Commit Graph

239 Commits

Author SHA1 Message Date
phil235
0ec876d9fe Refactored the item's action system. Items can now hold multiple actions.
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
2016-02-23 19:37:42 +01:00
phil235
91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
phil235
54b87e0239 Fixes typo in suit.dmi
Removes action button from the paranormal response unit helmet
2016-02-17 21:32:46 +01:00
phil235
fd16e02cdb Fixes most (non hardsuit) helmets hiding the glasses when they shouldn't.
Fixes not seeing glasses through the riot helmet.
Fixes gas mask protruding from the abductor helmet.
Fixed radiation hood not hiding your hair, earpiece, mask.
Fixes colored justice hats not having an on-mob icon_stat.
Removed BLOCKHAIR bit from var/flags , moved it to flags_inv and renamed to HIDEHAIR
Added HIDEFACIALHAIR bitflag so certain hat/helmet can show just the beard.
Fixed human/update_inv_glasses not checking if our mask hides our glasses.
Fixed check_obscured_slots() not checking if our masj obscur our glasses.
Fixes some bits of flags_inv having the same value.
Fixes crusader hood and other headgear not hiding your identity when they should.
Fixes drone mask icon not appearing.
2016-02-14 00:03:07 +01:00
tkdrg
d1ddb1d763 Merge pull request #15385 from KorPhaeron/inquisitor
Inquisitor Armour
2016-02-13 00:27:36 -03:00
duncathan salt
c77a9f6cb5 Merge pull request #14543 from StormAGeddonz/patch-1
Buffs medical, research, engi, and atmos hardsuits
2016-02-10 20:39:54 -06:00
KorPhaeron
c0f581493c Inquisitor 2016-02-10 02:24:50 -06:00
Bjorn Neergaard
eaa6bc7b18 Implement better jetpack action button 2016-02-08 17:09:12 -06:00
tkdrg
643d386b2e Merge pull request #15238 from KorPhaeron/instagib
Adds instagib mode to CTF
2016-02-07 21:17:33 -03:00
tkdrg
76986b82be Merge pull request #15226 from lzimann/pipedispenserharsuit
Allows hardsuits to carry RPDs in their suit slots
2016-02-07 21:12:09 -03:00
KorPhaeron
37c0b23483 New CTF gear 2016-02-06 19:38:47 -06:00
Lzimann
0810a6ec8e Allows hardsuits to carry RPDs in their suit slots 2016-02-06 01:30:00 -02:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
KorPhaeron
5c8b8b8148 Red shields for red hardsuits 2016-01-31 04:32:40 -06:00
Firecage
0cb6814c18 Merge conflict fix 2016-01-17 19:15:30 +02:00
Firecage
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
StormAGeddonz
da37f31a6d updates engi and atmos from 25 to 30. 2016-01-09 19:34:28 -05:00
StormAGeddonz
760ead07ad Buffs medical, research, engi, and atmos hardsuits
This is to compensate for how hard it is to hit carp while you're floating in any direction in space.

also: HARDsuits, not crit in 4 hit suits.
2016-01-09 18:12:18 -05:00
KorPhaeron
16bf636167 Helmets 2016-01-08 08:15:46 -06:00
Michael Gartley
3cf26018de Small grammar fix to shielded message.
Fixes #14297

Added span class and reworded message while trying to keep the flavour
of text.

NB: This time I hopefully wont be such a pleb when trying to help.
2016-01-04 04:14:20 +00:00
Lularian
f77ac2a14e tactical gear 2015-12-22 13:59:02 -06:00
Cheridan
bde3995bc1 Merge pull request #13790 from tkdrg/niggers
Fixes invisible mask exploits
2015-12-19 23:10:05 -06:00
AndrewJacksonThe2nd
1ab5e80458 Tesla map removal to fix merge 2015-12-19 12:32:50 -08:00
Tkdrg
92240a9d95 Fixes invisible mask exploits
This code is awful and full of copy-paste and I can't be assed/can't
manage to figure out how to fix it properly so I just got the hammer and
made it always update everything whenever you toggle a helmet. Exploit's
dead at least.

