Commit Graph

246 Commits

Author SHA1 Message Date
phil235
fd16e02cdb Fixes most (non hardsuit) helmets hiding the glasses when they shouldn't.
Fixes not seeing glasses through the riot helmet.
Fixes gas mask protruding from the abductor helmet.
Fixed radiation hood not hiding your hair, earpiece, mask.
Fixes colored justice hats not having an on-mob icon_stat.
Removed BLOCKHAIR bit from var/flags , moved it to flags_inv and renamed to HIDEHAIR
Added HIDEFACIALHAIR bitflag so certain hat/helmet can show just the beard.
Fixed human/update_inv_glasses not checking if our mask hides our glasses.
Fixed check_obscured_slots() not checking if our masj obscur our glasses.
Fixes some bits of flags_inv having the same value.
Fixes crusader hood and other headgear not hiding your identity when they should.
Fixes drone mask icon not appearing.
2016-02-14 00:03:07 +01:00
duncathan salt
9258f042c9 Merge pull request #15374 from neersighted/put_it_in_me
Add autoimplanter to cybernetic implants in the uplink
2016-02-10 23:50:23 -06:00
phil235
0291f450d2 Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdatesChanges
Conflicts:
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/death.dm
	code/modules/mob/living/login.dm
	code/modules/mob/mob.dm
2016-02-10 22:35:19 +01:00
Bjorn Neergaard
c453157bad Add autoimplanter to cybernetic implants in the uplink
So ops don't have to buy the full bundle
Idea is thanks to @PkPenguin321
2016-02-09 20:22:33 -06:00
Bjorn Neergaard
eaa6bc7b18 Implement better jetpack action button 2016-02-08 17:09:12 -06:00
phil235
83633edfed - I renamed some of the new adjust procs and create new ones for eye_blind,eye_blurry and eye_stat so they get three procs just like weakened/sleeping/etc.. (Sleeping, AdjustSleeping, SetSleeping)
- renamed the eye_stat var to eye_damage.
- mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision.
- I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated.
- fixed climbing into mecha not giving you mecha sight.
- simplified and removed copypasta from update_tinttotal() (now update_tint() )
2016-02-07 18:50:18 +01:00
phil235
aed7794f50 Made changes to adjust with neersighted's fullscreen overlays pr.
Fixed Xray users getting vision impairment overlays when inside a container.
Fixes mob inside mecha getting the mech sight flags despite not being the pilot.
"get_vision_impairments" is renamed to "get_remote_view_fullscreens".
Fixes AI blindness.
2016-02-06 20:35:15 +01:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
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
Firecage
7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
PKPenguin321
65b8ebc3fd added sprite and another fluff sound 2016-01-25 16:58:47 -08:00
PKPenguin321
42f1c5c317 adds fluff sounds
immulshuns
this is a 1 line change commit zone
2016-01-24 20:07:23 -08:00
PKPenguin321
dbe098da12 smooshes the two messages into one line
one line change commit boys
2016-01-24 18:35:32 -08:00
PKPenguin321
1f7353e3ed polishes the code
thanks @neersighted
2016-01-24 18:22:37 -08:00
PKPenguin321
5c39c5daf3 adds autoimplanter
automatically implants the user with an inserted cyberimplant by using it in your hand. comes in nuke ops box of implants bundle
2016-01-24 18:02:43 -08:00
PKPenguin321
8643aee84f adds a safety check to prevent runtimes
if the dummy parent item somehow gets spawned and an idiot player tries to use it, this stops them from runtiming/crashing the server. written in my free time so i may have done the "holder == null" part wrong, if it breaks ill fix it in a bit.
2016-01-22 10:33:52 -08:00
PKPenguin321
c8aa8721e8 fixes armcannon messages
they were displaying to everybody instead of just the user because i misunderstood how messages work.
2016-01-18 12:25:09 -08:00
Firecage
754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
tkdrg
51a28ab055 Merge pull request #14159 from somnium13/fix-in-prec
Fixes 'in' operator precedence issues.
2015-12-30 22:38:13 -03:00
Melichior
53db2cbcd1 Fixed 'in' precedence errors. 2015-12-29 17:16:09 -07:00
PKPenguin321
e176e7edb5 simplifies some if() statements
thanks @duncathan
2015-12-25 12:39:42 -08:00
PKPenguin321
3de92a2fb2 tweaks EMP act
now deals 25 fire damage and ignites the owner with a full 20 firestacks. not an instant kill. also forcibly retracts the item should it be out at the time of EMP.
2015-12-24 14:51:50 -08:00
PKPenguin321
ab2158d8e0 Adds Arm-Mods.
Can be easily made with the example parent type. Includes two premade arm-mods, a mounted taser and a mounted laser.
2015-12-23 22:54:20 -08:00
bgobandit
a2241e0f6f Merge branch 'master' of https://github.com/tgstation/-tg-station into lizcannotwag
Conflicts:
	code/modules/client/preferences.dm
	icons/mob/head.dmi
	tgstation.dme
2015-12-17 20:12:32 -05:00
oranges
134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
KorPhaeron
beef2e88a4 Removes old proc 2015-12-16 16:21:32 -06:00
bgobandit
112dc6c6f6 adds feature inheritance, fixes recipe 2015-12-12 02:40:23 -05:00
bgobandit
5fa93e0e55 Adds the re-attachment of tails. Adds the attachment of tails to humans. Adds lizard clubs, liz o' nine tails and lizard cloche hats. 2015-12-11 19:03:09 -05:00
bgobandit
83fd94a507 fixes honkworthy typo, ups chainsaw success chance, adds color inheritance 2015-12-10 19:49:46 -05:00
bgobandit
49d54f48f7 Adds the severing of lizard tails. 2015-12-10 18:58:37 -05:00
KorPhaeron
3b53d8dc45 Removes broken code 2015-12-09 13:38:42 -06:00
PKPenguin321
d03a1b5083 adds chainsaws to ghetto sawing tools
adds chainsaws and mounted chainsaws as ghetto analogues for generic sawing steps
2015-11-23 22:33:13 -08:00
phil235
5e43d2b570 Merge pull request #12924 from Firecage/Optable
Changes the operating table to be an actual table.
2015-11-11 17:31:38 +01:00
duncathan salt
b0c2e3e9c8 Merge pull request #12793 from PKPenguin321/patch-2
Adds surgery to remove surgically attached chainsaws
2015-11-10 23:25:51 -06:00
Firecage
b2937bf315 Changes the operating table to be an actual table. 2015-11-08 22:09:35 +02:00
Razharas
5b1a2836fa Merge pull request #12772 from Xhuis/shadowling_update_5
Shadowling Update V
2015-11-07 06:11:39 +03:00
Cheridan
55e138c77d Merge pull request #12817 from Incoming5643/so_long_dental_plan
Dental implant fixes
2015-11-04 11:28:30 -06:00
Incoming
30e8a39869 Checks work better when you actually check them.
Adds some low level logging for implanted pill use. If you want specific logging for when certain chemicals come into play, that's more a goofchem problem.

