Commit Graph

1855 Commits

Author SHA1 Message Date
Aranclanos
8951df41c7 Merge pull request #1449 from Miauw62/xenofix
Fixed various xeno issues.
2013-10-01 05:18:44 -07:00
Miauw
cf081cdef7 More removing of emote limiter 2013-09-29 18:16:20 +02:00
Pete Goodfellow
7d62637f91 Merge pull request #1477 from VistaPOWA/bloodiestest_trails
Adds new blood trail sprites (now mergeable)
2013-09-29 08:22:57 -07:00
Miauw
3d0653ac30 Removed xeno emote limiter 2013-09-29 15:57:30 +02:00
VistaPOWA
0a19a0739f Adds new blood trail sprites
Adds validsalad's blood trail sprites and gives the trails a bit more
variety.

Matches the blood's hue with the trail's hue.

Fixes rare runtime error regarding blood trails.
2013-09-29 12:40:57 +02:00
Aranclanos
4ba95ec038 Merge pull request #1425 from RobRichards1997/21/09/2013-Engiborg-Floortiles
Gives Engiborgs Floortiles
2013-09-28 15:43:58 -07:00
Cael Aislinn
4ea0fe35b0 Merge pull request #1469 from Ergovisavi/ergo_mobs_on_fire
Mobs on fire: The return: The reckoning
2013-09-28 10:00:24 -07:00
Miauw
543126911b Fixed simple hunter sprites, too. 2013-09-25 18:13:20 +02:00
Miauw
1f50a508eb Alien *roar and *deathgasp sounds are no longer spammable. 2013-09-25 17:45:51 +02:00
Miauw
a7cc370c78 Simple_animals won't die every time they're hit after death anymore.
Dead simple xenos use correct sprites.
2013-09-25 17:08:00 +02:00
Cheridan
b184ca473b Merge pull request #1439 from SuperSayu/clickfix
Clickfix
2013-09-23 20:32:39 -07:00
Aranclanos
50fa6e2a00 Merge pull request #1394 from Iamgoofball/aicrewtaketwo
- Added a "Show Crew Monitoring Console" Verb to the AI Commands section of the AI's Verbs.
2013-09-22 23:40:03 -07:00
supersayu
92b0f7d0a4 Fixes mobs not moving pulled objects 2013-09-22 20:29:30 -04:00
iamgoofball
a8eed76d9c Fixed the issues Aran pointed out. 2013-09-22 14:31:50 -07:00
Robson Richards
20ff4cf855 Fixes Floor tiles not Replenishing, thanks AndroidSFV 2013-09-21 23:18:56 +01:00
Cael_Aislinn
772acc95c4 mobs on fire system, by ergovisavi
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-09-22 04:59:48 +10:00
Cheridan
5c2b2865e0 Merge pull request #1410 from Petethegoat/fixes
Issue fixes
2013-09-21 10:10:09 -07:00
Robson Richards
6dba8dec10 Gives Engiborgs Floortiles
Rechargestation is set to replenish them aswell
2013-09-21 15:51:19 +01:00
Pete Goodfellow
78bbe6eaf7 Merge branch 'master' of github.com:tgstation/-tg-station 2013-09-21 14:46:07 +01:00
Pete Goodfellow
bbe26823b1 Merge branch 'femoutfits' of github.com:Incoming5643/-tg-station into unifroms
Conflicts:
	code/modules/mob/living/carbon/human/update_icons.dm
2013-09-21 14:33:08 +01:00
Aranclanos
d51d22cfc0 Merge pull request #1406 from caelaislinn/speech_bubbles
Misc speech bubbles
2013-09-20 04:46:44 -07:00
Aranclanos
b536c3e7bd Adds again the NOREACT flag to mobs, I did it like this because it's easier and I'm lazy. 2013-09-20 04:36:07 -03:00
Aranclanos
ef427aff91 Merge pull request #1318 from ACCount12/master
Shotgun dart overhaul, #1181 fixed, NOREACT flag removed from mobs
2013-09-20 00:33:36 -07:00
iamgoofball
345b6e0ac5 -Petethegoat is love. Petethegoat is life. Made the procs global, so both the physical computer and the AI use the same proc. 2013-09-19 15:22:16 -07:00
Pete Goodfellow
3a7f90ee79 Fixes #1288. 2013-09-19 15:54:24 +01:00
Cael_Aislinn
6ab614a323 fixes #1395
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-09-19 15:04:19 +10:00
iamgoofball
5edcf04434 - Anti-Copypasta update. You can also now type "crew" to get to the menu quickly. 2013-09-18 21:48:29 -07:00
Incoming
c4579407a9 Only standing icons will have female outfits now, both to avoid one time nudity blinking on laying and because clothes don't pull the same way laying down (yeah lets go with that) 2013-09-18 18:11:37 -04:00
Incoming
952b946eff Aesthetic changes to the code to help unmuddy update_icons.dm a bit:
female_uniform_icons is now defined in global_lists.dm
A generate_uniform proc has been made in clothing.dm to handle icon generation
2013-09-18 15:12:24 -04:00
Aranclanos
1f6852232b Merged the blood trails from VistaPOWA to the latest tg code 2013-09-17 23:54:53 -03:00
iamgoofball
f178254472 Added some lines that accidentally'd when I used the file. 2013-09-17 18:39:07 -07:00
iamgoofball
1a1d11e70f - Added a "Show Crew Monitoring Console" Verb to the AI Commands section of the AI's verbs. 2013-09-17 18:35:36 -07:00
Pete Goodfellow
5b3f08de34 Merge pull request #1370 from caelaislinn/speech_bubble_delay
Resolves #1368
2013-09-17 17:12:06 -07:00
Cheridan
b8438e65bd Merge pull request #1206 from SuperSayu/newclick
Click code rework
2013-09-17 16:23:27 -07:00
Cheridan
12b1de9875 Merge pull request #1357 from AndroidSFV/AIphotography
AI Photography
2013-09-17 15:30:10 -07:00
supersayu
a993ce62db Bugfixen and minor changes. Fixes #136.
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.
2013-09-17 18:19:14 -04:00
supersayu
4c44e7cd89 Glove update
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
2013-09-17 18:19:13 -04:00
supersayu
65ba47d872 Fixes #1164 2013-09-17 18:19:12 -04:00
supersayu
1d6c3dfd9f Rebase past 6e83288a78 to fix conflicts 2013-09-17 18:19:11 -04:00
supersayu
c172e52dce Adds telekinesis to click code. Fixes issue #1202, #1129, #247.
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.
2013-09-17 18:19:09 -04:00
supersayu
62f7bc11c2 Timing adjustments
attack_self use should be somewhat more standard; previously the activate object verb (and pagedown) had no delay at all.

