Commit Graph

117 Commits

Author SHA1 Message Date
vuonojenmustaturska
98f8ca7553 Moves several clothing-specific flags from /atom to their proper type (#37486)
* lavaproof

* more flags

* it compiles

* Remove a couple of lists
2018-04-28 13:22:28 -05:00
kevinz000
ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
MetroidLover
c669c558ed Space Ninja smoke bomb refill (#35689)
* Ninja Smoke Bomb refill

Adds Ninja smoke bomb refill ability.

* Change a spaghetti flaw.

* I fluffed the indentation again. :P
2018-02-16 11:38:15 -05:00
Jordan Brown
d282c60c7d Quote the armor lists (#35668) 2018-02-16 01:25:42 -05:00
vuonojenmustaturska
2871b70733 /obj/item var cleanup (#34909)
* draft 1

* Update energy.dm

* Update twohanded.dm

* Update weaponry.dm

* Update ninja_stars.dm

* Update cult_items.dm
2018-01-25 22:44:32 -05:00
vuonojenmustaturska
6406896df1 Replaces a bunch of obj vars (and emagged on machinery/items) with obj_flags (#34078)
* It works, but is it worth it?

* bitfield helpers take 1

* Would this work?

* remove dangling debug code

* rebase & fixes

* vv bitfield stuff, reading

* DNM oceans of shitcode DNM

* honk

* honk2

* plonk

* rebase & fix
2018-01-22 20:19:46 +01:00
Jordan Brown
e13f2eef2a Removes usage of set background 2018-01-09 10:21:36 -05:00
kevinz000
05be346f8a Component Forensics, Blood Decals, and Cleaning 2017-12-24 18:19:43 -08:00
Tad Hardesty
c6da68ab62 Measure energy values in joules 2017-12-02 16:05:31 -08:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
ShizCalev
eb22fed8a6 Consistency 2017-11-18 14:17:38 -06:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
kevinz000
b83d777119 Removes a bunch of sleeps/spawns and makes a few booleans defines (#31553)
* spawn/sleep removal part 1

* sleep/spawn/src. removal

* fixes type paths in timers

* Fixes some variable passing

* Why do I have to do this 20 times to get it right..?

* Why do I have to do this 21 times to get it right..?

* Update suicide.dm

* Update software.dm

* Update paper.dm

* Update cable.dm

* Update ninjaDrainAct.dm

* Update hypospray.dm

* Update vocal_cords.dm

* Update touch_attacks.dm

* Update revenant_abilities.dm

* woops

* Update revenant_abilities.dm
2017-10-14 19:53:17 -04:00
Tad Hardesty
13f32a938b Improve extended examination text for many objects (#31381)
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.
2017-10-10 21:06:46 +13:00
ShizCalev
61854f7825 Sets KEEP_TOGETHER appearance_flag for humans, energy draining text updated to DisplayPower (#31150)
* Hides ninja socks, draining updated to DisplayPower

* CB

* KEEP_TOGETHER
2017-10-05 10:29:19 +13:00
KorPhaeron
380413fb8b Ports dash weapons to the dash datum (#31222)
* Dash katanas

* Properly assign the action

* Speaking of copypaste

* Its own file
2017-10-04 12:10:39 +13:00
YPO
cfba5805db ninja boost removes stamina damage 2017-09-13 13:25:51 -06:00
kingofkosmos
a479714b5f Adds missing span-endings (#30494)
* Adds missing </span>'s.

* ".name]" --> "]" and
"to_chat(GLOB.admins," --> "message_admins("
and one [name] --> [src]

* Earlier commit was a mistake, lesson learned

* Hopefully all is ok now.

* Revert "Hopefully all is ok now."

This reverts commit 3c95e41b4c13ce96469861e9a97453adf4b56826.

* Revert "Earlier commit was a mistake, lesson learned"

This reverts commit d611af1e4a76690453a7f9808b6e2c429b679f6c.

* Revert "".name]" --> "]" and"

This reverts commit d538b9efef2d7d8be9122bf5ceaf105055059bc6.

