* Diverse Traders Types
* Trader Type control, announcements, species spawning
* Trader Outfits
* Posh Moth - Posh Cane
* Landmarks, Trader ID Name Change
* Trader Shuttle Adjustment - Landmarks for Item Pools
* Outfit Survival Kit changes
* Added another refill for the hand labeler due to more cargo
* Trader Shuttle locker fix
* Item Stocks, Item Stock Assignments, Box Kits, Love Bottle
* Mech access, No double mechs, Small box fix
* Removed Solgov Gunkit from General Pool
* Spacing
* Moved traders to not be event subtypes, added documentation to vars
* Boxed spacing, removed improper
* Moved postequip, used box variables
* Lore team requested change - Bolt action instead of AK
* Changed landmark
* Moved soviet ammo to minor gear, increased soviet minor gear to 8.
* Obfuscated Cybersun
* Lootpool Adjustments
* Readded Solgov Kit to general pool at low weight
* Commas!
* Spelling
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Comments
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Re-Nulled After_Equip_Job
* Removed extraneous var spaces
* Relocated space in trader introduction message
* Robomoon is now once again Cybersun
* Impropered Enforcer Kit
* No more ERT box for non-NT boxes
* Fixed turbine kit stock part amount
* Subtyped skrell/unathi suit boxes
* Replaced meson cyber eye (nodrop issue) with meson sunglasses/gar mesons
* Reduced weight on arm/esword implant rare items
* Also reduced arm laser weight
* Added a couple items to skipjack large - more 'random', filled in reduced weights
* Path typo fix
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Removed trailing / in path
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* Removed Cheap Breacher suit from inventory
* Apply suggestions from code review
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
---------
Signed-off-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* Globals work
* Double access works
* All other things
* Revert "All other things"
This reverts commit 6574442eb6.
* More changes that compile and work
* IT WORKS AAAAAA
* Changes even more .len to length()
* Apply suggestions from code review
* Update code/datums/mind.dm
* Update code/__HELPERS/sorts/InsertSort.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
* Update code/__HELPERS/sanitize_values.dm
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
---------
Co-authored-by: FunnyMan3595 (Charlie Nolan) <funnyman@google.com>
Co-authored-by: Deniz <66401072+Oyu07@users.noreply.github.com>
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
The primary function of this is a new button in the "Preferences" tab -
Set View Range. This functions similarly to the admin verb "Change View
Range", but it only allows you to set view ranges lower than the normal
world.view.
Full changelog:
- Added ViewMods system to clients.
- Everything that wants to change client.view should do it through
this system.
- Currently used by the Set View Range button and Marauders.
- Stretch mode is set to stretch when active, but the original
setting is preserved, as long as you set it with no ViewMods enabled.
- The basic way this works is that it keeps track of /datum/viewmods
on /clients, and whenever one is added or removed, it picks the
highest view range out of all of them and sets the client's vision to
that. This effectively means that, if you, say, set your view range
to 5x5, and get into a Marauder and use the "zoom" button, it will
always go to the marauder's zoom level.
- The HUD is set to minimal mode for any view ranges below
world.view, which means you only get absolutely critical buttons.
- It's set to invisible if you go down to view range 1 or 2,
because the buttons can't fit on the screen at those view
ranges.
- Removed canvas examine option. Just zoom in yourself!
Changes:
- Mech mounted teleporters now use 8000 power on use (previously, did
not appear to use any)
- With a 40,000 capacity bluespace cell, this gives them 4-5 uses of the
bluespace cell before their battery drains.
- This also affects the CC seraph and Syndi Dark Gygax mechs. They've
been retrofitted with bluespace cells also to handle the extra power
drain.
- With these changes, mech-mounted teleporters are still buildable (with
LOTS of R&D) and still useful, but you can no longer spam them to
teleport across the station uncatchably fast.
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This commit updates the spacemove system to -tg-'s; All objects now drift
in space, not just mobs. A few hardcoded space checks have been replaced
with has_gravity(); So it applies to zero-G as well as space.
Spacepods no longer drift, because their snowflakey shitcode just doesn't
work. So they just move.
Fixes Issue 1183
-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158
-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027
-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196
-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202
-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206
-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e