* Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
* Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Now all turfs work with this feature. (shuttle shitty turfs didn't because they were not part of /floor)
Added a check on Move_Pulled() to see if the pulled atom is on a turf. This will stop the sleeper exploit and others.
Changed atom's bullet_act to call the projectile's on_hit, and changed
most bullet_acts to call on_hit as well. Removed some now-unnecessary
snowflake code.
These changes will make projectiles which should effect non-mobs, such
as the gyrojet and the ion rifle, work properly. Inanimate objects can
now be empulsed with the ion rifle, whose projectiles used to dissipate
on hitting anything but a mob. Gyrojets now explode on most objects, as
opposed to just on walls and mobs, and the snowflake code that made them
work on walls is no longer necessary. The code for pulse rifles'
breaking walls has been moved from a check in turf to a check in pulse
beams, and has been expanded to include structures, allowing them to
(slowly) break girders. For coders, it means that on_hit is a reliable
proc for the effect of a bullet's hitting an object.
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3
Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone
Modified code/modules/mob/living/carbon/human/update_icons.dm
Modified code/__DEFINES.dm
Modified code/datums/datumvars.dm
Modified code/datums/limbs.dm
Modified code/game/dna.dm
Modified code/game/gamemodes/changeling/changeling_powers.dm
Modified code/game/gamemodes/cult/cult_items.dm
Modified code/game/gamemodes/cult/runes.dm
Modified code/game/machinery/doors/airlock.dm
Modified code/game/machinery/portable_turret.dm
Modified code/game/machinery/teleporter.dm
Modified code/game/mecha/combat/combat.dm
Modified code/game/objects/items.dm
Modified code/game/objects/items/stacks/medical.dm
Modified code/game/objects/items/stacks/sheets/glass.dm
Modified code/game/objects/items/weapons/storage/bible.dm
Modified code/modules/assembly/mousetrap.dm
Modified code/modules/hydroponics/hydroitemcode.dm
Modified code/modules/mob/living/carbon/carbon.dm
Modified code/modules/mob/living/carbon/human/death.dm
Modified code/modules/mob/living/carbon/human/human.dm
Modified code/modules/mob/living/carbon/human/human_damage.dm
Modified code/modules/mob/living/carbon/human/human_defines.dm
Modified code/modules/mob/living/living.dm
Modified code/modules/mob/living/simple_animal/friendly/slime.dm
Modified code/modules/mob/mob_grab.dm
Modified code/modules/power/lighting.dm
Modified code/modules/reagents/Chemistry-Reagents.dm
Modified code/unused/_debug.dm
Modified icons/effects/genetics.dmi
Modified icons/mob/human.dmi
Modified maps/RandomZLevels/wildwest.dm
Modified tgstation.dme
Signed-off-by: carnie <elly1989@rocketmail.com>
-When an AI shunts into an APC, the pinpointer will begin tracking it. When the AI returns to its core, the pinpointer will go back to locating the nuke disc.
-Adds janitor cart sprites for pete. Removes trash.dmi and merges it with janitor.dmi.
-Moves the 8 separate wire .dmis and puts them in their own folder.
-Moves plants.dmi into the flora folder.
-Adds sprites in hydroponics-related .dmis for my upcoming project. Greatly cleans up hydroponics.dmi
Add_fingerprint has sanity checks, which makes it a superior proc.
This fixes at the very least:
The following runtime has occured 14 time(s).
runtime error: Cannot execute null.Copy().
proc name: transfer fingerprints to (/atom/proc/transfer_fingerprints_to)
source file: detective_work.dm,155
usr: Engineering Cyborg-743 (/mob/living/silicon/robot)
src: the disposal pipe (/obj/structure/disposalpipe/segment)
runtime error: Cannot read null.occupant
proc name: Topic (/obj/machinery/computer/scan_consolenew/Topic)
Added a check to make sure there's an occupant.
runtime error: Cannot read null.key
proc name: toggle power (/obj/machinery/particle_accelerator/control_box/proc/toggle_power)
Added a check for if there's a usr.
runtime error: Cannot read null.backup_author
proc name: attack hand (/obj/machinery/newscaster/attack_hand)
Added a check for if the feed still exists.
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.
