Commit Graph

83 Commits

Author SHA1 Message Date
bawhoppen
9b7f1ada6b Moves all stack object sprites from items_and_weapons.dmi to their own file (#31273)
* keeko

* forgot the file
2017-10-04 12:59:27 -04:00
kingofkosmos
086d636b17 Alt-clicking descriptions when examining (#30988)
* Adds what alt-clicking does into examine-messages.

* whoops fix

* AI holopad examine remove

* Fixed cigarette pack alt-clicking.

* Spear alt-click-message set to show only if explosive lance.
2017-09-29 15:51:31 +13:00
Jordan Brown
4a938abaa6 Merge pull request #30746 from YPOQ/stackfix
Fixes stacking when crafting items
2017-09-16 17:32:35 -04:00
YPO
35378dc7f3 cleanup 2017-09-14 22:49:54 -06:00
YPO
5c9fe55858 Fixes stacking when crafting items 2017-09-14 16:31:46 -06:00
KorPhaeron
6d9414a2e5 Remove src. where I can 2017-09-13 13:33:09 -05:00
KorPhaeron
592ad429d8 Stops ranged stack splitting 2017-09-13 11:34:03 -05:00
kevinz000
169a950e7b Revert "Refactors forensics to a datum (#29542)"
This reverts commit 0a530cff9c.
2017-08-23 23:19:48 -07:00
MoreRobustThanYou
0a530cff9c Refactors forensics to a datum (#29542)
* ports plasmeme windows from /vg/

* Update window.dm

* It's the stairway to seinfield

* fixity fix fix

* See this code if you're wondering why I rarely get any sleep

* *scream

* now

* this is going to give me PTCSD - post-traumatic coding stress disorder

* *scream

* Improves forensics datum

* Meep.

* RA RA RASPTUIN... i'm not crazy, right?

* better

* I think it works... /s

* less compile errors

* Reduces compile errors to a much more managable 50

* shitcode.exe

* ehhh

* HEY EVERYONE, IT WORKS!!

* Make slide code less autistic

* blue skyyy

* no more bay forensics!

* IT  WORKS

* Remove EnforceSize, it isn't used.

* icon2html

* More bicon sutff

* eee

* aeee

* abc

* abc

* a

* abc

* e

* forensics check in initalize

* huh

* bleh

* Update _drone.dm

* Update _drone.dm

* Update _drone.dm
2017-08-24 09:08:22 +12:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Lzimann
97199dd8b0 Gives an initialize hint to stacks, boxes, closets and bots 2017-08-03 15:30:00 -03:00
Jordan Brown
917ca588a8 Fixes cardboard tube duping 2017-06-29 14:13:18 -04:00
nicbn
77a2d3f5cd Replaces "istype"s with is_helpers macros (#28676) 2017-06-22 15:03:19 -03:00
QualityVan
8c33045cd9 Prevents cyborgs from extruding materials 2017-06-06 20:02:24 -04:00
Expletive
b928177ea5 Stacks will change sprites and w_class based on how full they are. 2017-06-02 02:55:41 -07:00
AnturK
e5b964f11e Fixes stack splitting (#24941)
* Fixes stack splitting

* Integrates other bugfix in this
2017-03-13 11:34:15 +13:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
coiax
6e39f5cf00 Stacks automatically merge on Initialize (#24810)
* Stacks automatically merge on Initialize

🆑 coiax
fix: Stacks of materials will automatically merge together when created.
You may notice differences when ejecting metal, glass or using the cash
machine in the vault.
/🆑

Okay, so instead of just obsessively checking every time we make a
stackable item to see if anything stacks (which not everything does
anyway), we put the check in Initialize. Obviously, you can't merge into
a full stack, so it just goes down the line.

Objects are allowed to qdel() in New/Initialize, we made that a thing
that was possible.

