Commit Graph

280 Commits

Author SHA1 Message Date
KorPhaeron
f32da8b449 jesus christ 2015-12-14 19:56:54 -06:00
KorPhaeron
d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
duncathan salt
0472592b97 Merge pull request #13327 from KorPhaeron/reactive
check_shields() refactor
2015-12-07 19:58:17 -06:00
MrStonedOne
a5f0f3f594 changes spawn() throw_at to throw_at_fast set waitfor = 0
Set waitfor = 0 has massively less overhead then spawn() but still does basically the same thing.

It causes the first sleep in the stack from that point on to make the set waitfor = 0 proc return . then continue on as if it was spawn()'ed, but it doesn't have to copy over the local vars of the proc so a lot less overhead

http://pastebin.com/kx538RqS
2015-12-04 04:37:16 -08:00
KorPhaeron
6be3a6fd58 Cleans up copypaste but this time it compiles 2015-11-30 16:50:17 -06:00
KorPhaeron
fab3cdc3a2 Cleans up copypaste, adds missing block chances 2015-11-30 16:39:02 -06:00
KorPhaeron
2609adb29d Blocking overhaul 2015-11-30 16:22:31 -06:00
Jordie
da0c466f82 Merge pull request #13149 from Firecage/toolspeed
Adds toolspeed
2015-11-29 21:06:15 +11:00
Remie Richards
62d301bfe5 Merge pull request #12998 from YotaXP/drone-fixes
Allows drones to use 'pick up' and watertanks
2015-11-27 20:38:23 +00:00
Firecage
9fe09959a4 Changes the base toolspeed var to 1 2015-11-21 19:40:20 +02:00
Firecage
c933363062 Adds the toolspeed var and adds it to most usages of tools which has a timer 2015-11-21 19:24:14 +02:00
YotaXP
4ece522dff Removed snowflake. 2015-11-15 02:34:17 -05:00
Tkdrg
11ab5901ee Pickup() improvements
Fixes flashlight exploit.
Removes unused proc can_use_hands().

Fixes #11282
2015-11-14 17:05:08 -03:00
YotaXP
c8de15116c Allow drones to use the pick-up verb.
Fixes #12896
2015-11-12 20:10:31 -05:00
Remie Richards
cb5458cfc3 Expands large-inhands to large-any-worn-item, Adds a system for overlays on top of inhands and other clothing (Think ammo counters, primed grenade flashing etc.), Removes almost all of the copypaste in the update_icons() system 2015-10-18 15:54:09 +01:00
GunHog
839d22f842 Proper name extraction
Uses the Protolathe procs to obtain the correct tech and material names!
2015-10-09 19:44:18 -05:00
GunHog
dcbcfefa01 Action buttons + More mobs!
- Scanner control is now an action button.
- Fixed multiple scanner bugs (I think)
- Gave ability to drones and borgs.
2015-10-08 11:30:39 -05:00
GunHog
647dd5dbb4 Icons on component scan
- Because RR likes pretty pictures.
- Also closes a span properly.
2015-10-07 16:12:34 -05:00
GunHog
4a5caf968a Research Examines!
Science Goggles and the Prototype Hardsuit Helmet may now scan items for
their research potential and machines for their contents.

Examine an item to gain additional data.
- Tech levels
- Materials that can be salvaged from it if recycled
- Reliability rating
- Crit failure, if present.

Examine a machine to learn the components used to build it.
2015-10-07 13:45:51 -05:00
xxalpha
f493bff99c Fixed merge. 2015-09-24 03:26:52 +01:00
xxalpha
deb60ae309 Replaced /proc/is_sharp() with /obj/item/proc/is_sharp(). 2015-09-24 03:08:28 +01:00
Swag McYolosteinen
606c6e0ae4 Merge pull request #11677 from xxalpha/aliums
Xeno tweaks and bugfixes.
2015-09-14 17:00:14 +02:00
Swag McYolosteinen
d57fac141a Merge pull request #11724 from RemieRichards/LargeInhands
Inhands can now come in ANY SIZE, not just 32x32!
2015-09-13 17:23:36 +02:00
Remie Richards
82e577be0b Items may now have inhands from 1x1 (why) to INFINITYxINFINITY (again, WHY), this allows for ridiculously large items!
Adds a center_image() proc that centers an image larger or smaller than world.icon_size (32) so that it appears in the center of a human mob, like inhands.
2015-09-12 00:45:14 +01:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
xxalpha
b238ac02e8 Xeno tweaks and bugfixes. 2015-09-09 17:54:59 +01:00
phil235
64f028c065 Merge branch 'master' of https://github.com/tgstation/-tg-station into VaporizeMethodReaction
Conflicts:
	code/modules/reagents/Chemistry-Reagents/Medicine-Reagents.dm
2015-08-15 16:36:21 +02:00
phil235
e922f510c5 Fixes not getting the hit message and sound (and logging) when the item embeds itself in a human.
Throwing a big item at an alien no longer pushes it.
If the item embeds itself in you, it doesn't push you.
Fixes an old argument in item/throw_impact() that I forgot to remove.
Rename the skip argument of hitby() to skipcatch (more explicit).
2015-08-09 20:30:47 +02:00
phil235
d2a4024e7f reagent reaction() now use more methods. Instead of just INGEST or TOUCH, we now have INGEST (for injection, ingestion), TOUCH (for splashing), PATCH (for patch application and blob attack), and VAPOR (for smoke, foam and spray application).
- TOUCH no longer transfer reagent by default, it's now only used for touch based effect like being flammable when touched by fuel or you and your stuff being acided when touched by acid).