Formally renames the "hurt" intent to "harm", in line with everything else in the world.
Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)
Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 316c924e-a436-60f5-8080-3fe189b3f50e
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)
TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.
JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.
Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a new area proc, mob_activate, which is called by a living mob's Life(). You can use it to have mobs react differently to different areas.dm
- Used the above change to make transit areas push mobs backwards.
- Fixed the server room air alarm from freaking out.
- Reverted my change to singularities, they will now pull correctly.
- Made the wire interface screen bigger to accommodate for different fonts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5749 316c924e-a436-60f5-8080-3fe189b3f50e
* Toggle wire will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on.
* Strength wire will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up.
* Interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off.
* The limit power wire will allow the PA to be turned up to strength 3 when cut. When pulsed it will beep.
* Nothing wire will do nothing.
- New particle that will be shot at strength 3.
- Decreased the hidden rating of longevity.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5693 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12096
> UpdateAffectingLights() is a bit less silly. It now uses oview() to find lights which could be shining on it. It only searches a maximum of LIGHTING_MAX_LUMINOSITY_STATIC-1 away from itself, as this is all it needs to do (reducing the number of atoms it searches/lights it updates).
> UpdateAffectingLights() is called more sensibly, generally it will only be called when opacity actually changes on a lit turf (or something in a lit turf), as opposed to before where it would be called simply if something was opaque.
> Fixes a typo in cheap_hypotenuse(), it will now work correctly.
> Added circular lighting (using cheap_hypotenuse, a cheap linear approximation of pythagoras theorem). Old square lighting is toggable by commenting out #define LIGHTING_CIRCULAR
> Wall-fixed lighting will break when Move()ed. This means their lighting will not be updating whilst the singulo is on a rampage (which would cause lots of lighting updates). This should help reduce lighting updates a fair bit in such circumstances. Also the lord of darkness actually creates darkness! omg
>Halved the theoretical number of calls to UpdateAffectingLights() by turfs being deleted/created (aka replaced), by moving relevant code from New/Del into ChangeTurf(). Tidied ChangeTurf up a little.
>SpaceVines now update opacity correctly (this somewhat worries me though)
>Reduced the range of dynamic lighting effects for most objects. Fixed the bug where mob luminosity could try to go negative when dropping many held active flashlights.
>Space area no longer uses dynamic lighting. (at request)
>Fewer shades of darkness (reduced from 7 to 6) - means fewer shift_to_subarea calls and makes lower luminosity lights appear brighter
>Turfs can be luminous, removed the warnings. capped luminosity effects of turfs to a radius of 1.
>PDAS ARE NO LONGER SUNS!
>ChangeTurf() no longer replaces turfs with turfs of the same type. This means that singulos will no longer replace space with space with space over and over and over every tick
>there is a cpu-usage cap thingy on the lighting process(). It's currently set to (a ridiculously high) 98. This simply stops the process attempting to do any more work when the server is already dying. If you're feeling brave you could probably reduce further.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5650 316c924e-a436-60f5-8080-3fe189b3f50e
- Time to tidy up my old projects: Moved a few of my old, unfinished projects to unused: liquid simulation, brewing, heavy cables and logic gates/cables.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5621 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the plasma reagent damage you more.
-Syndicate agent cards will now work inside pdas/wallets.
-Switched some comments around in event.dm
-There was a bug with a local variable list which became null, the problem was that there is no where in the code which could've nulled it. My only theory is that not having . = list() first maybe caused problems, but it seems unlikely. I changed it anyway and I'll keep watch for it re-appearing.
-Fixed a bug with the new firedoors not keeping out heat, since they have an opacity of 0. I switched everything around to accommodate this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5516 316c924e-a436-60f5-8080-3fe189b3f50e
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.
Updated all maps.
I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.
Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit > /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box > /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit > /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit > /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit > /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit > /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket > /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps > /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox > /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit > /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed > /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit > /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox > /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes > /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit > /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox > /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit > /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit > /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs > /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag > /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel > /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag > /obj/item/weapon/storage/bag/trash
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.
The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.
To any coder wanting to add items to this:
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.
Parrots can now see which item they are holding onto in the stat panel.
The toy crossbow should once again work properly. Fixes Issue 1227.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e