Commit Graph

273 Commits

Author SHA1 Message Date
AnturK
0e5f26f9be Merge pull request #15762 from phil235/FixTheHood
Fixes suits with toggleable hood not having any toggle_hood action bu…
2016-02-26 23:52:44 +01:00
phil235
c60f5c29b3 Fixes suits with toggleable hood not having any toggle_hood action button.
Fixes some flags on the bloated human head gear.
2016-02-26 01:55:51 +01:00
CosmicScientist
81956d0083 fixes desc of riot armour 2016-02-24 23:41:10 +00:00
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
5a96cf86ad Merge branch 'master' of https://github.com/tgstation/-tg-station into HatMaskFacialHairFixes
Conflicts:
	icons/mob/suit.dmi
2016-02-14 00:22:53 +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
Thunder12345
e6da13511a Adds russian officer uniform
Adds russian officer
Minor tweaks
2016-02-13 20:11:58 +00:00
Firecage
69569c4f81 merge conflict fix 2016-02-12 21:20:19 +02:00
phil235
43962ef288 Fixes masks appearing above the chaplain hood.
Fixes pirate captain coat hiding the jumpsuit despite having an opening in its center.
I removed the hood part appearing on the icon of the suits that have toggleable hoods, so there's no more confusion between the suit layer and the head layer.
2016-02-11 19:52:33 +01:00
Firecage
c4c37d6553 Makes the gibber give skins when gibbing humans. Also adds craftable human suits from human skin. 2016-02-11 09:59:23 +02:00
Bjorn Neergaard
eaa6bc7b18 Implement better jetpack action button 2016-02-08 17:09:12 -06:00
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
Boredone
f83bb4ca3c Removed the extra Var definition of reaction chance on the reactive/teleport armor, and changed the description on the base one. 2016-01-28 14:31:13 -07:00
Boredone
91e4b8f93b Forgot the H. on the Rad_Act, so it didn't actually do anything. Fixed. 2016-01-27 20:44:59 -07:00
Boredone
c66ea73868 This removes the teleportation from the base reactive armor, while making the amount of radiation, and how far it can possibly teleport, based on some vars. 2016-01-27 16:46:36 -07:00
Boredone
4eb671093d Messed up a bit on the first commit, doing this removed some compile errors. 2016-01-27 02:09:03 -07:00
Boredone
c5266a014c Ah, first commit. This makes a new child or Reactive Armor, reactive/teleport.
It is the same as normal reactive teleport armor, but radiates the one wearing it I'm pretty sure.
2016-01-27 01:44:36 -07:00
tkdrg
056e5636b2 Merge pull request #14792 from KorPhaeron/helmet
Fixes hardsuit helmet noise spam
2016-01-24 09:08:43 -03:00
KorPhaeron
b8bd84b62b Helmet 2016-01-22 17:52:26 -06:00
xxalpha
53b74da4bd Fixes the straightjacket
More straightfixes
2016-01-17 22:12:34 +00:00
Nerd Lord
eae13b9e06 Reactive tesla armor uses the tesla lightning bolts instead of revenant lightning 2016-01-12 22:54:50 -05:00
KorPhaeron
16bf636167 Helmets 2016-01-08 08:15:46 -06:00
tkdrg
e681243c44 Merge pull request #14151 from SouDescolado/patch-1
Add telescopic baton item to detective trenchcoat
2015-12-30 18:12:09 -03:00
tkdrg
f04936251a Merge pull request #14149 from SouDescolado/patch-2
Add telescopic baton item to detective armor
2015-12-30 18:10:20 -03:00
SouDescolado
548549409b Update jobs.dm
/obj/item/weapon/melee/classic_baton/telescopic instead of /obj/item/weapon/classic_baton/telescopic
2015-12-29 17:27:17 -02:00
SouDescolado
16f754502a Update armor.dm
/obj/item/weapon/melee/classic_baton/telescopic instead of /obj/item/weapon/classic_baton/telescopic
2015-12-29 17:26:14 -02:00
SouDescolado
c38ca9fc92 Add telescopic baton item to detective armor
Add telescopic baton item to detective armor
2015-12-29 16:17:56 -02:00
SouDescolado
ed6f41f6de Add telescopic baton item to detective trenchcoat
Add telescopic baton item to detective trenchcoat
2015-12-29 16:16:13 -02:00
Lularian
f77ac2a14e tactical gear 2015-12-22 13:59:02 -06:00
KorPhaeron
af6f8c04a6 Admin items 2015-12-17 01:57:08 -06:00
oranges
134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
tkdrg
71fbb0e5f5 Merge pull request #13547 from KorPhaeron/reactive_fixes
Armor fixes (Reactive Teleport Armor and reflector vest name)
2015-12-16 04:00:20 -03:00
KorPhaeron
d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
KorPhaeron
9210f7459a Reactive Fixes 2015-12-10 04:32:31 -06:00
KorPhaeron
7d642e052a Tweaks to illusions to make them respond faster 2015-12-09 09:36:03 -06:00
KorPhaeron
ff56ebaa68 Reactive illusion armour 2015-12-09 08:58:26 -06:00
duncathan salt
0472592b97 Merge pull request #13327 from KorPhaeron/reactive
check_shields() refactor
2015-12-07 19:58:17 -06:00
KorPhaeron
8856d5981c Moves continue/return to new lines 2015-12-07 18:51:31 -06:00
KorPhaeron
ebede4be34 Visible messages for reactive armour are actually visible 2015-12-06 17:23:44 -06:00
KorPhaeron
e29b224ef2 Fixes flame armour 2015-12-01 02:00:35 -06:00
KorPhaeron
2609adb29d Blocking overhaul 2015-11-30 16:22:31 -06:00
KorPhaeron
c32fca7673 Redoes reactive armour 2015-11-30 00:04:05 -06:00
swankcookie
808adcfa9d Merge branch 'master' of https://github.com/tgstation/-tg-station into Cloak_fix
# Conflicts:
#	icons/mob/suit.dmi
2015-11-29 13:38:16 -06:00
swankcookie
53d66e698c unneeded addition, i guess 2015-11-29 12:58:46 -06:00
swankcookie
fe65e8a3b4 puts cloak in suit slot 2015-11-29 00:52:27 -06:00
swankcookie
2ef127add8 Makes snowman body 2015-11-28 01:49:19 -06:00
Dorsisdwarf
592553354f Merge pull request #12899 from TechnoAlchemisto/master
Makes cloaks into Exosuits as god(I) intended.v2
2015-11-27 22:22:47 +00:00
KorPhaeron
86e98947c3 Updated Templar Armour 2015-11-27 14:01:25 -06:00