joan Lung
a5ae025549 Replaces "specflags" with "species_traits" (#21851)
* Replaces "specflags" with "species_traits"

* this will do
2016-12-01 21:16:33 +13:00
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
XDTM
184e486e41 Virology Rework (#20843)
Added four new symptoms: Regeneration and Tissue Regrowth heal respectively brute and burn damage slowly; Flesh Mending and Heat Resistance are the level 8 version of those symptoms, and heal faster.

The Toxic Compensation, Toxic Metabolism and Stimulants symptoms have been removed.

Viruses no longer stack. Viruses can be overridden if the infecting virus has higher transmittability than the previous virus' resistance.

Viruses can now have 8 symptoms, up from 6.


Based off of suggestions in coderbus.
Changes:
-Advanced viruses no longer stack. Limit of one.
-Viruses can now have up to 8 symptoms. Stealth threshhold of the Pandemic has been raised to 4 to compensate.
-Viruses can now take over other advance viruses on spread, if their Transmittability is higher than the defending virus' Resistance.
-Some viruses no longer use chems, but the effects are mostly unchanged.
-Removed Toxic Compensation, Toxic Metabolism, Anti-Bodies Metabolism and Stimulants.
-Added Regeneration and Flesh Mending, brute-healing symptoms. Flesh Mending is level 8 and also turns cloneloss into burn damage.
-Added Tissue Regrowth and Heat Resistance, burn-healing symptoms. Heat Resistance is level 8 and also helps stabilize body temperature.
-SYMTOM_ACTIVATION_PROB has been increased to 5% from 3% to make up for the loss of stacking.
-Healing procs every tick for 1 damage (2 for the upgraded ones).
2016-10-13 12:42:16 +13:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +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
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
bustygoku
9249edde12 Changelog And Line Deletions 2015-08-05 13:06:10 -07:00
bustygoku
ed08ce018f Removes Virus Carrier RNG 2015-07-30 19:44:18 -07:00
palpatine213
70f2029666 Adds Transform to the skipped vars list 2015-07-28 18:25:38 -07:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
AnturK
b0191fbb6d White to black 2015-06-17 18:41:08 +02:00
AnturK
db4b36e00a Makes viruses varedit friendly 2015-06-07 17:09:32 +02:00
AnturK
f4a7b2dbe1 Abduction Update Two:
-SPRITES SPRITES SPRITES
-Hopefully fixes create_antag and team problems
-Fixes the Inactive Eye on follow list
-Removes redundant and adds needed checks
-Neater adv camera code
-Minor balance tweaks
-Fixes instant first activation of glands
-Adds 3 mostly negative glands
-Adds anti-tracking helmet to agent equipment
-Makes experimental dissection ignore clothes
-Way out for trapped humans : Mash random buttons
-Abductors now virus immune (also golems and skeletons)
-File cleanup
-Teleporter functionality for camera
2015-04-26 01:30:59 +02:00
ACCount12
ccbb042606 Fixes for DNA spread and transformation 2015-04-05 09:17:51 +12:00
phil235
8e51963a16 Moving satiety protection against catching virus from CanContractDisease() to carbon/ContractDisease() so virus injection with syringe or pill isn't affected by the satiety resistance. 2014-12-14 15:49:51 +01:00
phil235
29bde9a48a Satiety now gives a resistance to catching disease (up to 60%)
Snack machine compartment can now only be loaded by using a tray.
Fixes tray being unable to pickup omelette.
2014-12-12 21:21:56 +01:00
tkdrg
7153becc62 Fixes implants not updating the implant secHUD
Makes med huds /carbon because of monkeys
Makes HUDs update after implant removal surgery
Fixes cloning not recovering antag huds
2014-11-27 12:56:17 -03:00
hornygranny
21b8df82d5 Merge pull request #5908 from tkdrg/hud
Makes data and antag huds passive and creates /datum/atom_hud
2014-11-25 12:53:03 -08:00
phil235
3a97e8d878 Fixes not being able to have more than one virus. (two typos fixed) 2014-11-22 18:30:19 +01:00
phil235
3d540a0d03 Fixes missing cure_text's, fixes virus being uncurable, fixes advance virus changing upon injection. Fixes virus staying at stage 1. 2014-11-20 20:36:43 +01:00
tkdrg
705a264dcf Makes data huds passive. 2014-11-16 01:52:06 -03:00
Remie Richards
fa184f5487 Cuts /disease variables from 28 to 23 (includes new ones)
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
2014-10-30 06:21:14 +00:00