Commit Graph

71 Commits

Author SHA1 Message Date
Ikarrus
792720848d - Reverted the change that made the traitor panel even harder to read
- Fixed a runtime with observers during pregame
2015-07-05 20:51:32 -06:00
Ikarrus
2191a2c33d Datum-Based Gangs 2015-07-02 15:12:55 -06:00
Xhuis
9c752683ef Shadowling update one 2015-04-13 16:46:49 -04:00
xxalpha
0f01378e7a Reworked suggested code, added brain implants, misc additions.
Fix missing ')'.

DELETE THIS
2015-03-09 20:39:09 +00:00
xxalpha
38bae63251 Added cybernetic implants and surgery. 2015-03-06 18:52:04 +00:00
Incoming
6f0a50381c Adds an antag hud system for wizards.
The huds won't be activated when there's just one wizard, but when another magic user is brought in the huds will appear for both of them to allow for easy identification in the face of rampant mindswaps and/or identity shinanagans and/or getting turned into a cow by a staff of change.

The huds are on by default in ragin' mages.
2015-01-13 00:14:05 -05:00
tkdrg
3e97e935af /datum/atom_hud (Passive HUDs) bugfixes
Moves antag_hud image and datum to mind instead of mob.

Fixes mobs keeping data HUDs after transfer_to().
Fixes gibbed bodies losing their antag HUDs.
Fixes the data hud disappearing when dropping unrelated HUDs.

Fixes #6206
Fixes #6209
2014-12-06 15:05:23 -03:00
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
tkdrg
e38d787c97 Fixes roundstart runtime involving HUDs 2014-11-24 22:22:58 -03:00
tkdrg
3bb478f12f Includes antag HUDs in the datum hud overhaul
Makes hud_list associative, and introduces the /atom list hud_possible,
which lists all the possible hud images a certain atom can provide.

Replaces all the awful procs in the gamemodes with their new
/datum/atom_hud versions, which are much shorter, simpler and faster.
2014-11-20 15:43:51 -03:00
tkdrg
fae2ffc3ee Datum-based huds! Lays down the framework not only for data huds but also for antag huds. 2014-11-17 19:38:29 -03:00
supersayu
475042a212 Click code rework
Fixes #646, #579, #863

Completely redoes the click code.  Moves all click related code into code/_onclick for reference.  Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related.  Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.

Completely removes dummy objects and adds atom.Adjacent(user).  This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square.  A turf helper, ClickCross(), was added to facilitate this.

Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs.  Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click.  A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.

This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished.  I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click.  It is to be suggested that you could do more with this proc when ghost interactions are enabled.

This update also adds support for double clicking.  It is currently only used for ghosts and AIs, because the original (first) click still registers normally.  For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it.  In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc.  Default mobs ignore double clicks as normal.

-- NOTE --

There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY.  Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.

Using either of these flags as intended would significantly affect the timing of the game.  In particular, USEDELAY is currently applied to guns and about everything else that acts at range.  I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it.  I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.

NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
2013-09-17 18:15:54 -04:00
Cheridan
c0939ef77f Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/954
Resolves conflicts in datums/hud.dm
2013-07-21 12:11:26 -05:00
Cheridan
65db52e2d6 Merge pull request #929 from Aranclanos/DelItemScreen
item_action buttons recycling themselves, reducing 50% of the Del() calls.
2013-07-20 10:25:35 -07:00
Cheridan
2976185e93 Adds a health indicator as well. 2013-07-14 14:24:59 -05:00
Cheridan
c68e73e164 Adds a UI indicator for blob overminds.
This unfortunately necessitated the addition of a mob/camera/blob/Life(), but I think that the added ease-of-use is worth it.
2013-07-12 17:56:54 -05:00
Aranclanos
0a244dc7b7 The item_action buttons will now recycle themselves, instead of getting deleting each tick to generate new ones. These buttons are the ones top left of the human screen, usually toggling on and off certain items.
I expect to reduce 50% the amount of atom/movable/Del() calls with this.
2013-07-07 02:03:58 -03:00
Cheridan
46c5527388 Initial Commit of Changeling Overhaul 2013-07-02 23:54:01 -05:00
Pete Goodfellow
2af188524b Added catching. Toggle throw intent with an open hand to catch things that are thrown at you. TK users can't catch anything, but that's okay! 2013-05-27 22:08:38 +01:00
Pete Goodfellow
62b848c6ce Removes equip_e - Fixes #423
This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR.

Removed unused mob vars:
 var/obj/effect/organstructure/organStructure
 var/other
 var/proc_holder_list[]

Removed unused alien suit and head slots.
 Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use :

Renamed HUMAN_STRIP_DELAY to STRIP_DELAY.

Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees.

Updated monkey and aliens huds a little bit.

Random movement when confused now happens half the time.

Fixed monkey breathmask onmobs.

Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment.

This has been tested fairly extensively, and everything seems to work fine.

-Merged commits ~carnie
Signed-off-by: carnie <elly1989@rocketmail.com>
2013-04-24 04:07:39 +01:00
Pete Goodfellow
07ed6f1223 Moved hud.dm to code/datums. Updated the dme. 2013-03-27 21:23:02 +00:00