mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2025-12-31 20:11:56 +00:00
- 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.
36 lines
1.1 KiB
Plaintext
36 lines
1.1 KiB
Plaintext
/mob/Logout()
|
|
SStgui.on_logout(src)
|
|
unset_machine()
|
|
player_list -= src
|
|
log_access("Logout: [key_name(src)]")
|
|
if(admin_datums[src.ckey])
|
|
if (ticker && ticker.current_state == GAME_STATE_PLAYING) //Only report this stuff if we are currently playing.
|
|
var/admins_number = admins.len
|
|
if(admins_number == 0) //Apparently the admin logging out is no longer an admin at this point, so we have to check this towards 0 and not towards 1. Awell.
|
|
var/cheesy_message = pick( list( \
|
|
"I have no admins online!",\
|
|
"I'm all alone :(",\
|
|
"I'm feeling lonely :(",\
|
|
"I'm so lonely :(",\
|
|
"Why does nobody love me? :(",\
|
|
"I want a man :(",\
|
|
"Where has everyone gone?",\
|
|
"I need a hug :(",\
|
|
"Someone come hold me :(",\
|
|
"I need someone on me :(",\
|
|
"What happened? Where has everyone gone?",\
|
|
"Forever alone :("\
|
|
) )
|
|
|
|
if(cheesy_message)
|
|
cheesy_message += " (No admins online)"
|
|
|
|
|
|
send2irc("Server", "[cheesy_message]")
|
|
..()
|
|
|
|
if(isobj(loc))
|
|
var/obj/Loc=loc
|
|
Loc.on_log()
|
|
|
|
return 1 |