Commit Graph

84 Commits

Author SHA1 Message Date
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
phil235
9bd3c1d8a6 Fix tracking implant description when inserted inside implant pad. 2015-02-13 20:09:48 +01:00
Cheridan
6d3584fa63 Pin Fixes
Implant pins now require the actual specific implant instead of allowing any implant at all.
2015-02-07 09:43:03 -06:00
Cheridan
8f98597490 Merge pull request #7049 from RemieRichards/PipesAndBuckles
Buckling Refactor + HE Pipe heat based colour
2015-01-20 20:07:18 -06:00
Iamgoofball
38070820f3 Merge branch 'master' of https://github.com/tgstation/-tg-station into goonchem_shoehorn_backup 2015-01-16 17:25:50 -08:00
Iamgoofball
f3398e58a9 Removes Star Trek chemistry and transfers us to Goon Chemistry. 2015-01-16 17:21:36 -08:00
Cheridan
5f46ebe2b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into pinned 2015-01-15 16:14:27 -06:00
Remie Richards
17654037db Ports Mloc's Refactor of buckling, All /obj can now buckle things. HE Pipes now change colour based on heat. 2015-01-14 19:07:18 +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
Cheridan
0956a86c22 Firing Pin System - The Lockbox Solution 2015-01-09 18:49:02 -06:00
paprka
46ee047404 further changes to the ranged stun system 2015-01-01 22:22:03 -08:00
Cheridan
f909d59d1a Merge pull request #6130 from phil235/AttackMsgStandardizedFormat
Standardizing attack messages to always show the attacker first
2014-12-04 12:45:31 -06:00
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
phil235
86405fa8c0 Standardizes attack messages to always show the attacker first (when there is an attacker).
Replacing some fo mob in viewers() show_message() with visible message().
Simplifying some message code in a couple places, fixing typos and span classes.
2014-11-24 01:49:34 +01:00
tkdrg
705a264dcf Makes data huds passive. 2014-11-16 01:52:06 -03:00
Swag McYolosteinen
cd60db5e18 Merge pull request #5124 from MrPerson/implant_action_button
Give implants an action button
2014-10-11 18:15:44 +02:00
MrPerson
1995ac638b Allow activating implants even when stunned and such
Make ninja implants show up right
Add a changelog for the action_button stuff
2014-10-07 01:04:10 -07:00
MrPerson
dea5cc4bcb Give implants an action button
Because spells for this is dumb

Featuring activation buttons that totally are 100% coderart.
2014-10-06 21:05:09 -07:00
phil235
537280b4b9 Removing many instances of the no longer used second argument of message_admins() proc.
Replacing "for(var/mob/M in viewers()) M.show_message()" by "visible_message()" or audible_message()" in many places.
Changing a few span classes.
2014-10-05 01:29:30 +02:00
Miauw
899d967953 Doubles the amount of TC and the prices of uplink items.
Stealthy items have been slightly decreased in price.
Weapons have been slightly increased in price.
Nuke items remain mostly unchanged.
2014-09-21 15:56:24 +02:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Firecage
f5c3d0b9cf Fix for 1 use freedom implant 2014-08-21 16:11:26 +02:00
Firecage
24b18fad93 Absolute paths for item files. 2014-08-07 23:02:43 +02:00
ikarrus
c7fc7f4811 Monkeys can be loyalty implanted
Monkeys can still be revs, so they should be able to be loyalty implanted. This would also fall in line with the other implants, which have no race restriction.