* message_admins fix
2017-09-11 14:09:53 +02:00
YPOQ
9a6a1af252 Various Ninja Fixes (#30102)
* Fixes energy net

* Ninjaboost usable while unconscious, remove unused action

* remove delay from adrenline message

* remove redundant stun check

* fixes ninja action icons

* remove toggle special interaction verb

* Remoeves slotting research disks into suit

* non ninjas can now start the suit initilisation

* remove unused code, capacity > charge

* radium now restores adrealine boosts, other suit reagents removed

* oops

* adrenaline boost removes stuttering

* ninjas no longer start with flashlights

* ninja suit deinitializes properly

* fix gib ninja suit gib message

* energy nets use buckling instead of anchoring, buckle_lying = -1 is now handled properly

* suit examine reports capcity properly

* ninja code cleanup

* undo buckle_lying changes
2017-09-01 15:38:42 +02:00
Jordan Brown
9bae1264a5 Merge pull request #30240 2017-08-29 10:44:09 -04:00
Jordan Brown
c1ef78f8c9 Soft crit (#28649)
* Soft crit

* Fix

* New define

* Fix shitcode

* Tabs not spaces

* Shitcomment

* Default to whispering in soft crit

* Fax
2017-08-28 14:42:11 -05:00
shizcalev
2427f217f7 Standardized power displays 2017-08-28 14:22:05 -04:00
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
Leo
5fafb4befe Merge pull request #29889 from Cyberboss/MouseOpacityDefines
Adds defines for mouse_opacity
2017-08-15 13:01:28 -03:00
Jordan Brown
d144c88fb5 Annihilates the colons! (#29812) 2017-08-15 12:49:35 -03:00
Jordan Brown
dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
ShizCalev
45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
ShizCalev
db10f35703 Cleaned up some emag_acts (#29238)
* cleaned up some emag_acts

* Randomized spark sounds

* Made sparky looking things sound sparky too

* early return
2017-07-15 11:27:50 -04:00
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
KorPhaeron
060b767a47 Ninja Dash (#28644) 2017-06-26 10:57:12 -03:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Joan Lung
2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
Lzimann
3e34eb9e3f Changes all sounds to be lower case, plus standardizes their references 2017-06-11 00:38:45 -03:00
Expletive
2b298bb6aa Adds The NT-75 Electromagnetic Power Inducer (#27653) 2017-05-31 14:59:13 -03:00
Mike Long
0c79d3ff8e Ninja Refactor (#27316)
* Begins converting Ninjas into the new antagonist datum system.  Does not compile.  Work in progress.

* More work towards datumizing ninjas. Still not finished. Now compiles.

* Adds ninja to traitor panel.

* Add objectives now takes an arg for number of objectives.

* Event now actually ninjas the ninja.

* Ninja suit initialization now works.

* Cleans up the suit initialization code some.

* Suit initialization is now action rather than verb based.

* Now properly adds objectives and memories to the mind upon gaining datum.

* Starts to replace ninja verbs with actions.

* Hooks ninja abilities up to action buttons.

* Whoops, missed a verb.  Gloves are next.

* Adds toggle ineraction type action button.

* Changes icons as per ChanglingRain's suggestions.

* Second round of changes for ChanglingRain

* Replaces sleeps with addtimers.  It's ugly, but more CPU efficient.

* Fixes compile errors.

* Fixes compile error, again.
2017-05-18 10:21:26 -06:00
Joan Lung
1b7c4a63dc Repaths /obj/effect/overlay/temp to /obj/effect/temp_visual (#27344) 2017-05-17 22:54:54 -05:00
Joan Lung
ee763a5aa4 Removes a few spawns (#26507) 2017-04-25 16:36:07 -03:00
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
ktccd
0e7acba561 Ninjas can steal tech (#25696)
Ninjas can steal tech levels from the servers and R&D consoles again.
Code is still terrible copy-paste, but hey, it works and this is a
bugfix not a remake PR.
2017-04-01 21:44:44 -03:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
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
Kyle Spier-Swenson
12570805bd Closes the Pool. (#23150)
* Delete pool.dm

* Removes usage of PoolOrNew

* Wrap up
2017-01-22 16:00:23 -05:00
KorPhaeron
e7f890697e It's a bugged ninja code episode 2017-01-13 18:14:42 -06:00
swindly
6feff91f76 it's -> its 2016-11-02 19:26:04 -04:00
XDTM
66a7fde82d ALMOST invisible 2016-10-31 00:35:49 +01:00
Joan Lung
ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +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
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