Commit Graph

22 Commits

Author SHA1 Message Date
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
Shadowlight213
9fe0bdf583 Adds emote bans. 2015-11-07 18:32:35 -08:00
Summoners
8e167bd46e DEATH OF THE S REMOVAL AND THE UNDERSCORES 2015-08-02 13:44:07 +09:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
AnturK
474633eb4e Removes redundancy 2015-06-17 18:49:47 +02:00
AnturK
0ec25187aa Whisper Fixes and Buffs 2015-06-17 18:49:46 +02:00
Iamgoofball
86a1c9927a removes feedback msg, fixes checks 2015-03-31 20:13:09 -07:00
Iamgoofball
3d61826a6a Fixes *flip 2015-03-28 23:04:50 -07:00
Iamgoofball
dc2bf262e6 Adds object spinning when thrown and *flip 2015-03-23 13:46:23 -07:00
Miauw
82bc75c263 Moves chat toggles into their own variable. 2015-03-05 18:38:07 +01:00
Miauw
ef3a10950a Fixes saycode breaking when the ckey of a ghost was set to null. 2015-02-01 12:37:49 +01:00
phil235
884e2a6f73 Fixes some runtimes from audible_message proc. Fixes silent PDAs calling audible message when receiving a message. 2015-01-14 18:00:17 +01:00
phil235
2481bef95f Changed the visible_message procs and audible_message procs, they now use the new get_player_mob_hearers_in_view() proc instead of a recursive proc.
I removed some duplicated code from tools/tools.dm

Fixed two typos with span class.
2014-12-20 17:29:23 +01:00
tkdrg
b37b2651d3 Point is now a mob verb to reduce lag 2014-10-25 22:54:17 -03:00
Miauw
127bab5337 Simple animal emotes work again. Fixed #4963 2014-09-28 20:49:14 +02:00
phil235
8d6ee69a36 Fixing issue where people can't hear their own emotes while inside lockers and the audible messages when also in the dark. Removing object_talk() proc (obsolete). 2014-09-14 16:17:16 +02:00
phil235
87d7c9e91e Create the audible_message() proc to replace most instance of " for(var/mob/M in hearers(...) show_message(..., 2)"
fixing typos and missing emotes in emote lists.
2014-09-14 01:15:15 +02:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
Robson Richards
18a76d0387 Re-Adds the Sigh emote 2013-09-05 02:01:36 +01:00
JJRcop
75d2d35982 Correcting overlooks due to merge from master
When I merged master into pull 1245 to resolve conflicts, I didn't notice that
the merge did some unintended things, like duplicating conditionals.

These have been corrected, and I also made more things call ..(act) so that
there is less duplicate code in different emote procs.
2013-08-31 14:10:33 -04:00
JJRcop
783aab94b0 Emote rework, invalid emotes are passed to ..(), slimes and cyborgs exempt
When an emote fails the switch check for a mob, it calls ..(act).
New files in mob/living and mob/living/carbon with associated procs that
handle these invalid emotes from higher emote calls.
If invalid on mob/living, mob/living will show the invalid emote dialog.
Slimes, Cyborgs, and MMIs do not call ..() on fail.
2013-08-28 18:34:34 -04:00