Lowers the time taken when interacting with things on your person or in your square.
2013-09-17 18:18:34 -04:00
supersayu
1ab2a61a76 Reverts a change made redundant by #1217
rebasing accidentally made two copies of the function in living.dm, removes the ones I added.
2013-09-17 18:18:33 -04:00
supersayu
50583dfa72 Adds an alt-click to vents for mobs that can ventcrawl.
Reorganizes the ventcrawl code to be a little flatter.

Removes the attack_animal default from slime attacks.  Apparently some code had assumptions about animals and I don't want to get into what that all is yet.
2013-09-17 18:18:32 -04:00
supersayu
475042a212 Click code rework
Fixes #646, #579, #863

Completely redoes the click code.  Moves all click related code into code/_onclick for reference.  Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related.  Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.

Completely removes dummy objects and adds atom.Adjacent(user).  This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square.  A turf helper, ClickCross(), was added to facilitate this.

Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs.  Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click.  A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.

This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished.  I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click.  It is to be suggested that you could do more with this proc when ghost interactions are enabled.

This update also adds support for double clicking.  It is currently only used for ghosts and AIs, because the original (first) click still registers normally.  For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it.  In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc.  Default mobs ignore double clicks as normal.

-- NOTE --

There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY.  Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.

Using either of these flags as intended would significantly affect the timing of the game.  In particular, USEDELAY is currently applied to guns and about everything else that acts at range.  I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it.  I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.

NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
2013-09-17 18:15:54 -04:00
VistaPOWA
5a2bb3fbf7 Finalizing blood trails
Makes trail_holder a child of cleanables instead of blood (this is to
allow add_blood turf proc to spawn blood splatter on blood trails, also
other kinds of blood effects), also cleaned up the blood code a bit.

Big props to Aranclanos, Cheridan, Pewtershmitz and all other coders on
#coderbus for making this happen.
2013-09-17 00:57:37 +02:00
Cael_Aislinn
58471ba155 resolves #1368
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-09-15 07:34:24 +10:00
Cael Aislinn
e5aaa51396 Merge pull request #1342 from Faerdan/master
Nano UI Framework
2013-09-14 00:11:22 -07:00
ACCount12
b20b7daa26 Reagents will react in mobs 2013-09-14 17:36:18 +13:00
Aranclanos
6b6e104686 Merge pull request #1338 from Malkevin/reflectivejugs
Juggernaut Adjustments
2013-09-13 02:12:46 -07:00
AndroidSFV
7cae71206d AI Photography, with extensions 2013-09-12 23:27:30 -05:00