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.
While it does mean a number of needless procs of on_hit, it's not too much more proccing than is already done by the gun code, and the removal of the snowflake code that was used to mask the issue, such as the two checks every time a shot hit a wall, should mostly if not more than offset the extra procs
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.
Makes the temperature projectile get its temperature from the gun, using
a proc used to give the bullet properties based on the properties of the
gun, which can be used with other projectiles for different guns.
Also names the temperature projectile based on its temperature. 500
degrees is not a freeze beam, that's just silly.
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.
DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.
DNA strings can be spliced together using merge_text().
e.g. string 1: "Hello World"
string 2: "Seeya______"
result: "Seeya World"
This isn't used except for admin-spawnable SE injectors at the moment.
r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.
Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.
Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()
var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.
DNA modifier console has almost all controls on one screen.
UIs and UEs can be injected separately (appearance and name, respectively)
dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)
Every block of SEs are in randomised positions.
Disabled automatic logging of world.log, as it produced undesirable behaviour.
Mr Muggles and God Emperor of Mankind disks removed.
Floor() removed. (it was completely uneccesary, that is what round() is).
Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)
Tanning removed from beaches (again)
Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().
Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
People may select any underwear (regardless of gender) at a dresser, but not in preferences.
random_underwear(gender) will return a random pair of underwear suitable for your gender.
Removed an unused variable in sprite_accessory
The new_player preferences screen now randomizes character slots for which there is no data (so no more bald, fat, white guys in diapers greeting new players)
datum/preferences character settings are randomised at New().
replaced /datum/preferences/proc/randomize_appearance_for(human/H) with /datum/preferences/proc/random_character(), it does the same stuff without the copying to a mob. Basically, now when you want to make a random character you just do var/datum/preferences/A = new(); A.copy_to(human_mob), randomisation of appearance and name will already be done. Easy.
Reworked the savefile updating/versioning code to make it easier to work with. I've used it to update underwear preferences to the new system as an example.
Signed-off-by: carnie <elly1989@rocketmail.com>
-The description "A weak beanbag shell. This one is spent. This one is spent. This one is spent. This one is spent." made by double barreled shotguns is gone, now the message is only added when the shotgun actually fires and uses the shell
-All other kind of shotguns will now add the "This one is spent." message.
-Shotguns will stop firing invisible bullets, making them less confusing.
Changed the "You break the double barreled shotgun" message to "You open the double barreled shotgun" because it was confusing, the playes (myself included) thought that they actually ruined the pretty gun.
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
Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.
Trash items can now be washed away in sinks.
Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.
Changes the probability of blood spatter from attacking someone from 33 to item.force * 2
Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 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
Wizard staffs, SAW, combat shotgun still don't
Added the Mjollnir and Singularity Hammer. Just silly melee weapons I coded/sprited for fun. Both are using the Mjollnir's sprites currently though I didn't have it in me to make a billion more inhands for the Singularity Hammer.
Mjollnir shocks the target and hurls them away/spews lightning around.
Singularity Hammer pulls everything nearby in towards the target.
Don't really have plans to balance them or make them obtainable in game but I thought as long as I'd coded them some admin or another may enjoy trading them to antags/giving them to the chaplain etc.
Lowered fireballs cooldown and decreased its explosion size (so wizards can use it without killing themselves by causing hull breaches)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5805 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
- Gave the c4 a little bit more power.
- Added a new icon for the staff of animation. Created by Teh Wolf.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5698 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the allowed w_class things in secure briefcases. Equalized the amount of stuff you can put in a briefcase with the backpack.
- The staff of animation will turn animations onto their side, if they were created by a different user.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5658 316c924e-a436-60f5-8080-3fe189b3f50e
Added a bullet act to resin doors/nerfed their health.
Removed larva/drone from the possible xeno transformations with staff of change so using it doesn't always derail into a xeno round/the wizard getting facehugged.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5638 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1219. Cloning Scanner Popping Out Prematurely
Fixes issue 1182. Using wrapping paper on a bodybag
Fixes issue 1238. Reading while blind (fixes paper, photographs, and books)
Fixes issue 1253. Braindead message when converting non braindead people (rev)
Fixes issue 1188. Head revs converting unconscious people
Added is_blind(A) as a helper proc for blindness. It returns 1 if A is a fully blinded carbon mob.
Updated the loot spawner to use a list instead of a text string.
