Commit Graph

166 Commits

Author SHA1 Message Date
AnturK
32e534ac43 Merge pull request #15983 from Shadowlight213/hogupdate
Hand of God changes to hopefully make it better.
2016-03-16 17:43:03 +01:00
Shadowlight213
b3e008f1ce Update to HOG and stuffs 2016-03-08 15:52:31 -08:00
Remie Richards
aeaa73601c Fixes 2016-03-07 19:39:37 +00:00
Remie Richards
4e821d8657 Atoms may now have many mobs buckled to them, as opposed to one, this is controlled by the new max_buckled_mobs var on atoms, defaults to 1 as to not change any current functionality 2016-03-07 18:03:25 +00:00
PKPenguin321
28795e2a28 buffs emp kit
implant has 3 uses up from 2
5 EMP grenades up from 2
2016-02-24 20:38:10 -08:00
phil235
0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00
phil235
91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
Malkevin
72184c4ae8 Balls to it, it compiles and I know I checked if it was still used last year... probably. 2016-02-12 00:43:55 +00:00
Malkevin
f234cdb919 Removed a redundant line in the tracking implant implant pad description. 2016-02-12 00:31:27 +00:00
Malkevin
457b739e28 Merge branch 'master' of https://github.com/tgstation/-tg-station into implants
Conflicts:
	code/game/machinery/computer/prisoner.dm
	code/game/objects/items/weapons/implants/implant.dm
2016-02-11 23:41:57 +00:00
Malkevin
9ecaac979a Tracking implants
Removes the clunky unintuitive ID number system from tracking implants and replaces it to show the mob's name, as chemical implants already did, and the teleporter already did re: trackers
This is on both the Prisoner Management Console and the hand tracker thingamabob.

