Commit Graph

88 Commits

Author SHA1 Message Date
Jordie
32bf31f3a0 Merge pull request #15707 from Core0verload/breathing_implant
[Ready] New cyberimplant: breathing tube
2016-02-29 14:53:42 +11:00
c0
990c5e4ff6 Adds lungs 2016-02-26 12:50:15 +03:00
c0
6c9be9c82d Adds breathing tube implant, changes how heart works, reworks arm-mounted implants 2016-02-25 12:50:45 +03:00
Remie Richards
abf466e9bc Merge conflict fixes, Uses newly refactor actions, All cursed hearts can now be inserted by hand, not just wizard ones. Fixes organ actions trying to be granted to the object, not the user.
Merge branch 'master' of https://github.com/tgstation/-tg-station into cursed_heart

Conflicts:
	code/modules/surgery/organs/organ_internal.dm
2016-02-24 02:33:22 +00:00
phil235
448ae3eeeb Fixes organ_action, they can now be named something other than "toggle [target.name]" 2016-02-24 02:49:47 +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
Remie Richards
f7cda70a6e Adds disconnect protection, I guess I'm not *that* mean. 2016-02-23 03:29:28 +00:00
Remie Richards
9401eb6b7d Added a wizard version of the heart, it heals the user every pump and only requires pumping every 6 seconds (vs 3)
Pumping successfully now returns half of the blood lost from a missing pump (anymore and I doubt you'd die)
You can no longer spam the pumping (healing made this a requirement)
2016-02-22 02:25:04 +00:00
Remie Richards
1263e341a3 Adds a "Cursed Heart", a heart where you have to manually pump blood or you die. 2016-02-22 01:03:53 +00:00
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
Bjorn Neergaard
c453157bad Add autoimplanter to cybernetic implants in the uplink
So ops don't have to buy the full bundle
Idea is thanks to @PkPenguin321
2016-02-09 20:22:33 -06:00
phil235
aed7794f50 Made changes to adjust with neersighted's fullscreen overlays pr.
Fixed Xray users getting vision impairment overlays when inside a container.
Fixes mob inside mecha getting the mech sight flags despite not being the pilot.
"get_vision_impairments" is renamed to "get_remote_view_fullscreens".
Fixes AI blindness.
2016-02-06 20:35:15 +01:00
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
Firecage
7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
PKPenguin321
65b8ebc3fd added sprite and another fluff sound 2016-01-25 16:58:47 -08:00
PKPenguin321
42f1c5c317 adds fluff sounds
immulshuns
this is a 1 line change commit zone
2016-01-24 20:07:23 -08:00
PKPenguin321
dbe098da12 smooshes the two messages into one line
one line change commit boys
2016-01-24 18:35:32 -08:00
PKPenguin321
1f7353e3ed polishes the code
thanks @neersighted
2016-01-24 18:22:37 -08:00
PKPenguin321
5c39c5daf3 adds autoimplanter
automatically implants the user with an inserted cyberimplant by using it in your hand. comes in nuke ops box of implants bundle
2016-01-24 18:02:43 -08:00
PKPenguin321
8643aee84f adds a safety check to prevent runtimes
if the dummy parent item somehow gets spawned and an idiot player tries to use it, this stops them from runtiming/crashing the server. written in my free time so i may have done the "holder == null" part wrong, if it breaks ill fix it in a bit.
2016-01-22 10:33:52 -08:00
PKPenguin321
c8aa8721e8 fixes armcannon messages
they were displaying to everybody instead of just the user because i misunderstood how messages work.
2016-01-18 12:25:09 -08:00
Firecage
754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
PKPenguin321
e176e7edb5 simplifies some if() statements
thanks @duncathan
2015-12-25 12:39:42 -08:00
PKPenguin321
3de92a2fb2 tweaks EMP act
now deals 25 fire damage and ignites the owner with a full 20 firestacks. not an instant kill. also forcibly retracts the item should it be out at the time of EMP.
2015-12-24 14:51:50 -08:00
PKPenguin321
ab2158d8e0 Adds Arm-Mods.
Can be easily made with the example parent type. Includes two premade arm-mods, a mounted taser and a mounted laser.
2015-12-23 22:54:20 -08:00
bgobandit
112dc6c6f6 adds feature inheritance, fixes recipe 2015-12-12 02:40:23 -05:00
bgobandit
5fa93e0e55 Adds the re-attachment of tails. Adds the attachment of tails to humans. Adds lizard clubs, liz o' nine tails and lizard cloche hats. 2015-12-11 19:03:09 -05:00
bgobandit
49d54f48f7 Adds the severing of lizard tails. 2015-12-10 18:58:37 -05:00
Xhuis
3c20526900 Re-adds dethralling surgery and speeds up enthralling 2015-11-01 01:39:01 -04:00
Xhuis
f2291a1194 Shadowling update 5 2015-10-31 11:30:29 -04:00
c0
feeb9ff7d2 Organs update 3 2015-09-25 22:26:15 +03:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Remie Richards
3891e67d8d Merge pull request #11162 from Core0verload/rnd-implants
RnD update
2015-08-18 20:20:12 +01:00
c0
23011e0906 changelog 2015-08-15 13:22:02 +03:00
c0
691f6fb66d Surgery & Organs Rework: Phase 2 2015-08-06 09:56:54 +03:00
c0
88f2073a5e Abductor glands are organs now 2015-08-04 01:46:32 +03:00
c0
667d5e75c3 Transferred body eggs to new organs system 2015-08-03 23:24:17 +03:00
c0
600d424ea5 Moved cyberimplants to internal organs system 2015-08-02 22:28:45 +03:00
c0
04f7b3f2de Surgery, Implants and Organs rework: Phase 1 2015-07-31 22:18:31 +03:00
xxalpha
fc4afd763d Revert "Revert "Removed anti-drop implant from NukeOps uplink."" 2015-07-27 18:47:56 +01:00
Thunder12345
84ef074312 Revert "Removed anti-drop implant from NukeOps uplink." 2015-07-27 11:10:32 +01:00
xxalpha
82727498b3 Removed anti-drop implant from NukeOps uplink. 2015-07-24 08:49:54 +01:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235
53a7b37a94 Modified detective revolver isn't deleted anymore when it misfires.
Heart attack: Moved heart attack var (and changed related code accordingly) from carbon to human since non humans have no use for it. I also added some feedback message when you recover from a heart attack.
Added a click cooldown on touching a light fixture.
burning yourself with a lighter now burns only the arm holding the lighter.
Fixes incorrect message when defibbing heart attack patient.
2015-07-10 00:18:35 +02:00
xxalpha
305daf5d92 Fixed reviver implant EMP resetting cooldown time. 2015-06-24 15:36:40 +01:00
Razharas
e6b738734a Merge pull request #8876 from xxalpha/fixfixfix
Cyber Implants + (Pt.2)
2015-06-21 22:12:17 +03:00
MrPerson
9dc713ba9c Merge branch 'master' of https://github.com/tgstation/-tg-station into screen_alert_2
Conflicts:
	code/_onclick/hud/alert.dm
	code/game/objects/items.dm
	code/modules/mob/living/carbon/human/human.dm
	icons/mob/screen_alert.dmi
2015-06-09 03:23:18 -07:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
xxalpha
f0351e1890 Tweaked uplink prices.
Undo X-ray requirement change.
2015-05-15 21:54:08 +01:00