Commit Graph

168 Commits

Author SHA1 Message Date
c0
1dea7ac78b Defines 2016-03-02 00:23:50 +03:00
AnturK
655c6ecf14 Fixes reskinned shotgun sprite reverting when unloading/sawing off. 2016-02-26 22:33:13 +01:00
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
KazeEspada
6cabed1641 updates code to match new selecting. 2016-02-09 13:51:53 -07:00
KazeEspada
7afa8a625d Merge branch 'master' of https://github.com/tgstation/-tg-station into Gunfixeselecticboogaloo 2016-02-09 13:44:18 -07:00
KazeEspada
b75bea58b1 *click* 2016-02-06 11:15:47 -07:00
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
KazeEspada
91733e03e3 Fixes issue #15131. Guns will now fire point blank correctly. 2016-02-01 21:22:36 -07:00
KazeEspada
fd8e1b5567 Refactor's gun firing. 2016-01-29 22:16:35 -07:00
KazeEspada
a92fc67631 Fixes an unreported issue with guns that allowed them to fire even if failing can_shoot(). Fixes the ability for clumsy xeno, hulks trained in the ways of the sleeping carp to still shoot themselves in the foot with an abductor gun. 2016-01-28 19:56:44 -07:00
MrStonedOne
b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00
Incoming
b7ecdf6a2f Adds scatter lasers to the drop list
Changes it so scatter lasers start in scatter mode to drive home the point

CODING STANDARDS
2015-12-28 20:47:32 -05:00
Incoming
5a10810df7 Adds a buttload of guns to summon guns to bring it up to speed for 2016. I intentionally skipped any guns that had enough stopping power to OHKO a spessman from full health.
adds a gun proc, Unlock() that automatically swaps whatever pin the gun has for a generic electronic one.
2015-12-27 21:55:53 -05:00
KorPhaeron
c79c6e4671 Properly reverts dual wielding 2015-12-23 01:59:02 -06:00
tkdrg
1074e7d161 Merge pull request #13831 from KorPhaeron/dual_wield
Dual wielding guns
2015-12-21 14:11:09 -03:00
KorPhaeron
37a7699bc9 Harm intent only 2015-12-20 15:28:29 -06:00
KorPhaeron
bcb1f84360 Runs the implant_check for off_hand guns 2015-12-20 12:06:35 -06:00
KorPhaeron
dbcb8dd58a Less copypaste 2015-12-20 00:46:51 -06:00
KorPhaeron
eeb2653070 Dual Wield 2015-12-20 00:22:35 -06:00
KorPhaeron
225aac7b75 Gun 2015-12-19 07:54:53 -06:00
MMMiracles
ba5bc90d75 just gonna not 2015-12-17 21:11:06 -05:00
MMMiracles
68edcb4c2b Merge branch '1handed' of https://github.com/MMMiracles/-tg-station into 1handed 2015-12-17 21:08:52 -05:00
MMMiracles
4540c4e06f typepath fixes 2015-12-16 21:18:20 -05:00
MMMiracles
cbc9904c4c saw balance 2015-12-16 20:23:03 -05:00
MMMiracles
cc7ac6c518 exo grip is rip, final changes. 2015-12-16 20:14:23 -05:00
MMMiracles
7145fd6cf2 incen shots, attempt at some sort of exo-grip attachment please help 2015-12-14 23:37:18 -05:00
Remie Richards
36d2f54c69 Zooming is now a /gun level ability, enable-able at gun creation via a "zoomable" var, Zooming can be properly enabled externally by calling the build_zooming() proc on any gun. 2015-12-12 15:26:17 +00:00
kingofkosmos
50b55e54e8 Removes checks for seclite/hydrid taser + suppressor/gun to be in hands for combining them. 2015-11-18 06:24:23 +02:00
phil235
9c3d5ae3c7 Fixes runtimes with augmented_eyesight refund, atom/movable/Bump(), fleshmend, spraycans, PDA messaging, remove_from_storage(), and gun burstfiring. 2015-10-11 17:18:31 +02:00
Razharas
87f2cbf4ed Merge pull request #12218 from phil235/BugFixBoogalooA
Fixes critical bug causing multiple hits from single projectile.
2015-10-09 12:41:08 +03:00
phil235
dbaba791f3 Fixes critical bug causing multiple hits from single projectile.
Fixes some other potential issues coming from changing a few del() to qdel().
Fixes not being able to shoot mob on same tile as the shooter.
Fixes being able to shoot oneself by simply clicking our mob.
Fixes not being able to shoot non human mobs right next to us.
2015-10-07 20:57:36 +02:00
Xhuis
908514c1b3 Some more changes 2015-10-04 12:52:55 -04:00
Xhuis
1211ec4102 Some gang stuff 2015-10-04 00:26:26 -04:00
phil235
1d56ff80dc Fixes runtimes with add_blood() and add_blood_list()
Fixes formatting in the mech control console window.
Fixes runtimes when building an AI (mind transfer from mmi to ai was called before the AI's hud_list was set)
Fixes syndicate cyborg not starting with the correct module.
Fixes syndiborg not being able to use their grenade launcher
Fixes runtime with gun process_fire() (some code was reverted by accident)
Fixes a runtime with hostile simple animal's PickTarget().
2015-09-26 13:21:20 +02:00
Razharas
f8e2f721c3 Merge pull request #11877 from Core0verload/suicide
Russian roulette: "Spin the chamber" edition.
2015-09-24 01:44:12 +03:00
Xhuis
6711406d6a Conflicts 2/3 2015-09-22 16:37:00 -04:00
Razharas
835da91620 Merge pull request #11883 from phil235/DnaMonkeyStuff
DNA rework
2015-09-22 18:43:27 +03:00
Xhuis
66f67946ae Merge remote-tracking branch 'remotes/upstream/master' into airlock_charge_buff 2015-09-21 22:18:24 -04:00
c0
2d872ac8b4 feedback 2015-09-22 00:20:37 +03:00
c0
ef8bb5e0e0 Russian roulette 2015-09-22 00:20:36 +03:00
Maarten van den Berg
f3f080693a Adds zone_override var to process_fire and friends, updates clumsy and gun suicide 2015-09-20 16:52:39 +02:00
phil235
f90ee4aa8c - Fixed monkey starting with no dna.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.

- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
2015-09-19 22:18:28 +02:00
Xhuis
76b90ef25c Adds a variable, can_unsuppress 2015-09-19 14:25:16 -04:00
Maarten van den Berg
9837ad6ab7 Makes clumsy misfires actually target a leg 2015-09-16 11:11:05 +02:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Cheridan
5979ffdec7 Logging Syntax Improvement 2015-08-13 12:14:14 -05:00
phil235
76feff5dfa Merge branch 'master' of https://github.com/tgstation/-tg-station into HandcuffOverlayFix
Conflicts:
	code/game/objects/structures/watercloset.dm
	code/modules/clothing/head/helmet.dm
	code/modules/mob/living/carbon/carbon.dm
2015-07-20 22:37:06 +02:00
phil235
d72cbcaf2f - fixes handcuff overlay on monkey not showing.
- Fixes the lack of handcuff icon on the hand screen object for alien humanoids..
- fix legcuff overlay not showing on monkey.
- fixes fire overlay for monkey, aliens and cyborg, no longer looks human shaped.
- Made the regenerate_icons's subprocs at the carbon level more OOP.
2015-07-17 01:15:21 +02:00