Commit Graph

99 Commits

Author SHA1 Message Date
SkyratBot
a14b1dadb5 [MIRROR] CanPass refactor (#6527)
* CanPass refactor (#59804)

* CanPass refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2021-06-25 22:33:51 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
fd8d3975a8 [MIRROR] Fixes footprint stacking (#5693)
* Fixes footprint stacking (#58918)

* Fixes footprint stacking, replace_decal needed to return parent, and just, didn't. I'm not sure where the fuck
this came from, or even how to test for it, but here you are

* Adds a unit test to prevent regressions on this error in future

* Uses TEST_ASSERT_EQUAL instead of TEST_ASSERT

Thank you moth man

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Updates a comment to more accurately describe my pain

* maybe fixes it?

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Fixes footprint stacking

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-05-14 22:14:07 +01:00
SkyratBot
5880be0168 [MIRROR] (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc (#5524)
* (code bounty) refactors all uses of Crossed() and Uncrossed() into signals sent to loc, tracked by connect_loc

* WHEW THAT WAS EASY

* Update ammo.dm

Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-05-07 22:39:27 +01:00
SkyratBot
41e818a245 [MIRROR] Fixes gib code creating more then one rot component per gib (#5424)
* Fixes gib code creating more then one rot component per gib (#58838)

Co-authored-by: Fikou <piotrbryla@ onet.pl>

* Fixes gib code creating more then one rot component per gib

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Fikou <piotrbryla@ onet.pl>
2021-05-03 15:13:22 +01:00
SkyratBot
5b8a38af3a [MIRROR] Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#5244)
* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)

* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.

* Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that.

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-04-27 01:53:17 +01:00
SkyratBot
7770901227 [MIRROR] Fixes a bunch of invalid icon states (#5126)
* Fixes a bunch of invalid icon states. There's more, but my brain isn't fried enough for that. (#58608)

gibup1 and gibdown1 don't exist
items_and_weapons.dmi doesn't have an icon state called his_grace_ascended, in fact nothing does
items_cyborg.dmi doesn't have an icon state called laser, it  does however have an icon state called
laser_cyborg
no porta_turret has an icon state with the _unpowered suffix, in fact I'm convinced none of them ever have

* Fixes a bunch of invalid icon states

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-23 13:50:26 +01:00
SkyratBot
df584da6c2 [MIRROR] Makes rot more forgiving of slow cleanup (#4847)
* Gives rotting things a timer before they become fully effective to give more leeway for cleanup. Lowers the max values for disease effect and proc chance significantly. Cleans up some silly zone selection code. (#58290)

* Makes rot more forgiving of slow cleanup

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-12 13:53:41 +01:00
SkyratBot
cdfbf86d07 [MIRROR] Gibs/Dead bodies no longer produce miasma (#4444)
* Gibs/Dead bodies no longer produce miasma (#57957)

* Gibs/Dead bodies no longer produce miasma

Miasma production as it is now is too little over too long a time span, and it just ends up spreading across the
station and having little effect. My goal here is to remove a source of uninteresting gas from the station's
air, and make corpses and gib piles more infectious.
I've placed the cap on disease payout at a strength of 7, so there's a slight chance of a positive disease, but
I think it's counteracted by the danger presented by just infecting yourself till you get what you want.

I've rewriten the rot component to just run a percent chance to infect someone with a disease based on the type
of rot, and moved almost all of its behavior to signals. There's one portion I can't rewrite without making
significant changes to how I handle atmos sensitivity, so that'll come later.

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>

* Gibs/Dead bodies no longer produce miasma

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
2021-03-27 14:20:55 +00:00
SkyratBot
9ffdf58259 [MIRROR] Some explosions code cleanup (#4276)
* Some explosions code cleanup (#57493)

Clears out two deprecated explosions systems (explosion ids and explosion levels)
Refactors a bunch of contents_explosions procs to be maybe slightly faster.
Cleans up a bunch of ex_act code.
Slightly cleaner code
A few less unused vars on /atom and /turf

* Some explosions code cleanup

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
2021-03-21 01:03:36 +00:00
SkyratBot
c2d6dd7d75 [MIRROR] Fixes a ton of harddels (#4215)
* Fixes a ton of harddels (#57736)

Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>

* Fixes a ton of harddels

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: ShizCalev <ShizCalev@ users.noreply.github.com>
2021-03-17 20:42:47 +00:00
SkyratBot
e98da90b77 [MIRROR] Making blood less frustrating (#4086)
* Making blood less frustrating (#57085)

Two changes.

