Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.
Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.
Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)
Reorganizes some item definition/procs.
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
Explosion game log now has epicenter coords
Powersink placement and explosion notifications
C4 notifications and logs
Logging singulo munchies and death
All SMES interactions now logged, because any of them can mess stuff up
Telesci logs what was teleported
Testing has revealed that it reduces the sluggishness of the game, though it will spike from lag when the singularity is loose. Thanks to ChuckTheSheep for suggesting it.
Server owners who want to keep set background enabled can do so by changing the define.
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:
/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment
Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
Changes the time the shuttle comes with a nar-sie to 3 minutes, as Centcom
is probably rushing anyway because there is a giant unidentified god
running around the station.
Changed atom's bullet_act to call the projectile's on_hit, and changed
most bullet_acts to call on_hit as well. Removed some now-unnecessary
snowflake code.
These changes will make projectiles which should effect non-mobs, such
as the gyrojet and the ion rifle, work properly. Inanimate objects can
now be empulsed with the ion rifle, whose projectiles used to dissipate
on hitting anything but a mob. Gyrojets now explode on most objects, as
opposed to just on walls and mobs, and the snowflake code that made them
work on walls is no longer necessary. The code for pulse rifles'
breaking walls has been moved from a check in turf to a check in pulse
beams, and has been expanded to include structures, allowing them to
(slowly) break girders. For coders, it means that on_hit is a reliable
proc for the effect of a bullet's hitting an object.
- Added a new area proc, mob_activate, which is called by a living mob's Life(). You can use it to have mobs react differently to different areas.dm
- Used the above change to make transit areas push mobs backwards.
- Fixed the server room air alarm from freaking out.
- Reverted my change to singularities, they will now pull correctly.
- Made the wire interface screen bigger to accommodate for different fonts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5749 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
Runtime fix for being hit by something without there being a usr. This was most likely due to explosions or possibly mass drivers.
Runtime fix for simple animals using department channels. Only parrots can use them now as they are the only simple animal with the 'ears' variable.
Runtime fix for the mech's energy relay process() when there is no battery in the mech.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5405 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the singularity code a bit. Checking for the last movement had some problems, I changed it around. It fixed Issue 1121.
-In addition of this, the singularity will now move diagonally. It doesn't get stuck in the corners of the field now.
-Mimics which are structures, have density and anchored will be able to knockdown people and be twice as strong.
-Doubled the amount of times the staff of animation can fire before needing to recharge, since it had to shoot way more than the staff of change to be effective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5256 316c924e-a436-60f5-8080-3fe189b3f50e
-After using the wish granter it will update your mutation icons.
-Rejuv will now heal clone damage and brain damage.
-Changed the order of possible directions the singularity can go in so that it won't go south too often (in theory).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5057 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs
Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
-Reduced the duration of the flare. I think putting it in process() made it last longer.
-Added some null checks in camera chunks.
-Large NarSie now force calls the shuttle and displays a threatening warning message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4915 316c924e-a436-60f5-8080-3fe189b3f50e
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
CEs no longer spawns with a cigarette in their mouth. I did not add a cigarette to their desk because there is already a cigarette pack that spawns there.
Moved some stuff in singularity/New() into its own proc that singularity/New() calls. This is so that I can override it and prevent runtimes with an away mission.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4717 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed grabbing's constructor to allow parameters for the grabber and the grabbee. (I made a simple little tweak and look at all the files I had to change :( )
-Easter Egg: Clowns have a chance of reducing or increasing the singularities energy. Upper and lower limit is 300 and -300.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4681 316c924e-a436-60f5-8080-3fe189b3f50e