Fixes #13486
2015-12-18 21:40:23 -03:00
KorPhaeron
ddc3bcf318 Recharge fix 2015-12-16 20:02:04 -06:00
KorPhaeron
9e22d7be4e Shielded hardsuits 2015-12-16 19:57:52 -06:00
Jordie0608
9705746625 adds nt's sprite for syndielite suit 2015-11-30 15:43:47 +11:00
as334
dc98e67f05 Just fuck my shit up fam 2015-11-29 13:48:58 -05:00
Jordie
7b1a92885c Merge pull request #13024 from TheNightingale/Nighting
Elite Syndicate Hardsuit
2015-11-29 21:05:36 +11:00
as334
611fb49c1c Wake me up inside 2015-11-29 00:58:30 -05:00
KorPhaeron
86e98947c3 Updated Templar Armour 2015-11-27 14:01:25 -06:00
KorPhaeron
79550bf8ac Updated sprites 2015-11-27 13:34:23 -06:00
TheNightingale
dca36b1723 * Elite Syndicate hardsuit added
** Operative-only; fireproof, with bonus resistances
** Added to Operative uplinks
2015-11-14 17:43:43 +00:00
as334
ef6af4ef5b Unfucking shit ass plasma memes part 1 2015-11-13 21:28:00 -05:00
as334
a6eaf76d72 Fixes merge conflicts, adds new sprites, hopefully fixes weird helmet sprite bug. 2015-11-12 21:54:08 -05:00
Xhuis
e02831d5b1 Reagents can no longer be determined by examining a reagent container without the proper apparatus. Silicons and ghosts can always see reagents.
Science goggles now allow reagents to be seen on examine. In addition, chemists now start wearing them. The bartender has a pair that looks and functions like sunglasses.
2015-11-12 23:01:33 +01:00
as334
6a2c3b3fb1 Adds sprites for the most part. 2015-11-11 15:44:59 -05:00
JJRcop
17e034bf47 Changes chronosuit hands_nodrop_states to a bitfield from a list 2015-11-06 12:47:25 -05:00
JJRcop
398f94ca6a Merge remote-tracking branch 'upstream/master' into chronosuit_phase_better 2015-11-06 00:01:26 -05:00
JJRcop
1c86a632f1 Chronosuit performance/saneness adjustments 2015-11-05 23:57:14 -05:00
Razharas
282dae922e Merge pull request #12762 from GunHog/Of-Scanners-And-Bugfixes
Research scanner fixes
2015-11-01 23:32:34 +03:00
Cheridan
6d437a4d52 Merge pull request #12728 from GunHog/Hardsuits-are-cool
RAD/EMP/Bomb Hardsuit messages
2015-10-31 17:27:31 -05:00
GunHog
494de26abb Magnitide -> Magnitude 2015-10-31 10:37:37 -05:00
GunHog
d98b9bef4a Research scanner fixes
Fixes a bug in which fumbling around with more than one scanner device
equipped at a time can cause weird bugs either preventing their use or
vise versa.

Fixes a bug where removing a scanner with it active requires two clicks
to activate it again.
2015-10-30 14:40:15 -05:00
Razharas
fc0ea9311b Merge pull request #12614 from GunHog/Diag_Huds
Diagnostic HUDs
2015-10-30 06:25:48 +03:00
GunHog
faf315328a Fixes
Uses show_message() so blindness is respected.
Touches up the messages themselves a little.
2015-10-29 08:05:32 -05:00
GunHog
20120417d3 Hardsuit upgrades!
- Hardsuits now respond to EMP and Radiation, warning the user.
- The Prototype Hardsuit now has a bomb detector.
2015-10-28 11:33:47 -05:00
JJRcop
14fb361c82 Merge remote-tracking branch 'upstream/master' into chronosuit_phase_better 2015-10-25 20:14:41 -04:00
as334
f116ba5c32 Merge branch 'master' of https://github.com/tgstation/-tg-station 2015-10-25 15:39:42 -04:00