Commit Graph

140 Commits

Author SHA1 Message Date
kevinz000 d97b34a262 Fixes beam rifles and flightsuits 2017-12-09 19:32:31 -08:00
deathride58 08504355d4 Adds support for non-1:1 screen ratios (Doesn't add widescreen) (#32950)
* adds support for non-1:1 screen ratios for fullscreen overlays

* prevents future copypasta, adds widescreen support to clickcatchers

* oops, makes it actually compile

* HOPEFULLY makes it actually compile, makes projectiles and mouse_angle_from_client support widescreen

* i need shittier shitcode

* !!!HOPEFULLY!!! fixes the screen fuckery

* Fixes compiling errors. Tested locally, it seems like it works

* fixes runtime in mouse_angle_from_client

* Fixes non-1:1 TGUI runtimes for borgs and ghosts

* adds actual defines for fullscreen overlay resolution

* makes varediting view call change_view to make clickcatcher regenerate proper

* testmerge toggle widescreen verb and fixes vving view

* FUCK - fixes test verb to properly use change_view, so clickcatchers regenerate and such

* fixes parallax runtimes - how'd i miss this

* removes debug verb
2017-12-05 20:45:47 -05:00
AnturK 70d0357b33 Ling datum antag standarization. (#32183)
* Ling datum standarization.

* Removal of redundant file

* Ok
2017-11-05 20:32:37 -05:00
kevinz000 64851d819a Moves projectile processing to a subsystem (#30599)
ITT worst coder tries not to break everything and improve the code.
fixes #29211
🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑

Also lets just
fixes #18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
2017-10-16 15:50:42 +13:00
AnturK 8bf5c8ee7f Yep, no exploit here unfortunately. 2017-10-02 11:52:12 +02:00
KorPhaeron cc309236d9 ismecha define (#31192) 2017-10-02 02:03:40 -04:00
kevinz000 98b2693561 Update click.dm 2017-10-01 19:29:54 -05:00
ninjanomnom 33215256da click signals 2017-09-21 02:37:56 -04:00
Remie Richards 3b08d41201 AltClick listing now updates instantly on AltClick 2017-08-28 20:48:39 +01:00
Ian Turk 7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Jordan Brown dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
kevinz000 e568f29bc5 Changes clickcatcher to dynamically scale based on view range (#29370)
Scale()s the icon when range is below 16, if it's above 16, scales the icon to 16 and transforms the rest of the way.

This replaces the other method of creating one click catcher image per tile in the range of the users view, which was pretty memory hungry and inefficient. A single icon operation while the view range changes should still be pretty performant and require less memory bookkeeping.l

This ensures it works when the users view range changes, but does not result in a loss of precision for view ranges up to 16 when moving the mouse (it triggers per pixel which simply get larger when transformed)

fixes #29342
2017-07-24 10:23:37 +12:00
ShizCalev 45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
kevinz000 b09e519584 Beam Rifle Zooming Rework + Click catcher memes + bunch of other random stuff that players won't use (#28551)
Click catcher now supports mousemove/mousedrag. Basically, mouse location can now be captured even if the user isn't mousing over a visible location
    Added procs to allow for projectiles to be fired with just an angle for pixel projectiles, instead of requiring a target turf and pixel x/y
    Added procs to get angle of user's mouse from their viewpoint (Time to rework gang machine guns again!)
    Beam rifles now have different zoom modes
    Free directional zooms out and tracks the angle of your mouse from the center of the screen. However, you can't target with very good accuracy on this (Shots can't be properly aimed on non dense objects/lying down mobs.)
    Locked directional zooms like free directional but doesn't automatically turn if your aim changes.
    Center view, just increases your view in all directions (2x weaker)
    No zoom mode, in which you just retain your normal view.
    You can select beam rifle zooming rates to be instant or stepped.
    Stepped zooming rates zoom out 5 tiles per second. This will likely help with people not being able to use it without lagging because their computers aren't as beefy!
    Beam rifles no longer require zoom to be fired
    Beam rifle aiming beams now instantly update instead of on process
    Beam rifle aiming beams are now one object instead of 150. This'll help with the lag caused by it during gameplay that I've observed.
    Angular penalty reduced by 0.1 for a nice even number.
    Instances of client.view = have been replaced with client.change_view() as that'll properly update the click catcher
    Hopefully shooting yourself in the face when you hit a blob tile or whatnot is fixed with the new and improved code..
2017-07-17 12:13:03 +12:00
nicbn 77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
Jordan Brown 69ece91a38 Moves attack chain proc from global to obj/item (#27659) 2017-05-26 13:11:43 -03:00
Joan Lung 5c36cba014 Merge pull request #27495 from AnturK/shootingblind
Fixes shooting out of view windows
2017-05-22 08:43:39 -04:00
Really-Good-Soda-Flavor 41294bd58d Reorganizes martial arts and stores them in the MIND. (#27324)
* Reorganizes martial arts and stores them in the MIND.