Also some generic code cleanup, mostly returns into `.`

* Don't reuse variable names
2017-03-10 09:46:21 +13:00
Cyberboss
2a8e5ff4cb Fixes a very annoying spawn (#24588)
* Fixes a very annoying spawn

* Yeah whatever
2017-03-03 10:38:15 +13:00
bgobandit
c75a97cd50 You can no longer take non-integer amounts of sheets from a stack. (#23908) 2017-02-10 12:16:23 -06:00
Cyberboss
18073f8880 Fixes stacks being deleted when merged in storage (#23758) 2017-02-07 16:16:42 -06:00
Joan Lung
0633e79042 You can no longer stack multiple windows of the same dir on a tile 2017-01-22 13:43:39 -05:00
swindly
3cd20e06e8 Allows more things to be put in the microwave (#21650)
* more items can be inserted

* tweaked explosions

* intent
2016-11-22 11:56:02 +13:00
bear1ake
e95c7ac465 Fixes for cyborg stack using variant 1 2016-10-16 02:32:16 +09:00
TechnoAlchemist
f42889ee2a Fixes some altclick problems. (#20799)
* Fixes some forbidden capabilities, probably.

* drons fix

* isliving check (no underscore!!)

* !

* Phil's Fixes
2016-10-10 22:56:37 +02:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
Joan Lung
ba6acc2ea0 Reduces the copypaste in cleanable decal code (#20491)
* Only holy water will clean blood runes

* macro!

* holy no longer required

* i am far too unethical and spite driven half the time

* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
2016-09-19 09:45:12 +12:00
Remie Richards
09fee94db5 Second round of fixes:
- Fixed+Future proofed Mutant Parts Sprites
- Fixed Lesser Summon Guns activating the wrong hand
- Fixes stacks merge()ing with and consuming themselves
2016-09-03 11:40:21 +01:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Core0verload
b888717c50 You can now use sheets from any hand, not just the active one (#20128) 2016-08-27 10:24:15 -05:00
Hamzah
517413b210 Stacksplit (#20064)
* Added an AltClick function to split Stacks

Stacks now have an altclick function that lets you input how much you
would like to split the stack by

Also changed the regular click code by turning most of its code into a
proc, this reduced the amount of copy-pasting needed, as both the
regular and alt click on stacks do the same thing, except alt clicking
lets you input a number

* Wrong var name

* Edits based on feedback

-Removed trailing return
-removed uneeded if statement
-removed uneeded src as it should call the right method anyway

* Removed metal interact after splitting
2016-08-26 08:50:00 +12:00
Remie Richards
fda2c699fc Automatic conversion via Regex 2016-06-11 18:37:48 +01:00
Core0verload
a66c2f4418 Machine/computer boards and frames refactor (#17300)
* Map Changes

* Machine/console boards and frames refactor

* More board changes
2016-05-08 12:11:18 +02:00
phil235
0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
duncathan
b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
duncathan
5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
Firecage
754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
Tkdrg
94752caf4a Fixes cable_coil children not merging each other
Fixes #14240
2016-01-01 12:44:04 -03:00
xxalpha
70d97ad5e4 Fixed a couple of bugs with cable coils. 2015-09-01 22:35:04 +01:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
MrPerson
b0d511eff2 Automatic stack merging
When a stock moves onto the same tile as another stack, they merge together. Unless it was being thrown, in which case no, they don't merge. Unless the stack was the original target to begin with, then yes, they do merge.

Just a convenience feature. The one downside is that crowbarring up a floor tile won't merge with other tiles on the floor, but if someone makes that event call Move() like it's supposed to, it should work fine. That would just be out of scope for this PR.
2015-08-01 10:34:50 -07:00
xxalpha
8e00cdfe9a Fixed storage not updating when joining cable coils.
Fixed stack objects not updating storage when deleted.

Added handle_atom_del proc to be called on destroy.

Label comment for handle_atom_del()
2015-07-22 17:58:05 +01:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Iamgoofball
c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
xxalpha
e5dfaaf007 Fixed cyborg floor tiles being infinite. 2015-05-11 22:08:16 +01:00
MrStonedOne
bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
kingofkosmos
de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
kingofkosmos
e371dd9f35 more spans 2015-04-24 20:52:00 +03:00