1. If a splatter of blood isn't bloody enough, the character will not get bloody shoes.

2. Characters with light steps trait won't get bloody clothes if they step on a bloody tile without shoes.

3. added: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.

Why It's Good For The Game

The entire crew won't have bloody shoes anymore.
Less time wasted looking for showers or sinks to wash their shoes after stepping on a near invisible blood decal.
Characters without shoes (or who don't want to get their clothes bloody after taking them off) will get more use from a near useless trait.
Changelog

cl
qol: Blood splatters only make your shoes or feet bloody if the tile is bloody enough,
qol: Light steps trait prevents clothing from being covered in blood if you step on a bloody tile with your shoes off.
add: Blood dries over time. Usually, 3 or 6 minutes. If a splatter is big enough, it can stay wet up to 15 minutes.
/cl

(grammaticly impoved by @ maxymax13)

* Making blood less frustrating

Co-authored-by: Kush1Push1 <78963858+Kush1Push1@users.noreply.github.com>
2021-03-12 00:42:03 +00:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
SkyratBot
43febe3145 [MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things

* Update human_defense.dm

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-17 14:18:21 +00:00
SkyratBot
58ba42600a [MIRROR] Fixes decals and makes the janitor relevant again (#2397)
* Fixes decals and makes the janitor relevant again (#55805)

* guys come on why

* there you go

* and again because autodoc is apparently a thing

* Fixes decals and makes the janitor relevant again

Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com>
2020-12-31 03:06:08 +00:00
SkyratBot
b7ba0f286a [MIRROR] Removes roundstart miasma, from everything. (#2202)
* Removes roundstart miasma. Yes, even the gibs that are marked as miasma producers. Fuck you. Carbons now start listening for death at init, then get the component when they die. Gibs behave just as they used to. (#55343)

* Removes roundstart miasma, from everything.

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2020-12-17 07:57:31 +01:00
SkyratBot
3967da22e1 [MIRROR] Fixing a 18.18% chance of gibs streaking 50 tiles away. (#1745)
* Fixing a 18.18% chance of gibs streaking 50 tiles away. (#55035)

* Fixing a 18.18% chance of gibs streaking too far away.

* ascended bug, not a new feature. :rolleyes:

* Fixing a 18.18% chance of gibs streaking 50 tiles away.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-20 12:12:55 +01:00
SkyratBot
94fe50294d [MIRROR] Fixing GBJ cases where the disposal holder is forcemoved outside a pipe. (#1602)
* Fixing GBJ cases where the disposal holder is forcemoved outside a pipe. (#54643)

Title. Also turned movable/pipe_eject() into a comsig, since it was used only for gibs.

* Fixing GBJ cases where the disposal holder is forcemoved outside a pipe.

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2020-11-07 05:06:41 +00:00
SkyratBot
119dd2ea3d [MIRROR] Basepixels (#1512)
* Basepixels (#54652)

* Basepixels

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-10-30 17:30:11 +00:00
SkyratBot
b96909fb02 [MIRROR] [READY] Refactor icon smoothing to use 8-bit bitmasking (#1053)
* Merge pull request #53906 from Rohesie/smoothing

[READY] Refactor icon smoothing to use 8-bit bitmasking

* [READY] Refactor icon smoothing to use 8-bit bitmasking

Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
2020-09-29 22:55:58 +01:00
SkyratBot
376e8978d3 [MIRROR] Disable some effect systems during init (#978)
* Disable some effect systems during init (#53929)

Instantly spread gib streaks rather than doing so over a delay
Completely skip broken light fixture sparking during init

* Disable some effect systems during init

Co-authored-by: Tad Hardesty <tad@platymuus.com>
2020-09-25 14:27:39 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
e6f770410a [MIRROR] Bloody feet update (#538)
* Bloody feet update (#53109)

Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl

* Bloody feet update

Co-authored-by: Donkie <daniel.cf.hultgren@gmail.com>
2020-08-27 03:12:11 +02:00
SkyratBot
7bbe8ec530 [MIRROR] [READY] Vatgrowing: Third time's the charm (#508)
* Merge pull request #53020 from Qustinnus/fatgrowing

[READY] Vatgrowing: Third time's the charm

* [READY] Vatgrowing: Third time's the charm

Co-authored-by: 81Denton <32391752+81Denton@users.noreply.github.com>
2020-08-25 01:36:10 +02:00
SkyratBot
289930f2a1 [MIRROR] Icon smooth refactor (#327)
* Icon smooth refactor (#52864)



    bitflag list construct added: an associative list of bitflags for cheap and quick element comparison between two lists using the same system.

    canSmoothWith list turned into a bitflag list.

    smoothing_groups list added to substitute the type path list.

    smoothing procs turned into atom procs, refactored and optimized a bit.

    smooth directions redefined in order to fit in 8 bits for a future smoothing system

    some variable names changed, foreseeing a second smoothing system

    SMOOTH_OBJ flag added, for things that need to scan turfs for smoothing. The old locate() optimization has the risk of returning false negatives by finding a child and returning null while there might be one of the wanted type as well, as it doesn't match the type exactly.