* Moves martial arts to mind.

* Added more sanity checks

* MORE sanity checks!

* Fixes the checks.
2017-05-22 14:12:27 +02:00
kevinz000 d1e8a93584 Update click.dm 2017-05-21 14:01:27 -07:00
kevinz000 8540139740 Update click.dm 2017-05-21 13:48:53 -07:00
AnturK 44e97aa905 Fixes shooting out of view windows 2017-05-21 12:53:34 +02:00
kevinz000 788647b8b6 Update click.dm (#27492) 2017-05-21 21:36:07 +12:00
AnturK b016998e3e Fixes buttons under doors. 2017-05-19 17:50:38 +02:00
AnturK 83e90cca22 Fixes clicking things under windows/doors. (#27292) 2017-05-18 07:05:41 -03:00
AnturK e376f9ab7b Fixes some issues 2017-05-07 23:35:38 +02:00
AnturK 05e0a2348a Reach fixes 2017-05-07 16:10:17 +02:00
AnturK 14619fc553 Indeed 2017-05-06 15:11:37 +02:00
AnturK 8f40e14a79 Small Click refactor. 2017-05-06 14:10:11 +02:00
Cyberboss b11a05785a Fixes #25630 (#25639) 2017-03-31 11:25:21 -04:00
Cyberboss 42b4f23e06 Prevents clicks until atoms are initialized (#25460) 2017-03-28 10:34:49 +13:00
Joan Lung c386e9c64f Cleans up TK code a bit (#25516) 2017-03-27 15:47:23 -03:00
Xhuis 7db2a60c31 Adds support for weapons with reach (#24395)
* Adds support for weapons with reach

* Fixes reach functionality

* Deletes the dummy object once it's done

* Removes debug code

* doot doot
2017-03-11 17:00:43 +13:00
Lzimann 2603fc232c Changes the "Modify View Range" verb name to "Set Zoom". Also inverts the scroll command(scroll up will decrease your view and scroll down will increase your view). 2017-01-27 13:11:03 -02:00
Lzimann d6b26d5756 Makes it use shift instead of just scroll. 2017-01-27 00:52:08 -02:00
Lzimann 5ac7cd83af Adds a way to change your view range as a ghost. 2017-01-27 00:25:37 -02:00
XDTM ade5529b04 [Ready for review/merge]Adds some new voice of god commands, allows first-name focusing (#23169)
* New commands!

* helper

* replacements

* regexes left and right

* someone might actually refer to medical doctors with the full name

* Cooldowns first
2017-01-26 15:17:12 +01:00
Joan Lung b4d59e90c0 Clockwork proselytizers can proselytize tables (#22991) 2017-01-25 03:33:17 +04:00
ExcessiveUseOfCobblestone 208072dc4d Clickcode is stupid (#22069)
* Clickcode is stupid

fixes #22031

* Update click.dm
2016-12-11 19:51:17 +13:00
ExcessiveUseOfCobblestone 9229ab4c57 removes trailreeeeturns 2016-12-04 15:57:42 -05:00
ExcessiveUseOfCobblestone 2ba9739bd3 Legitimately Fixes The Bug Now 2016-12-03 18:31:01 -05:00
oranges 97eb86f34d Adjacency check for grab and code move
Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.

Moves the code into the click code and not down in the martial arts code
2016-10-19 21:55:34 +00:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung db19c0bb8f Fixes items calling attackby on themselves 2016-09-15 07:54:50 -04:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Core0verload e666d2e76b ports pockets (from Animus Green) and adds them to some clothing.
This PR ports pockets (from Animus Green) and adds them to some clothing.

 Shoes that support storing items now use pockets system.
 Some hats have 1 small pocket.
 Detective's hat spawns with a flask in it.
 Clown's mask has a single tiny top-secret pocket. Honk!

This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
2016-07-14 19:36:26 +12:00
Remie Richards fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Lularian 8aa135f470 fixes some of the crap maybe 2016-05-28 11:08:46 -05:00
phil235 11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
paprika 28a8387b17 initial commit 2016-05-07 14:39:17 -07:00