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- 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.
65 lines
2.0 KiB
Plaintext
65 lines
2.0 KiB
Plaintext
/obj/item/ammo_casing/proc/fire(atom/target as mob|obj|turf, mob/living/user as mob|obj, params, distro, quiet, zone_override = "")
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distro += variance
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for (var/i = max(1, pellets), i > 0, i--)
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var/curloc = user.loc
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var/targloc = get_turf(target)
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ready_proj(target, user, quiet, zone_override)
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if(distro)
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targloc = spread(targloc, curloc, distro)
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if(!throw_proj(target, targloc, user, params))
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return 0
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if(i > 1)
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newshot()
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user.changeNext_move(CLICK_CD_RANGE)
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user.newtonian_move(get_dir(target, user))
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update_icon()
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return 1
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/obj/item/ammo_casing/proc/ready_proj(atom/target, mob/living/user, quiet, zone_override = "")
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if (!BB)
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return
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BB.original = target
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BB.firer = user
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if (zone_override)
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BB.def_zone = zone_override
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else
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BB.def_zone = user.zone_selected
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BB.suppressed = quiet
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if(reagents && BB.reagents)
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reagents.trans_to(BB, reagents.total_volume) //For chemical darts/bullets
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qdel(reagents)
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/obj/item/ammo_casing/proc/throw_proj(atom/target, turf/targloc, mob/living/user, params)
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var/turf/curloc = user.loc
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if (!istype(targloc) || !istype(curloc) || !BB)
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return 0
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if(targloc == curloc)
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if(target) //if the target is right on our location we go straight to bullet_act()
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target.bullet_act(BB, BB.def_zone)
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qdel(BB)
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BB = null
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return 1
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BB.loc = get_turf(user)
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BB.starting = get_turf(user)
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BB.current = curloc
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BB.yo = targloc.y - curloc.y
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BB.xo = targloc.x - curloc.x
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if(params)
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var/list/mouse_control = params2list(params)
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if(mouse_control["icon-x"])
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BB.p_x = text2num(mouse_control["icon-x"])
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if(mouse_control["icon-y"])
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BB.p_y = text2num(mouse_control["icon-y"])
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if(BB)
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BB.fire()
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BB = null
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return 1
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/obj/item/ammo_casing/proc/spread(turf/target, turf/current, distro)
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var/dx = abs(target.x - current.x)
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var/dy = abs(target.y - current.y)
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return locate(target.x + round(gaussian(0, distro) * (dy+2)/8, 1), target.y + round(gaussian(0, distro) * (dx+2)/8, 1), target.z)
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// gaussian(0, distro) |