Also:
Added a line break on chemical implants on the prisoner management computer so the read out doesn't look like arse. (see here https://www.dropbox.com/s/nawkd06ztqkmkqe/Screenshot%202015-03-28%2015.16.06.png?dl=0)
Fixed the wrong path for weapons auth implants' descriptions
2016-02-11 23:20:46 +00:00
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
d2bd6871d5 Merge Conflict Fix 2016-01-20 14:07:14 +02:00
Bjorn Neergaard
1c34479376 Fix uplink code once and for all
Fixes #14733
2016-01-19 16:42:57 -06:00
Firecage
d1327d4076 Merge conflict fix 2016-01-19 10:02:50 +02:00
Bjorn Neergaard
4a617062d8 Refactor uplinks; fix up tooltips and make uplink more interactive 2016-01-18 14:25:52 -06:00
Firecage
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
bgobandit
789e3457cb fixes some minor bugs 2015-12-24 04:35:08 -05:00
Tkdrg
d966c37c6a Hand of God Fixes/Tweaks
Fixes healing fountain construction sprite.
Nexus are now destroyed properly.
Borged cultists will now lose antag status properly.
Round end message fixed.
Feedback messages improved to be clearer, and lots of typos fixed.
Smite no longer uses up faith if there is no valid target in the turf.
Adds an atom/attack_god() proc.
Fixes the greeting messages for prophets and followers, improves god msg.
Fixes nexus being spawned on dense turf after 2min, and general sanity.
Fixes attacking structures with abstract items.
Adds click delay and attack animation for attacking structures.
Fixes a lot more typos.
Fixes defense pylon friendly fire.
Makes defense pylon togglable on its god's click.
Cleans up gun_turret code a little in general.
Adds deconversion by loyalty implant or holy water (basically rev+cult).
Gods will now die when they have no followers left.
Adds the HoG gods to the traitor panel.
2015-11-07 15:25:28 -03:00
phil235
df171284cb Slimes now uses buckling to feed and attach themselves on mobs. This removes the silly check in mob/Move(), reducing lag.
Fixes mobs being able to attach slimes onto other mobs.
2015-10-10 20:41:27 +02:00
phil235
0efb30434a Fixes not being able to move during jaunting if you are cuffed and pulled.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
2015-10-08 00:48:00 +02:00
blah
ddf2ef1f9c Cleans up the implant.dm by splitting it up into multiple files with only generic implant files being in implant.dm now.
Also changes tracking_implants list to tracked_implants to make it more clearer
2015-09-21 17:56:58 +01:00
blah
f26f6145ac Add even more tracking fixes to improve performance 2015-09-21 17:06:11 +01:00
blah
e976aa20b4 God dammit timing is perfect for no one 2015-09-16 12:55:36 +01:00
blah
1fc4f2c5b2 Welp 2015-09-16 12:51:55 +01:00
blah
ccbbf623bb Makes it better 2015-09-16 12:42:27 +01:00
blah
d14c65d12b Improves implant tracking by having it search through a list instead of the world 2015-09-16 10:22:52 +01:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Remie Richards
3891e67d8d Merge pull request #11162 from Core0verload/rnd-implants
RnD update
2015-08-18 20:20:12 +01:00
Swag McYolosteinen
46b519309e Merge pull request #11058 from Core0verload/surgery-organs-part2
Surgery & Organs rework: Phase 2
2015-08-13 18:04:16 +02:00
c0
a06271733e Fixes and changes 2015-08-12 20:31:35 +03:00
Remie Richards
eedea4d281 Merge pull request #11018 from Core0verload/hammerspace
New traitor item: storage implant
2015-08-12 14:45:23 +01:00
c0
df4d5cfe0d RnD update 2015-08-12 15:18:13 +03:00
c0
73b4e8f5a6 Fixes #11110 2015-08-09 15:22:25 +03:00
c0
f57fe6785c A fix 2015-08-07 01:06:56 +03:00
c0
1e96bf29af Fixed implants on HUD 2015-08-05 23:09:07 +03:00
c0
eaba56cae3 Balance issues 2015-08-04 18:52:42 +03:00
c0
bd8d70ec26 New traitor item: storage implant 2015-08-04 18:28:38 +03:00
c0
8e0e6f3191 Tweaks and fixes 2015-08-02 00:37:29 +03:00
c0
1c93a6e708 Swapped some lines, not sure why 2015-08-01 02:03:16 +03:00
c0
47524811c5 Renamed "glass case" -> "implant case". Changed implant syndiekit to be less FUCKS. 2015-08-01 01:56:54 +03:00
c0
04f7b3f2de Surgery, Implants and Organs rework: Phase 1 2015-07-31 22:18:31 +03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Cheridan
68c32438bb Merge pull request #10525 from phil235/FixFix1
Some fixes and stuff....
2015-07-11 18:06:29 -05:00
phil235
7307079f8b Fixes stripping an item from someone not checking if the item is still there after the delay.
Same fix for pocket picking and removing embedded item.
Adding a warning message when trying to put an item on someone in the wrong slot.
Fixes loyalty implant message upon destruction being sent to wrong/dead people.
Fire on mob will now slowly be consumed (no more forever on fire corpse).
Some work on fire related proc.
Can't lit a mob on fire with a lighter that isn't lit.
Removing duplicate code in species.dm.
You can no longer heal your burns by ingesting clf3 and dousing yourself with water repeatedly.
simplified micro/macro explosive implant's timed explosion code.
2015-07-10 22:29:06 +02:00
MrStonedOne
a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
Ikarrus
e67b18d93e - Fixed bug that prevented implant breakers from recruiting security.
- Gangs are reminded of imminent defeat/victory and the dominator's location when a timer drops below 3 minutes. (+3 squashed commit)

Squashed commit:

[49b614c] - Raised threshold of station damage before gang heads can no longer recall
- Implanters are now only blocked by helmets with THICKMATERIAL
- Changelog

[76f9662] Fixes runtime with gang messages sent to minds without mobs

[d81148e] Speeds up recruitment a bit (+1 squashed commits)

Squashed commits:

[d81148e] Speeds up recruitment a bit
2015-07-06 22:29:29 -06:00
Swag McYolosteinen
a4b60449f8 Merge pull request #10129 from AnturK/ayy
Abductors fixes and improvements
2015-07-04 16:57:10 +02:00