    SMOOTH_TRUE and SMOOTH_MORE condensed into SMOOTH_CORNERS. The old behavior can be replicated using smoothing groups without loss.

    Does very minor code cleanup.

    Processing-wise didn't find a noticeable difference. The system loses on init a bit by setting the bitflag_lists, and by scanning whole turf contents for object smoothing (increasing accuracy), and gains by making less checks per target to smooth, through the same bitflag_lists.

    Memory-wise there should be a small improvement, given that on the old system we had 63512 canSmoothWith lists (a few typelists, most unique), and on this new system canSmoothWith + smoothing_groups are both bitflag_lists from the same pool, totaling 46 in number.

Could be tested a bit to see if I missed any icons not properly smoothing.

* Icon smooth refactor

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-13 05:23:53 +02:00
Rohesie
e7941a25ce Renames smooth var to smoothing_flags (#52427)
* smooth_flags

* SMOOTH_FALSE

* smooth_flags
2020-07-29 04:20:34 -04:00
L
84c44bc03c defined 2020-07-16 11:14:46 -03:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
ArcaneMusic
94f27c7b25 [READY]Arconomy: Sales Taggers, split profits on barcoded, sold items! (#49111)
* Startwork

* "Arcane: Everything works up until the export datum bullshit"

* I got up to "Split Profit" in "sell object"

* This is when I switched over to components and it STILL doesn't work

* alright stopwork for the 'night'

* So this is the version that crashes

* One step further in my descent to madness.

* Alright, this should be working (Minus maybe profit_split)

* Alright splitting up custom sales splits is broken right now.

* Profit split works now.

* Alright what the hell is going on here.

* Revert "Alright what the hell is going on here."

This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.

* Oh wait, I can do commit messages through VSC?

* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal

* Added shipping box to all maps and the service/cargo lathes.

* Fuck you mapmerge hook you ain't shit

* Alright, yet another take of making it get rid of the pricetag

* [3:43 PM] oranges: anturk is smart (This is true)

* Tested, cleaned up component procs,  and limits signals sent a bit.

* Whoops

* Other comments from Ninja over discord

* Left in a comment line.

* Fixes the issue with ind. barcodes, adds examine.

* Well thank GOD the children wern't there to see it

* Adds a do_after to prevent accidents.

* Fixes merge conflicts

* Fixes merge conflict. Twice in one day.

* Fixes merge conflict.

* one tiny bit of documentation

* Travis play nice.
2020-02-25 20:42:01 +08:00
PKPenguin321
f8c3049f25 Salt now dissipates when ran over too much (#49257)
Running over salt (that is, moving over salt while not walking) will 
slowly dissipate it. The first two times, nothing will happen, but the 
third time the salt will be fully scattered away.

I think salt is a hard enough counter to revenants that it's impossible 
to justify how easy it is to apply and how relatively permanent it is 
once it's applied. Salt smoke can coat entire departments in salt in 
seconds, locking revenants out of them forever with essentially 0 
effort.
2020-02-12 19:41:23 -08:00
Mickyan
e985a0a18f Blood dripping scales with bleeding rate (#49092)
* bleed decal rate

* forgot this guy
2020-02-04 07:00:24 +01:00
spookydonut
ac7f2b5166 Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)
About The Pull Request

Detected as part of my work on SpaceManiac/SpacemanDMM#167
2020-01-28 10:51:15 +13:00
Emmett Gaines
53024590de Can pass refactor (#48659)
* Makes all CanPass procs call parent

* Makes CanPass more extendable and gives the mover a say in the matter

* Replace CanPass with CanAllowThrough to use the new system

Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`

* Simple optimization pass
2020-01-08 21:31:49 +01:00
ArcaneMusic
39b58f1edc Adds several more uses for plastics (Trinkets, Trash, Decor, and Killing the Environment) (#48337)
* Initial Commit, Plastic Boxes and Soda Rings. Basic carp interaction.

