Commit Graph

25 Commits

Author SHA1 Message Date
c0
df7386a4ec Assemblies update 2015-09-04 11:22:37 +03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
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
Incoming
061478165a upgrades the HARDFEET species flag to PIERCEIMMUNE
In addition to keeping golem feet safe as always golems are now immune to object embeding. As a mitagating nerf and logical extension, golems can no longer be injected with chems either.
2015-05-31 18:54:30 -04:00
Firecage
1fb8dcecd1 Prevents golems and skeletons from dropping due to shards and mousetraps 2015-05-07 15:44:17 +02:00
kingofkosmos
e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
phil235
34a2b3be5b Flying animals no longer triggers mines and mousetraps.
Space carps are flying animals now.
Adding changelog
2015-04-07 20:20:29 +02:00
phil235
29609457f5 Makes the message when you're attacked slightly bigger for better visibility."
Changes two "for... show_message()" into "visible_message()".
2015-03-12 23:15:54 +01:00
Razharas
21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00
Razharas
0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
MrPerson
a23dbe2357 Merge branch 'master' of https://github.com/tgstation/-tg-station into examinate_the_doctor
Conflicts:
	code/game/objects/items/devices/radio/radio.dm
	code/game/objects/items/toys.dm
	code/game/objects/items/weapons/tanks/tank_types.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/modules/events/ninja.dm
	code/modules/power/cell.dm
	code/modules/power/port_gen.dm
	code/modules/reagents/reagent_dispenser.dm
2014-08-29 04:21:15 -07:00
Firecage
dac8669166 Span classes for files in the following module folders: assembly, client, detectivework, events, hydroponics, mining, paperwork 2014-08-23 10:13:21 +02:00
MrPerson
13b03a6d43 Hopefully final pass of object -> mob examine switch 2014-08-20 07:07:30 -07:00
MrPerson
d0c97aae72 Merge branch 'master' of https://github.com/tgstation/-tg-station into examinate_the_doctor
Conflicts:
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/game/gamemodes/cult/ritual.dm
	code/game/gamemodes/nuclear/pinpointer.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/status_display.dm
	code/game/objects/effects/decals/crayon.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/airlock_painter.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/storage/secure.dm
	code/game/objects/items/weapons/tanks/tank_types.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/holder.dm
	code/modules/assembly/mousetrap.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/slime/examine.dm
	code/modules/power/cable.dm
	code/modules/reagents/grenade_launcher.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/recycling/sortingmachinery.dm

Thanks Firecage, this is all your fault
2014-08-20 05:54:20 -07:00
Firecage
24972ccc5c ABSOLUTELY ABSOLUTE 2014-08-06 16:21:24 +02:00
MrPerson
9d9a657acf Change examine() from an atom verb to a mob verb
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.

Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
2014-05-01 09:56:39 -07:00
supersayu
799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00
Cheridan
899a53787a Removes an unused var defined for every obj. 2013-09-03 09:38:30 -05:00
Ikarrus
2845065463 Adding lost pulls #590 #528 #574 #563 #529 2013-05-26 13:02:13 -06:00
carnie
5e7cffcf5c update_icons.dm changes for humans. This ties in with the dna changes and the changes to skin_tone and hair colours
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3

Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone

Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/__DEFINES.dm
Modified   code/datums/datumvars.dm
Modified   code/datums/limbs.dm
Modified   code/game/dna.dm
Modified   code/game/gamemodes/changeling/changeling_powers.dm
Modified   code/game/gamemodes/cult/cult_items.dm
Modified   code/game/gamemodes/cult/runes.dm
Modified   code/game/machinery/doors/airlock.dm
Modified   code/game/machinery/portable_turret.dm
Modified   code/game/machinery/teleporter.dm
Modified   code/game/mecha/combat/combat.dm
Modified   code/game/objects/items.dm
Modified   code/game/objects/items/stacks/medical.dm
Modified   code/game/objects/items/stacks/sheets/glass.dm
Modified   code/game/objects/items/weapons/storage/bible.dm
Modified   code/modules/assembly/mousetrap.dm
Modified   code/modules/hydroponics/hydroitemcode.dm
Modified   code/modules/mob/living/carbon/carbon.dm
Modified   code/modules/mob/living/carbon/human/death.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_damage.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/living.dm
Modified   code/modules/mob/living/simple_animal/friendly/slime.dm
Modified   code/modules/mob/mob_grab.dm
Modified   code/modules/power/lighting.dm
Modified   code/modules/reagents/Chemistry-Reagents.dm
Modified   code/unused/_debug.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi
Modified   maps/RandomZLevels/wildwest.dm
Modified   tgstation.dme

Signed-off-by: carnie <elly1989@rocketmail.com>
2013-05-10 18:41:08 +01:00
aranclanos@hotmail.com
3a2673a284 Changes for all the different update icons procs of humans and monkeys, they now update their own sprite and hud icon (if it's a proc of a slot item) without having to call for update_icons().
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
2013-03-04 05:01:07 +00:00
petethegoat@gmail.com
a1ac5f0e66 Renamed /datum/organ/external to /datum/limb.
Updated all files.

Removed the skeleton and skin organs.

Updated WIP surgery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5689 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-11 18:52:33 +00:00
Kortgstation@gmail.com
7f7f9059a1 Committed SuperSayu's grenade assemblies patch (with slime core functionality).
Thread is here

http://forums.nanotrasen.com/viewtopic.php?f=16&t=12109

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5688 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-11 18:23:46 +00:00
petethegoat@gmail.com
ce8d8be416 Made mousetraps an assembly.
The path has changed from /obj/item/weapon/mousetrap to /obj/item/device/assembly/mousetrap
Deleted mousetraps.dm, and removed the original define from weapon.dm

Added a new /obj/item proc, on_found(). It's called when pockets are emptied, and whenever someone looks in a storage item. Currently used only by mousetraps and facehuggers~

Updated the map with path changes.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4969 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-27 16:39:52 +00:00