Commit Graph

438 Commits

Author SHA1 Message Date
Emmett Gaines
830929669d makes the decal component handle updating inventory icons (#33967) 2018-01-02 16:17:39 -05:00
kevinz000
05be346f8a Component Forensics, Blood Decals, and Cleaning 2017-12-24 18:19:43 -08:00
Ian Turk
c7f00fb44c Prefixed all disability defines with DISABILITY to fix name collision with BYOND built in BLIND define 2017-12-22 23:49:41 -06:00
AnturK
8167cd2f8c Knockoff component 2017-12-19 11:43:36 +01:00
kevinz000
02254279fb Adds jousting (#33531) 2017-12-18 20:55:09 -06:00
XDTM
146d167189 [Ready Again]Refactors disabilities into lists, allowing for independent disability sources (#33055)
* Refactors disabilities into lists, allowing for independent disability sources

* defines

* Xhuiiiiissss

* living

* did that

* adjusted for traumas

* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.

* makes antur happy
2017-12-18 22:20:07 +01:00
Ashe Higgs
d447acdc6e All-In-One grinder results are now defined by type, not by huge lists (#33181)
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.

This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.

I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
2017-12-15 10:48:25 +13:00
vuonojenmustaturska
5233ec1f6a Finishes the forceMove port (#33519)
* a thing

* thingy 2: electric boogaloo

* Obligatory webeditor commit
2017-12-15 10:39:34 +13:00
Tad Hardesty
0fb7f2649c Remove unnecessary argument to Join 2017-11-29 14:04:19 -08:00
Tad Hardesty
23c0516c87 Fix and tidy the output of research scanner goggles 2017-11-28 17:59:42 -08:00
oranges
ccd4981fe5 Merge pull request #32624 from kevinz000/component_uplinks
[READY]Refactors uplinks to a component!
2017-11-23 10:16:16 +13:00
kevinz000
beb255dbf1 Refactors uplinks to a component 2017-11-20 00:13:26 -08:00
ShizCalev
8eafaccc88 Cleans up unused code 2017-11-20 00:03:33 -05:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
Leo
882603901f Items no longer need to check for tools in attackby, having the check done with the tool_behaviour variable before pre_attackby is called. (#32602) 2017-11-11 21:22:15 +01:00
Tad Hardesty
9fb288a601 Fix a few syntactic aberrations (#32284) 2017-11-02 03:21:14 -06:00
Jordan Brown
04c05d8e5c Adds defines for organ slots (#31737) 2017-10-15 20:33:35 -04:00
MrStonedOne
c8bb13d7c2 In which the stoner one gets stoned and tries to address tick contention... again
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.

Tweaked the anti-tick contention heuristics of the MC a touch.

Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.

The mc's anti-tick contention heuristics now plays better with the high pop processing mode.

We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.

stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.

All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
2017-10-09 01:21:43 -07:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Jordan Brown
d3dcc118ec Merge pull request #31340 from Firecage/codeshitnotshit
Does some code standardization/consistency.
2017-10-05 15:53:11 -04:00
XDTM
35d8a55926 Adds H.E.C.K. suits, spraycan_paintable component, and reworks item's attackby() (#30525)
* Adds hostile environiment suits

* NOBODY SAW THIS

* the CURSE

* c

* No more stun removal

* fix

* a

* in the chest

* back

* Fixes

* duh

* fucking helmets fucking secbots fucking past coders

* yeah

* REEEEE

* revert to here

* this better work

* cyberboss

* Update effects.dm

* check for charges

* B U L K

* spraycans

* READY

* the if, man

* why the fuck did it convert to spaces

* Fix it
2017-10-05 11:52:47 -04:00
Firecage
ee3e8d2846 merge conflict fix 2017-10-05 11:22:57 +02:00
Firecage
2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
ShizCalev
440715fbe1 Stops restraint removal progress bar spam 2017-09-21 03:07:20 -04:00
Emmett Gaines
76c08c601a New squeaky datum and plushes (#30710)
* New squeaky datum and plushies

new plush subtype
clown shoes, bike horns, and mice slightly changed to use the datum

* narsie and ratvar plushes

* fixes duplicate obj/item/attack_self()

and other misc requested changes

* moves the sounds into initialize
2017-09-18 12:49:03 +02:00
ExcessiveUseOfCobblestone
1e17bb7b83 Adds Archaeology Component (#30220)
* The future of archaeology

* pirate pad transfer is godawful

* pp transfer, part deus

* Revert "pp transfer, part deus"

This reverts commit f6e48f71f59f834f0b9e02a2ab2bb1bc1bda1b6a.

* hmmm!

* Edits How This Works

* Dig Check

* you can no longer chaindig + MrPerson req

* All MrPersons

* I need to squash soon [tm]

* replaces define

* fixes #literally everything

* forgot why i set it to highlander

* Review

* Removes How2 and Fixes Travis

How2 was outdated so idgaf

* Review 2, Cyberboss Boogaloo

had to move SSblackbox now that W is a more localized var.