Fixes #637
2014-05-16 22:17:06 -06:00
MrPerson
6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
ChuckTheSheep
f4e2d30749 Made uplink_owner key rather than name
Had issues with clowns/mimes/nuke ops due to name changes.
2014-03-04 14:55:03 -05:00
MrPerson
3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
ChuckTheSheep
21d621c049 Merge remote-tracking branch 'upstream/master' into TC-Green-Text 2014-02-25 20:19:32 -05:00
ChuckTheSheep
6ecb511a24 TC use count appears on round end 2014-02-23 23:43:45 -05:00
MrPerson
9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Cheridan
8b31314cb7 Merge pull request #2806 from Incoming5643/implantsmorelikeshitplants
Improves the "freedom" syndicate bundle
2014-02-22 23:33:49 -06:00
Incoming
8d1f579de1 Renames the "freedom" bundle the "implant" bundle cause that's what it is, man.
The freedom implant is now shrugs only, and the emp implant can now not be shrugs.
The freedom implant now has an assured 4 uses instead of rand 1 to 5 because... why?
Adds an explosive implant to the bundle, and labels it since there's a good chance the traitor would rather use it on someone else instead of themselves.
No F U C K S given.
2014-02-16 15:22:54 -05:00
Hornygranny
9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
Razharas
93f0817010 Merge branch 'master' of https://github.com/tgstation/-tg-station into SayYiffYiffIfYouAreMachineFucker 2014-01-14 03:36:51 +04:00
dumpdavidson
cf672d2c29 Balance changes to the EMP kit:
- EMP-Flashlight now has one charge less but recharges (slower than lasers/energy crossbows do)
- EMP-Flashlight description no longer reveals the nature of the device
- EMP implant now has two uses
- EMP kit now contains two grenades
- EMP and adrenaline implants now inform the user how many charges they contain to begin with (freedom doesn't because it's intentionally random)

- Fixes EMP flashlight sometimes going down to -1 charges.
2014-01-11 21:04:35 +01:00
Razharas
551a7ab0a3 Issues fixing
Added biogenerator and freezer/heater
Fixed issues gia pointed out
Added some lost sprites
2014-01-11 00:56:28 +04:00
Cheridan
b9efeaa932 Merge pull request #2014 from kyrahabattoir/ItemNameFixingRound3
Item name fixing round3
2013-12-26 23:14:15 -08:00
Razharas
358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Kyrah Abattoir
d9fc4bdd5c code/game/object/items/weapons/* lowercase pass
code/game/object/structure/* lowercase pass (start)
2013-11-24 08:49:34 +01:00
Aranclanos
0ec59be055 Adrenalin implants will now actually add their reagents instead of runtime and cry. 2013-11-22 01:47:18 -03:00
Cheridan
729dea43a2 Fixes up the implant removal messages, replaces names with paths in uplink_item.dm 2013-11-04 09:58:04 -06:00
Cheridan
637e7f72c9 Nuke Op Population Scaling and Content Update
to be edited
2013-11-03 16:41:57 -06:00
Mloc-Argent
79495f710a Refactors the code to work with BYOND 500. Big commit.
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color

Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()

Map changes are due to pipe instances being changed from color to pipe_color

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-06 19:47:30 +01:00
dumpdavidson
5b6c126a1a Adds EMP implant.
Replaced the EMP grenades from the uplink with an EMP kit.
The kit contains a grenade, an implant and a flashlight with 5 uses that can EMP any object or mob in melee range.
2013-08-21 21:48:37 +02:00
Aranclanos
90b894fe66 Made all the machinery use ..() on the Topic(), instead of having a copy pasta everywhere to see if the human is dead or others. This will stop dead AIs interacting with machineries or others. 2013-07-03 13:16:53 -03:00
dumpdavidson
4e6d84d8a7 Prevents implant from dropping to the floor when drop_from_inventory is called. Resolves an issue where implants might have dropped to the floor during transformation when using adminverbs.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
2013-05-24 16:00:29 +02:00
Pete Goodfellow
e4bce0bb14 Replaced most reagent initialisations with the helper proc create_reagents(). 2013-04-15 15:40:33 +01:00
aranclanos@hotmail.com
3a2673a284 Changes for all the different update icons procs of humans and monkeys, they now update their own sprite and hud icon (if it's a proc of a slot item) without having to call for update_icons().
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)

TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.

JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.


Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-04 05:01:07 +00:00
petethegoat@gmail.com
3acc1f7899 Standardised a lot of implant code.
Added logging for tracking implant messages. (hurr sekrit erp)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5699 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-13 16:44:54 +00:00
Kortgstation@gmail.com
b0077b3498 Removed nanoaugs, they were unbalanced and never used outside of badmins shitting things up.
They also added extra checks to

-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)

Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-20 10:45:20 +00:00