Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
the words for mob names, keys and ckeys. These are then displayed in bold and
black with a (?) next to them. Clicking the questionmark will display additional
information about the mob.
Screenshot:
http://www.kamletos.si/Adminhelp%20parser%206.PNG
Revision: r3778
Author: baloh.matevz
- slightly altered the pray format to include a (SC) link, which stands for
'spawn cookie'. This attempts to spawn a cookie in the hands of the person who
prayed. It's intent is to be a consolation prize when the prayer cannot be
answered, due to it ruining the round. Only humans will get a cookie.
Screenshot:
http://www.kamletos.si/cookie%20spawner.PNG
Revision: r3766
Author: baloh.matevz
- Added channel-specific admin muting. Admins can now mute someone from IC (say, me and whisper), OOC, PRAY, ADMINHELP (adminhelp, admin pm and asay) and DEADCHAT (say while dead and dsay)
- Added a (?) to adminhelps and prayers which displays the same quick overview that all the other (?)-s show, but for the person adminhelping or praying.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3888 316c924e-a436-60f5-8080-3fe189b3f50e
-Asteroid floors cannot be burned into metal tiles anymore
-Added some better comments in the turf.dm as well
-Fixed Issue 329, so Triumvirate works again
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3886 316c924e-a436-60f5-8080-3fe189b3f50e
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a problem where the adminhelp parser would give a "adminname attempted to override the admin panel!" when clicking the links in (?)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3785 316c924e-a436-60f5-8080-3fe189b3f50e
- slightly altered the pray format to include a (SC) link, which stands for 'spawn cookie'. This attempts to spawn a cookie in the hands of the person who prayed. It's intent is to be a consolation prize when the prayer cannot be answered, due to it ruining the round. Only humans will get a cookie.
Screenshot:
http://www.kamletos.si/cookie%20spawner.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3766 316c924e-a436-60f5-8080-3fe189b3f50e
to MOB_LAYER.
Fixed r501 (underwear not showing) Cause: bad indentation
A possible fix for some very odd bugs caused by restarting the MC related to the
usr variable being passed into the MC. *shrug* Very hard to test.
Removed the need for the world to be in Debug2 mode to edit ticklag as the verb
is hidden behind another proc now anyway, and it's become more of an annoyance
than a thing to stop people accidentally clicking it.
Revision: r3695
Author: elly1...@rocketmail.com
* They have their own channel msay, which all mods and admins can use.
* They cannot see or use asay, but they can see and respond to adminhelps and admin PM's.
* Their PM's will come up in maroon and show MOD PM.
* They have a moderator panel that shows name, ckey, IP and CID.
* They can use Set-Play, Set-Observe, Show-Skills, and can read and write Player Info.
* They can Deadmin themselves for the round.
Other Changes:
* Player info now shows the rank of who typed what.
* Admins are messages when player info is modified.
* Tweaks to prevent moderators using some commands.
Fixed r501 (underwear not showing) Cause: bad indentation
A possible fix for some very odd bugs caused by restarting the MC related to the usr variable being passed into the MC. *shrug* Very hard to test.
Removed the need for the world to be in Debug2 mode to edit ticklag as the verb is hidden behind another proc now anyway, and it's become more of an annoyance than a thing to stop people accidentally clicking it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3695 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.
Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.
Moved uplink_kits.dm to code/game/objects/storage
Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.
*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.
If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: johnsonmt88
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.
Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.
Moved uplink_kits.dm to code/game/objects/storage
Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.
*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.
If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
- All traitor items are available in the random button so long as you have the
crystals to purchase it.
- This means it's possible (though very unlikely) to get 5 sets of revolver
ammo.
- It's RANDOM, don't expect great stuff every time.
Made startSinglo() a game-master only verb in the debug tab.
- It is incredibly useful and time saving when testing stuff out before
committing.
Added borgs, AIs and dead players to the list of protected paths in the delete
all verb.
- Unless someone can give me a valid reason as to why an admin would delete all
ghosts.
Revision: r3595
Author: johnsonmt88
- All traitor items are available in the random button so long as you have the crystals to purchase it.
- This means it's possible (though very unlikely) to get 5 sets of revolver ammo.
- It's RANDOM, don't expect great stuff every time.
Made startSinglo() a game-master only verb in the debug tab.
- It is incredibly useful and time saving when testing stuff out before committing.
Added borgs, AIs and dead players to the list of protected paths in the delete all verb.