Updated gun reloading to use text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5619 316c924e-a436-60f5-8080-3fe189b3f50e
They also added extra checks to
-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)
Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new syndicate bundle option, the smooth operator. Includes a pistol, silencer, clean up gear, and the ever essential suit and new formal shoes, with sprites by Flashkirby.
Currently the shoes are only used by smooth operators, but I'm gonna ask Ikarrus to put some on the latest map when he's done with it.
Changed the 9mm casing to use midbullet2, as weakbullet is just pathetic.
Removed /obj/item/weapon/glass, on account of it being awful and unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5543 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the announce time for infestations.
- Made the staff of animation mimics not care about staffs being dropped, they will not attack their creator ever.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5538 316c924e-a436-60f5-8080-3fe189b3f50e
- Xenos suit and helm (completely obscuring, and almost indistinguishable from drones) (admin spawned only for now).
- Facehuggers now have different icon states for being thrown and after impregnation.
- New death, unconscious and sleeping icons for aliens.
- New icon (and projectile type) for neuroxotin.
- New infection overlay images for telling aliens about pregnant humans (3 icons, showing the progression of the infestation).
- New system for handling alien impregnation (alien embryos are an object inside the mob, instead of a disease).
- Players can be operated surgically to remove the alien embryos (targetting the chest: scalpel, surgical saw, hemostat, retractors. If the embryo is nearly fully developed, it might come out alive though.
- Corgis can now get impregnated.
- There is a short animated overlay of a chestburster when it comes time to burst chests.
- Alien larva now have three different icon sets, depending on their growth (25% they are bloody and pale, 25% - 75% they are pale, 75% onwards they are deep red).
Fixed up table smashing, and added rack smashing in the same way.
Added new north/south facing for the large alien queen.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5493 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the backwards pumps in misc research, shuffled the xenobio surgical area around to be easier to use.
Fixed being able to strip items with canremove = 0
Added a new mutantrace that ties into the new slime extracts (sprites by SuperElement)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5490 316c924e-a436-60f5-8080-3fe189b3f50e
Updated those guns to work properly with the new inhands.
Removed a useless esword proc define.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5302 316c924e-a436-60f5-8080-3fe189b3f50e
Nerfed the janicart ricochet chance a bit.
Removed the coolness check from the det revolver.
Removed the det revolver from the map, and made it spawn in his locker.
You can now modify the det revolver to fire .357 with a screwdriver.
Fixed the det revolver having one round too many. S&W Model 10 only has six shots.
Updated some guncode, mostly just adding proper text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5297 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the singularity code a bit. Checking for the last movement had some problems, I changed it around. It fixed Issue 1121.
-In addition of this, the singularity will now move diagonally. It doesn't get stuck in the corners of the field now.
-Mimics which are structures, have density and anchored will be able to knockdown people and be twice as strong.
-Doubled the amount of times the staff of animation can fire before needing to recharge, since it had to shoot way more than the staff of change to be effective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5256 316c924e-a436-60f5-8080-3fe189b3f50e
The next type of mimic is for the staff of animation! They will copy the icon of the object they're copying and will set themselves stats based on the object too. They will not attack the bearer of the staff which made them animated.
Added the option to get the staff on the wizard's spell book.
Added a "friends" var to hostile mobs. It will make the simple animal ignore friends when choosing targets.
Changed the statues from /obj/effect/showcase to /obj/structure/showcase.
Added a new variable to projectiles, "shot_from" is the gun that shot the projectile. It's used to determine what staff animated the mob and it will then add that staff, so it can ignore it when choosing targets.
Added a wander var for simple animals, turning it to 0 will stop the simple animal from moving when idle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5246 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new gun/projectile which deals brainloss as well as causes hallucinations.
Replaced the pulse rifle in stationCollision with the new gun.
Gave the HoS gateway access so he can banish people.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5201 316c924e-a436-60f5-8080-3fe189b3f50e
I've tested it a fair bit, but there may be bugs, so please report those if you run into them.
Added an ismetroidadult() helper
Improved L6 code.
Made the syndie shuttle console impervious to bullets.
Made mirrors breakable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5187 316c924e-a436-60f5-8080-3fe189b3f50e
Updated the Stechtkov pistol. Should be pretty solid now.
Made a returning ex_act for snow floors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5182 316c924e-a436-60f5-8080-3fe189b3f50e