* Beads, trash created from breaking plastic, carp eat plastic properly.

* Cleans up sprites, adds designs to autolathe, and adds plastic plants

* Icon Conflict more like Ion Comblict because I can't spell

* Oh neat, there's already a party crate. Added Beer/Soda 6packs to the crate, adjusted price accordingly.

* Aaaaaaaaaa runtime loop.

* You win this round travis.

* Makes the in-hand sprite the soda can sprite because honestly it's close enough don't @ me

* Typo.

* Merge conflict, style changes, FINE CARP DON'T BREATHE.

* BEGONE CONFLICT BEGONE FROM ME
2020-01-03 02:13:43 +01:00
Krysonism
d5bca32d71 [READY]Da great American foods update. Many many hamberders, resprites and more! (#48050)
* sprites

*  fiesta

* new bugers, tweaks, bugfix

* ghost burger + boritos

* fiesta fix

* Chickens now drop chicken meat
2019-12-06 12:16:04 +01:00
spookydonut
dd6fa5eded More spawn/sleep removals (#47634)
* remove more spawns

* more

* more

* varsets

* oops

* unfuck this
2019-11-13 03:07:59 -08:00
carlarctg
688e532f52 (AGAIN) Kills default chemical color, adds syndicate pill sprite, nerfs xenobiology (#47535)
* IT BEGINS

* Update reagent.dm

* `hlelo

* hi

* this kills tactical coloring

* a

* wrong pr

* yikes

* what's documenting?

* better syndie pill sprite

* thank you ian man

* fixes the problems

* things fixed

* retard

* hmmm

* fuck

* BAM

* ?

* Revert "?"

This reverts commit 1730d612dde498bf9e6544472e1479caa5b27cdc.

* retard
2019-11-03 21:23:24 -08:00
carlarctg
cc999b2815 Twat carpets have reagents/ Oil is now considered Fuel (#46930)
* bra

* ME GRAMMAR GOOD?

* asbestos in your lung

* Merge branch 'master' into CARPET

* Merge branch 'master' into CARPET

* bruh

* Revert "bruh"

This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.

* Revert "Revert "bruh""

This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.

* orange man, reasonable

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

Co-Authored-By: Fel <fludd121@gmail.com>

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* cobby is a good amnitni

* e
2019-10-16 17:30:18 -04:00
William Wallace
00a29087d5 remove duplication var definition in /obj/effect/decal/cleanable/blood/tracks 2019-10-08 23:01:20 +01:00
Qustinnus
26a95ac867 Re-adds room beauty without the negative moodlets (#46848)
* re-add

* epic

* fix

* epic
2019-10-05 22:47:49 -04:00
nemvar
dc783795db Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680) 2019-09-23 14:02:59 -07:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
William Wallace
153e0d0250 Footprints no longer always face south and can rotate properly (#45752)
* footprints no longer always show south-entering prints

* footprints can be rotated without breaking

* return consistency
2019-08-08 01:48:24 -07:00
tralezab
64550884fa [READY] Ian's Birthday Holiday (#45356)
* ian's birthday

* missing )

* hop shirt + bday cake is on front desk

* confetti 1/2

* confetti 2/2

* corgi balloon, hop gets a knife to cut the cake

* forgot knife + inhands + mapping

* oranges review, old var removed

* oranges request ;)
2019-07-25 23:23:53 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
Emmett Gaines
6e1a049052 Removes an infective GetComponent (#44422)
* Removes an infective GetComponent

* Adds a meme underscore

* Restructures signal registration
2019-06-11 13:59:08 +02:00
Emmett Gaines
c3f95024b2 Gets rid of the GetComponent macros (#44220)
* Removes the GetComponent macros

* Regex replacement for GET_COMPONENT

Search: `GET_COMPONENT\( *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = GetComponent($2)`

* Regex replacement for GET_COMPONENT_FROM

Search: `GET_COMPONENT_FROM\( *(.+?) *, *(.+?) *, *(.+?) *\)`
Replace: `var$2/$1 = $3.GetComponent($2)`
2019-06-04 17:39:58 +02:00
vuonojenmustaturska
6a106bc877 Remove reagent ids and use typepaths where applicable (#44166)
cl Naksu
code: reagent IDs have been removed in favor using reagent typepaths where applicable
fix: mechas, borg hyposprays etc no longer display internal reagent ids to the player
/cl
2019-05-31 21:57:26 +12:00
AnturK
c2d624f46e Fixes bloodtrails 2019-05-22 20:35:09 +02:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00