- Unless someone can give me a valid reason as to why an admin would delete all ghosts.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3595 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes a host of runtimes caused by lag delaying "transmissions" between
telecomms machines. Various objects were being deconstructed during this lagtime
resulting in a bunch of weird null errors. Tested for 24hours on another server.
Seems to be all ok.
Added some rudimentary checks to advanced proccall. Calling procs owned by
objects is now a little less prone to runtimes. still a bunch of stuff to do to
get it safe enough though.
Revision: r3542
Author: elly1...@rocketmail.com
Ported over BS12's piano code. I say ported, it's not like it's anything but a
copy/paste though.
Also changed the icon to the minimoog, to reflect on how FUTURISTIC it is.
Revision: r3543
Author: petethegoat
Adds BS12 dismemberment. Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night. For some reason.
Adds an afterattack to mobs that can be used. (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: VivianFoxfoot
when used:
- rudimentary transformations from the player panel
- give spell
- make sound
- kill air
- make alien
- make metroid
- grant full access
- assume direct control
- select equipment
- spawn xeno
- gib will now log even when gibbing yourself
- gibself
- change view range
- call shuttle
- cancel shuttle
- Also removed the 'stabilize atmos' verb. I noticed it had all of it's code
commented out, so it literlaly did not do anything.
Revision: r3535
Author: baloh.matevz
Screenshot: http://www.kamletos.si/options%20panel.PNG
- Made some changes to admin verbs:
- Rejuvenate verb removed from mobs, is now in the options panel above (heal).
- Drop everything verb moved into view variables, added a confirmation message.
- Mute verb removed from mobs, use the options panel.
- Warn verb removed from mobs, use the options panel.
- Grant full access moved to debug verbs.
- Rejuvanate as a verb also still exists in debug verbs.
These changes were made to make right clicking a mob not show a million unneeded
verbs. They were moved based on the statistics gathered via feedback logging:
http://www.kamletos.si/tgdb/latest_stats.html#adminverbs
Please post any additional feedback on the admin forum.
Renaming mobs by clicking the big name at the top of the view-variables screen
now updates real_name too.
Additionally, if the mob is human, the first ID and PDA found in the mob's
contents which is associated with the original name, will have their details
updated.
Nomore having to edit like, 6 variables everytime somebody names themself
"dicks", "sanic" or "captain" ... etc.
Revision: r3532, r3533
Author: baloh.matevz, elly1...@rocketmail.com
secrets panel. (Admin Candidate and up)
- set ticklag moved to debug verbs, enabled by calling 'debug verbs' as a game
master.
Revision: r3530
Author: baloh.matevz
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns
generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have
.giverutimelog . This allows them to grant a specific client access to the
server's runtime logs. (they can grant themself access this way too). NOTE:
runtime logs can be used to meta, only grant access to coders or people you
trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY
archived server/attack logs. Should mkae processing forum ban requests a lot
easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased
to 60seconds to discourage access serverlogs too much! They can reach sizes of
4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create
this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff
text from the logs.
Revision: r3509
Author: elly1...@rocketmail.com
These two verbs can be accessed by using the 'debug verbs' verb, which is
accessible to game masters. The first checks for unconnected atmos machinery,
pipes and manifolds, the 2nd checks for suspicious powernets. Both are intended
to help mappers find wrongfully placed wires and pipes.
Revision: r3508
Author: baloh.matevz
tickrates. Works pretty well.
Adds a (disabled) framework for making people drop where they're stunned without
waiting for the next tick
Shuffles sleeping and resting, making them cause effects of their own rather
than just relying on 2 ticks of paralysis or whatever.
You now stand up before being able to move again (called in canmove)
Reduces slip chance from 50 to 0 when knocked out (more in line with the
comments in the code, and it just makes more sense)
Revision: r3503
Author: VivianFoxfoot
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().
Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.
Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: elly1...@rocketmail.com
- "Mapping debug" verb renamed to "Debug verbs"
- assume direct control, jump to dead group, startup singulo verbs removed from
admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs'
remains game-master only, as it is just for debugging stuff. For a non-game
master to use the 'assume direct control' verb, they have to use view variables
- it was added to the drop-down.
Some procs were moved around. Please code things in the locations which make
sense! If you are making a verb for /mob/living, then don't put it in mob.dm,
put it in mob/living.dm. Thanks.
Revision: r3461
Author: baloh.matevz
Updated adminwho so the plebs can see ranks.
Removed the admin message from view range changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3545 316c924e-a436-60f5-8080-3fe189b3f50e