Fixes some grammer while I'm here
2015-11-02 01:12:48 -05:00
PKPenguin321
d2f3b0fd4a fixes critical bugs
finishes -> finshes
arms -> arm

sorry for clogging commits :(
2015-11-01 01:23:14 -08:00
PKPenguin321
cb55c84c35 changes messages to be more clear
I forgot to change the messages to make them more clear, they were previously "checking for a chainsaw" since the way i checked for chainsaws was much more hacky in the original version of this code
2015-11-01 01:18:44 -08:00
PKPenguin321
a9cb60d690 adds removing chainsaws + indentation cleanup
changes indenting on chainsaw augmentation from a bunch of spaces to nice and neat tabs
adds a surgery to remove surgically attached chainsaws
2015-11-01 01:58:34 -07:00
Xhuis
3c20526900 Re-adds dethralling surgery and speeds up enthralling 2015-11-01 01:39:01 -04:00
Xhuis
55021fc27d Conflicts 2/2 2015-10-31 11:32:12 -04:00
Xhuis
f2291a1194 Shadowling update 5 2015-10-31 11:30:29 -04:00
Razharas
381f3bb8ad Merge pull request #12718 from Incoming5643/so_long_dental_plan
Adds dental implant surgery
2015-10-31 15:05:28 +03:00
Incoming
b36e26d7d2 prerequisite "dumb mistakes" follow up pull 2015-10-28 17:33:16 -04:00
Incoming
7dfdb50919 Adds dental implant surgery.
While targeting the mouth drill a hole in a tooth then stick a pill in there for hands free later use.
2015-10-28 17:30:28 -04:00
PKPenguin321
fe8d0e58cd Adds a surgery to attach a chainsaw to your hand
Once added you cannot remove the chainsaw and the hand will be forever
used
2015-10-28 12:16:58 +13:00
Rui Neves Carvalho
80e7024f6c Fixes Sec Hud wanted status not being updated when changing identity. Original PR by Astralenigma, New one by phil235. 2015-10-19 21:22:05 +02:00
phil235
9c79257aab Changes the paths of stools, beds and chairs. It is now obj/structure/bed/chair and obj/structure/bed/stool. It makes much more sense since stools barely have any code of their own.
Beds (and chairs) now have buildstacktype and buildstackamount vars to handle how many sheets of what they should drop on deconstruction.
They also have a foldabletype var to handle folding into item (currently only used by roller beds) so that people can add foldable chairs in the future.
Fixes swivel chairs not dropping the correct amount of metal sheets.
2015-10-10 13:35:00 +02:00