Commit Graph

81 Commits

Author SHA1 Message Date
adrix89
5bfe0cbd61 Merge branch 'master' of https://github.com/tgstation/-tg-station into attack_override
Conflicts:
	code/_onclick/item_attack.dm
2014-02-03 18:07:45 +02:00
Cheridan
8762187a59 Merge pull request #2562 from MrPerson/only_the_dead_know_peace_from_this_evil
Dead people no longer turn to face things when they examine.
2014-02-02 16:39:50 -08:00
MrPerson
4ffd2cf5a4 Allow anyone whose living to turn on examine. 2014-02-02 15:07:09 -08:00
adrix89
869f4efa0a I finally realize what was causing the click issues,so now it works with proximity flag. 2014-02-02 15:31:56 +02:00
MrPerson
294b87b20f Dead people no longer turn to face things when they examine. Nor does anyone else who can't move for that matter. 2014-01-30 15:28:52 -08:00
Jesus Hussein Chris
52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00
fleure
8660698ce0 Merge pull request #2444 from Miauw62/somebodyfinallydoessomethingaboutnewlingsuckingpleaselickmyfeetnow
Adds changeling arm blades
2014-01-24 12:49:05 -08:00
Giacomand
4b51e6d386 Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/2371 2014-01-22 20:01:11 +00:00
Giacomand
6a497b98ad Added the SetEmagged proc, for cyborgs, and replaced code to use it.
Added get_inactive_modules and get_usable_modules procs to use while looping through the cyborg's modules.
The cyborg's storage screen will now shrink if there is an empty row.
Added a new on_emag proc for modules, which is called when the module is emagged. Miner borgs use it to replace their borg drill for a diamond one.
Fixes a runtime where there is no client to update the hud.
Fixes a bug where if you emag a cyborg with no module and when they choose a miner they do not receive their diamond drill.
2014-01-22 20:00:39 +00:00
Miauw
4bdffc2dc3 Merge branch 'master' of https://github.com/tgstation/-tg-station into somebodyfinallydoessomethingaboutnewlingsuckingpleaselickmyfeetnow
Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2014-01-22 17:01:20 +01:00
Miauw
168a0d4fab Improves changeling arm blades with some ALL NEW FEATURES #WHOA #WOW 2014-01-20 19:56:18 +01:00
adrix89
8658feae33 Remove adjenct check from click,and move it after attack self
Fixed https://github.com/tgstation/-tg-station/issues/761
2014-01-20 10:21:51 +02:00
Pete Goodfellow
fd4df85045 Changed legcuffs to use slowdown instead of forcing the user to walk. 2014-01-19 20:17:23 +00:00
adrix89
f280a46847 Implement an preattack override for your self contained snowflake needs 2014-01-19 17:27:13 +02:00
Cheridan
9468c30e05 Merge pull request #2374 from tgstation/501
Merging 501 with Master.
2014-01-17 21:33:46 -08:00
fleure
26034afdf1 Merge pull request #2386 from Razharas/BorgAndAIClicks
Fixes borgs doing anything when dead
2014-01-17 07:25:52 -08:00
fleure
87bd72b412 Merge pull request #2377 from Aranclanos/IntellicardAndQuickKeys
AI intellicard wireless hotkeys exploit fix
2014-01-17 03:22:14 -08:00
fleure
088e9fb80a Merge pull request #2354 from Incoming5643/slimetime
Slime Mob Refactor
2014-01-16 06:20:03 -08:00
Razharas
1f66ce4b8f Fixes borgs doing anything when dead
Fixes #2382

GODDAMN ARAN WHY YOU FIXED AIS SO FAST I ALREADY NAMED A BRANCH
APPROPRIATELY AND THEN SUGGENLY I NOTICED YOUR PR YOU RUINED EVERYTHING
ARAN OH GOD WHY YOU DO THIS TO ME ARAN WHY WHY WHY
2014-01-16 07:02:07 +04:00
Aranclanos
2c9d7ef4e0 AIs inside of intellicards will no longer be able to use their hotkeys while their wireless is disabled.
Fixes issue 2357
2014-01-15 19:26:59 -03:00
Giacomand
6e3a3ce549 Merge branch 'master' of https://github.com/Giacom/-tg-station into 501
Conflicts:
	code/_onclick/hud/hud.dm
	code/_onclick/hud/human.dm
	code/modules/mob/living/carbon/human/life.dm
	icons/mob/screen_gen.dmi
2014-01-15 18:32:55 +00:00
errorage
de4cd20283 - Emagged borgs' hidden inventory will now become visible in the module selection section.
- Also removed the now outdated module selection UI button and rearranged borg UI buttons to reflect this.
Screenshot: http://www.ss13.eu/borg_ui_smaller_bottom_right.png
2014-01-15 15:06:00 +01:00
errorage
ce8d4fd72d - Fixes issue 2364 (Mechs now restore your UI when you exit them)
- Added #defines for the various hud styles
2014-01-15 13:23:17 +01:00
Cheridan
52afa566b3 Merge pull request #2331 from ManeaterMildred/HUDFeedback
Fixes Issue #1523 : No feedback when using F12.
2014-01-14 10:37:02 -08:00
Incoming
03464e1f4d Slime Mob Refactor
Death of the istype invasion from slimes, previously every single color of slime was its own kind of mob, and every single one of those slimes also had an adult form which was a different mob.

There is now only one kind of slime, reliant on new var is_adult and old var colour to determine how it looks. All baby slimes functioned identically outside of icon and core, and all adult slimes functioned identically to each other and to the babys save for a bit higher Health and more capacity to break shit.