* archdrop list is null now

* It won't let me edit that space sorry

* GOTCHA

* yes i used the web editor, no i am not sorry

* cyber

* ..()
2017-09-08 11:01:30 -04:00
shizcalev
75dc5d8272 Moved emagged var to item parent. 2017-08-17 22:15:11 -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
XDTM
4865549b9f Fixes a lot of eye damage procs (#29565) 2017-07-30 09:16:18 -04:00
kevinz000
9123f45eab Fixes harmonicas acting like muzzles (and runtiming instead of properly muting you too.) (#29393) 2017-07-21 20:25:19 -03:00
Ashe Higgs
2438bd2aa8 Small belt overlay rewrite, and tool overlays for toolbelts (#29180)
* Belt overlay tweaks, tool overlays

* Belt overlays now have their own file

* work on porting to the new screwy looks

* Work on screwdrivers

* Fixes screwdrivers

* really SCREWED that one up!
2017-07-19 15:29:35 +01:00
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
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
Matthew Walker
f3afd18551 Move eye_damage from /mob/ to eye organs (#28725)
* First test change, only damage

* take out unused var

* null check

* First test change, only damage

* take out unused var

* null check

* Fixes some wizard stuns (#28693)

* First test change, only damage

* take out unused var

* null check

* review changes

* Hate git
2017-06-27 16:51:29 -04:00
Tacolizard
fded49c639 Adds some custom force strings and fixes a bug (#28597)
* initial

* singuloth

* melee

* fix

* forgot a quote

* cyber1

* cyber2

* capitalization

* cyber3
2017-06-20 15:51:08 -04:00
Jordan Brown
1c8badd8fe Merge pull request #28590 from optimumtact/korthemoorstrikesthebooritsquiteashorethatbringsustothefore
Refactors hitreaction to pass in the hitting atom
2017-06-20 09:21:14 -04:00
Jordan Brown
c2069e0446 Merge pull request #28583 from Xhuis/equip_delay_framework
Adds framework for equip delays and adds it to the straight jacket
2017-06-19 23:06:07 -04:00
oranges
186d17b77b Refactors hitreaction to pass in the hitting atom
Required some upstream changes to the check_shields proc to also
reliably pass in the atom
2017-06-20 02:48:17 +00:00
Xhuis
27c665bfb5 Variable renames, some sets 2017-06-19 11:17:15 -04:00
Xhuis
2a31e44d95 Adds framework for equip delays 2017-06-18 23:24:39 -04:00
Tacolizard
24f391d943 [READY]Adds examine tooltips (#28407)
* initial

* add preference verb

* forgot to actually make the verb work

* make verb use prefs

* fix and save prefs

* change proc name

* varry good

* will this work?

* ok i think this will work

* halp

* reeee

* fix

* implement remie's suggestions

* fix indentation

* give verb feedback

* change threshold

* mrperson changes

* change threshold

* add custom tooltip delay

* decapitalize process()

* mouseOver = FALSE

* remake delay system

* round force

* fix capitalization

* enable force_string override

* fix force string override

* add TIMER_STOPPABLE flag

* check user

* change operator

* add a comment

* set minimum force to 0

* is this how you do it?

* update savefile

* simplify

* fix savefile

* fix list init

* remove rounding

* change threshhold

* remove colors

* fix

* add spaces

* micro-optimization fnr

* fix permissions

* implement suggestions

* fix permissions

* cyberboss suggestion
2017-06-18 22:57:35 -04:00
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
kevinz000
968a384605 Fixes dead PKborgs having active dampener fields (#28214)
* Create robot_items.dm

* on mob death
2017-06-13 09:23:18 +02:00
coiax
9fabe5b0b5 Vending machines are more dangerous when throwing items (#27361)
* Vending machines are more dangerous when throwing items

🆑 coiax
add: Various vending machines, when shooting their inventory at nearby
people, will "demonstrate their products features". This means that if a
cigarette vending machine throws a lighter at you, it will be on.
Vending machines also choose random products when throwing, rather than
the first availible one.
/🆑

- Lighters are now flame coloured, and have been minorly refactored
- Secvendors prime flashbangs, and turn on their flashights when
throwing them at people.
- Cigarette vendors light their lighters
- The selection process shuffles the item list before iterating, so it
won't just throw the first thing

* Preprime grenade and set on fire with throwing

* Actually prime grenades when people use them
2017-05-18 10:11:55 -06:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Joan Lung
2697e41257 Merge pull request #26194 from Cyberboss/PreloadConfig
Some Initialize ports
2017-04-14 22:05:15 -04:00
coiax
e2c4843517 Upgrading RPG loot items modifies their name accordingly (#26144)
* Upgrading RPG loot items modifies their name accordingly

- the greater crowbar of many tales +2
- use item fortification scroll
- the greater crowbar of many tales +3

- Once the RPG loot event fires, a global is set which means all new
items will have rpg_loot datums attached to them.

Otherwise, everything functions the same. Item fortification scrolls are
only spawned when the event fires.

Using an admin spawned item fortification scroll on a non-rpg looted
item works, it'll grant that item only a RPG datum.

Made a /unlimited upgrade scroll if admins feel like buffing an item.

* Scroll

* Scroll, <i> nix

* Fixes vaporising items, negative quality

* Fixes runtime when upgrading non-rpg item

* Static lists

* Muh spelling
2017-04-13 16:14:11 -06:00
Cyberboss
4564df41f0 Some Initialize ports 2017-04-13 16:01:28 -04:00