Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color
Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()
Map changes are due to pipe instances being changed from color to pipe_color
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
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.
Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)
Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars)
You can also use them on pipes to check gas levels (yay no more pipe meters)
Codewise, the several inconsistant instances of the analyzer code have been moved to a single proc. The following have been converted to use this:
-Pipes (they didn't have this before. Also changed the attackby code to be less dumb...)
-Pipe tanks (you know those big ones in maint everyone forgets about)
-Portable Atmospherics (canisters, air pumps, scrubbers)
-Flamethrower
-Tanks
-And now collectors
Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.
Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know.
Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges.
Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.
Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.
Adds a special case of the Adjacency() proc for doors. This fixes#136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
Integrates gloves into click code. Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand(). It can also occur when you click on something at range, so be sure to check the proximity flag.
Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.
Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
This adds two atom procs, attack_tk() and attack_self_tk(). attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.
Removes the functionality where entering throw mode would create a tk grab, as it is redundant.
As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs
As a default, attack_self_tk does nothing. An attack_self_tk was added to closets to open and close them since that's a common thing.
The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash
This is INCOMPLETE. Adding proper TK interaction to everything is something best done in pieces.
In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way. Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
-Wire cut logs are now accessed via the Investigate verb, instead of popping up in the admin chat log.
-Wizard Fireball explosions no longer create admin chat log messages either.
-Adding and removing Player Notes is now logged.
-The note that is added automatically to people who get banned, now displays the duration of ban.
* Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
* Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Now all turfs work with this feature. (shuttle shitty turfs didn't because they were not part of /floor)
Added a check on Move_Pulled() to see if the pulled atom is on a turf. This will stop the sleeper exploit and others.
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.
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3
Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone
Modified code/modules/mob/living/carbon/human/update_icons.dm
Modified code/__DEFINES.dm
Modified code/datums/datumvars.dm
Modified code/datums/limbs.dm
Modified code/game/dna.dm
Modified code/game/gamemodes/changeling/changeling_powers.dm
Modified code/game/gamemodes/cult/cult_items.dm
Modified code/game/gamemodes/cult/runes.dm
Modified code/game/machinery/doors/airlock.dm
Modified code/game/machinery/portable_turret.dm
Modified code/game/machinery/teleporter.dm
Modified code/game/mecha/combat/combat.dm
Modified code/game/objects/items.dm
Modified code/game/objects/items/stacks/medical.dm
Modified code/game/objects/items/stacks/sheets/glass.dm
Modified code/game/objects/items/weapons/storage/bible.dm
Modified code/modules/assembly/mousetrap.dm
Modified code/modules/hydroponics/hydroitemcode.dm
Modified code/modules/mob/living/carbon/carbon.dm
Modified code/modules/mob/living/carbon/human/death.dm
Modified code/modules/mob/living/carbon/human/human.dm
Modified code/modules/mob/living/carbon/human/human_damage.dm
Modified code/modules/mob/living/carbon/human/human_defines.dm
Modified code/modules/mob/living/living.dm
Modified code/modules/mob/living/simple_animal/friendly/slime.dm
Modified code/modules/mob/mob_grab.dm
Modified code/modules/power/lighting.dm
Modified code/modules/reagents/Chemistry-Reagents.dm
Modified code/unused/_debug.dm
Modified icons/effects/genetics.dmi
Modified icons/mob/human.dmi
Modified maps/RandomZLevels/wildwest.dm
Modified tgstation.dme
Signed-off-by: carnie <elly1989@rocketmail.com>
-When an AI shunts into an APC, the pinpointer will begin tracking it. When the AI returns to its core, the pinpointer will go back to locating the nuke disc.
-Adds janitor cart sprites for pete. Removes trash.dmi and merges it with janitor.dmi.
-Moves the 8 separate wire .dmis and puts them in their own folder.
-Moves plants.dmi into the flora folder.
-Adds sprites in hydroponics-related .dmis for my upcoming project. Greatly cleans up hydroponics.dmi
Add_fingerprint has sanity checks, which makes it a superior proc.
This fixes at the very least:
The following runtime has occured 14 time(s).
runtime error: Cannot execute null.Copy().
proc name: transfer fingerprints to (/atom/proc/transfer_fingerprints_to)
source file: detective_work.dm,155
usr: Engineering Cyborg-743 (/mob/living/silicon/robot)
src: the disposal pipe (/obj/structure/disposalpipe/segment)
runtime error: Cannot read null.occupant
proc name: Topic (/obj/machinery/computer/scan_consolenew/Topic)
Added a check to make sure there's an occupant.
runtime error: Cannot read null.key
proc name: toggle power (/obj/machinery/particle_accelerator/control_box/proc/toggle_power)
Added a check for if there's a usr.
runtime error: Cannot read null.backup_author
proc name: attack hand (/obj/machinery/newscaster/attack_hand)
Added a check for if the feed still exists.