A nice side effect is that this solves any inheritence issues of baby slimes growing up since it's still the same mob, though it doesn't solve the same issues for adult slimes splitting.

Also fixed a few annoying but rare bugs (like getting ghosted because you got DC'd and your slime self split and you weren't around to get mind transfered)
2014-01-13 19:38:37 -05:00
ManeaterMildred
3f485d4fb1 Added span class for the feedback, and the two warnings if you
try to use F12 when you shouldn't be able to.
2014-01-12 16:19:13 +01:00
ManeaterMildred
e352012768 Add a feedback upon using F12, in case people get confused their
HUD is gone when pressing F12 by accident
2014-01-12 15:50:48 +01:00
Giacom
03eea5642c Merge pull request #2257 from errorage/2014_01_06_borg_module_ui_update
Cyborg module selection UI update
2014-01-11 04:33:03 -08:00
Robson Richards
e83928a6ac Span classes 2014-01-07 21:12:16 +00:00
Cheridan
b2108a98ac Merge pull request #2246 from Giacom/followme
Made the ghost follow verb less buggy.
2014-01-07 08:54:00 -08:00
errorage
bfcd050b77 Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion. 2014-01-06 12:17:07 +01:00
Giacomand
16b35bf32f Made the follow verb less buggy.
Removed duplicated code.
2014-01-05 17:44:46 +00:00
errorage
c89f3b83d0 Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
2013-12-29 12:04:37 +01:00
Miauw
2b6046feb8 Fixed #1830 Monkeys now have a resist button on their HUD. 2013-12-22 16:36:26 +01:00
Razharas
f7293d8fa1 Fixes add_log being used in an obsolete way
>Contributors checking before commiting
>Maintainers checking before merging
Ahahahaha
2013-12-19 06:31:42 +04:00
Razharas
5045069899 More logging and fingerprints
Added helper proc for general logging, replaced some logging with this
proc
Pulling now leaves fingerprints
Judging by the opinions in the thread will add some more
logging/fingerprints
2013-12-15 05:23:50 +04:00
Aranclanos
f6f9f0f050 Removed a leftlover in click code and fixed changeling stings because they weren't working why aren't they working why don't they work, I keep asking that, it's a PR about changelings stings, but they don't work, why they don't work little black ball of destiny, I just want to know why they don't work on the PR that says that they will work, why why why 2013-12-05 07:35:29 -03:00
Aranclanos
a4a13681f3 Merge branch 'master' of https://github.com/Razharas/-tg-station into ImGonnaStingYa
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
2013-12-05 07:01:09 -03:00
Razharas
eb8b23b873 Fixed some issues
Removed all item stings legacy
Removed game balance changes
Moved stings handling to AltClickOn, added the dead check i forgot to
add
Reverted monkeyizing keeping items from previous form
Fixed the grammar in the comments
2013-12-03 00:45:05 +04:00
Giacom
6757f8d248 Merge pull request #1878 from Zelacks/remove_original_atom
Removes unused variables
2013-11-26 12:12:27 -08:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Aranclanos
3e68d5ac70 Ghosts won't runtime if they click on the portal while the teleporter computer is gone 2013-11-22 00:00:24 -03:00
Razharas
f37b32a18f Further sting improvements
Now to sting someone with active sting you alt+click them
In usual mode active sting do nothing
Clicking sting icon will deactivate the sting(hasnt removed the verb
however)
Now all monkifying will grant the monkeys what they can wear from their
previous form
Now all humanizing autoequips things from under you
(Done by Gia's suggestion, the quality is meh)
One more little change in icons
2013-11-21 23:10:56 +04:00
Razharas
e6eab9b7e9 Rewrote stings
Stings are now special cases of carbons' clicks
All the problems with stings-items were solved automatically by this
Clicking the ability sets your active sting
Currently active sting is shown on the UI
Changed sting icons to fit the UI
Clicking other ability will reset the active sting to the new one
Added "retract stinger" ability so you can get rid of any active sting
Added autoequip of items below you if you go from monkey to human form
as ling
Added commented-out greater form, just because
Monkeys now have chem counter in their UI just like humans
Monkeys have active sting icon in UI as well
Hope its not too much commits for one pull request
Also changed some of the previous additiong to ABSTRACT items in
show_inv
2013-11-21 20:36:08 +04:00
Razharas
b7b45881b2 Made abstract a flag and other stuff
Everything that had abstract var now has ABSTRACT flag
Everything that checked abstract var now checks ABSTRACT flag
Fixed some runtimes
Fixed click code and face direction changing while cuffed
Added del to all attack_* of the proboscis in case shit goes real
AStar is still weird so added  a simple sanity check
2013-11-18 03:53:50 +04:00
Razharas
6d0bbc8b24 Further improvement of ling code
Yadda yadda
2013-11-17 02:09:43 +04:00
Razharas
453da53560 Ling changes and some click additiong to items 2013-11-16 23:10:55 +04:00
MrPerson
c197201d46 Basic usage of blend_mode
Areas - fire and party alarms look better
Druggy 420 blazeit screen looks better
The whiteness of a flash looks nicer. Mob code makes me hesitant to really change this.
The nearsighted/welding mask dither looks better

If you want screenshots just ask.
2013-11-08 16:48:20 -08:00
Giacom
00621f7817 Merge pull request #1671 from Neerti/hud_addition_01
Adds a plasma storage HUD for aliens.
2013-11-07 04:25:28 -08:00
Neerti
1e0fb790fa Moved plasma counter to right. Flipped sprite for it, named Power Display2 in screen_gen.dmi 2013-11-07 00:08:48 -05:00