- PATCH does no transfer of its own (but actual patches code do make a transfer) but is used for touch effect that ignore clothes and protection (blob attacks, patches effect going through hardsuits)

- VAPOR does reagent transfer but it takes into account clothing protection

Fixes a typo in humanoid/get_permeability_prot
Fixes acid splashing on objects not destroying it. Fixes acid splashing on turf not destroying objects on the turf.

Changed damp rag smothering code a bit.

Blob Smoke now doesn't do anything.
2015-08-09 14:23:12 +02:00
Remie Richards
47fe31346e Adds alternate_worn_layer, like alternate_worn_icon it allows an item to slightly bend the rules of worn item rendering, DOES NOT MODIFY THE STANDING_ICONS INDEXES, BECAUSE THAT WOULD BREAK THINGS 2015-08-02 22:45:18 +01:00
phil235
94d072828f Merge branch 'master' of https://github.com/tgstation/-tg-station into CatchThrownPieFix
Conflicts:
	code/game/atoms_movable.dm
	code/game/objects/items/weapons/dice.dm
	code/game/objects/weapons.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/living_defines.dm
	code/modules/reagents/reagent_containers.dm
2015-07-19 21:53:39 +02:00
phil235
9eced1ac5b Fixes thrown closet opening to not use spawn().
Fixes throw_at() to look nicely for xeno leap by adding the diagonals_first argument.
Removes useless gateway/Crossed and gateway/Bumped().
Changes throw_at() to use diagonal directions.
I replaced the atom variable "throwpass" with the LETPASSTHROW pass_flags
I readded hit_check proc to catch things getting on the thrown thing's tile during its sleep(1) (especially needed for mobs running towards the thing), the only other possibility would've been to add throwing checks in atom/movable/Crossed() (called after every move) and I don't think it'd be worth it.
I added the item var "thrownby" to be able to continue to log the thrower of the item when it hits a mob. It removes the need for a thrower argument in throw_impact() and hitby().
2015-07-19 21:29:35 +02:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Cheridan
a7b0b9c62f Merge pull request #10477 from ojacobson/screwdriverspamfix
Fix consistency issues with eyeball screwdrivers
2015-07-14 00:41:00 -05:00
phil235
b570af6795 Fixed catching banana creampie in mid throw (and similar objs). 3824 10536 (hitting a wall now makes the smashed pie effect appear ON the wall)
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
2015-07-14 00:51:19 +02:00
Remie Richards
f7faf4d730 Merge pull request #10487 from MrStonedOne/attacklogcleanup
Attack logging tweaks/cleanup
2015-07-10 18:42:08 +01:00
Jordie
4928617c2b Merge pull request #10334 from xxalpha/jetbutt
Added ability for items inside items to have action buttons.
2015-07-09 20:51:29 +10:00
MrStonedOne
a262f9aac7 Attack logging tweaks
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.

Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.

All attack logging *should* happen AFTER damage is applied now.

Removed the confusing attack entry for when a changeling stings another changeling.

Tweaked how punch attack logs worked
2015-07-08 23:14:37 -07:00
Owen Jacobson
fdc75e0725 Reverse nerfs, retain bugfixes. 2015-07-08 15:19:11 -04:00
Jim Boonie
515fb80758 Fixes some other things I can't remember what I fixed right now. I'm imbibing, rev up the lawsuit. Eric once said Bloodline was a pretty good show, but I've yet to watch it. So nevermind. Fuck the opening theme of True Detective's second season is catchy though. Goddamn. Leonard. 2015-07-09 03:25:31 +12:00
Jim Boonie
f021817b8c Imagine getting stabbed in the eyes. How fucking shitty would that feel? 2015-07-07 17:48:08 +12:00
Jim Boonie
ecfe36f440 Removes debug lines and tweaks a few final things 2015-07-07 08:36:31 +12:00
Jim Boonie
8241a5acc5 Makes screwdriver eyeball spam less bullshit 2015-07-07 07:38:49 +12:00
Razharas
572121ecc4 Merge pull request #10244 from Ikarrus/workplacesafety
Workplace "Accidents"
2015-07-03 05:05:36 +03:00
xxalpha
b563d5fbf4 Added ability for items inside items to have action buttons. 2015-07-03 00:33:02 +01:00
Ikarrus
07bf0fd953 You can splash yourself with reagent glasses now 2015-07-01 12:01:58 -06:00
xxalpha
cbf041c054 MATERIAL DATUM 2015-07-01 18:32:30 +01:00
xxalpha
cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
Ikarrus
8c1fde7947 Squashed Commits 2015-06-28 22:38:55 -06:00
Ikarrus
454348759d Workplace "Accidents"
- Slipping while carrying items in your hand may cause ~accidents~
  - 30% chance to attack yourself
  - 30% chance to attack the floor
  - 30% chance to throw the item towards the direction you're facing
- Throwing reagent containers such as drinks or beakers may spill their contents onto whatever they hit
2015-06-28 18:19:11 -06:00