Commit Graph

1442 Commits

Author SHA1 Message Date
Aurorablade 34809e208a Fox twerks 2018-04-22 02:09:54 -04:00
Aurorablade 72a3c66cf5 IPC bleeding v2 2018-04-22 00:21:48 -04:00
tigercat2000 c03621c508 Completely Overhaul Logging
This is a merged port from /tg/station and Virgo on logging standards.
The diary has been replaced with GLOB.world_game_log, diaryofmeanpeople
is gone (because it wasn't actually used) and a whole bunch of logging
procs have been changed to optimize Splunk.
2018-04-19 15:07:59 -08:00
Aurorablade 1aa28c5d71 revert out ipc blood, up kidan biolum 2018-04-18 20:39:10 -04:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
Aurorablade 157c4ee169 forgot this 2018-04-13 15:02:58 -04:00
Fox McCloud e1003f0d83 Merge pull request #8489 from KasparoVy/eyeglow
Eyes of Humanoids w/ Great Darkview, XRAY Vision, Synthetic Eyes or Eye Implants Shine in the Dark
2018-03-03 17:20:52 -05:00
Citinited 8d559ab9b3 fixes posibrains going to nullspace after losing at russian roulette 2018-03-02 21:44:58 +00:00
KasparoVy 8ef309eb87 I figured there was a better way to do this.
Refactors eyecon generation and eye-shine.

Synthetic eyes and cyber-eye implants will now trigger eye-shine.
2018-02-09 23:52:50 -05:00
Aurorablade 37f2b8f010 Allows castration 2018-02-09 20:18:04 -05:00
KasparoVy 541b4f7275 Readability & Abstraction Improvements + A Tweak
As per Tigercat's review, readability has been improved and the method
by which eyeshine is applied has been abstracted a lot more.

As part of that, I have divised a solution for the situation where,
prior to this tweak, if you were a Tajara and had the 'bangs' hairstyle
while also having eyeshine, one of your eyes would render ABOVE your
hair.

Now, despite the eye shine happening on a higher layer, the eye that
would ordinarily be hidden by the hair still is.
How? By cutting the pixels that are overlapped by the hair from the eye
icon during rendering.
2018-02-09 20:12:31 -05:00
KasparoVy 5053b2aa74 Adds "Eye-Glow" for Humanoids w/ High Darksight or XRAY Vision 2018-02-09 20:12:30 -05:00
Aurorablade acc2547e38 its works 2018-02-08 22:42:34 -05:00
Aurorablade f4a18ef044 Fixed 2018-02-08 13:36:43 -05:00
Aurorablade 56122116c5 well now its just not working at all 2018-02-08 04:01:45 -05:00
Aurorablade 148b4545aa this is still wrong... 2018-02-08 03:05:09 -05:00
Aurorablade 20ddaccb9b Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into DisMemberments 2018-02-08 02:31:44 -05:00
Aurorablade 1f59e61bc9 I got to test this in a sec... 2018-02-08 02:31:30 -05:00
KasparoVy a8492ba115 Shortens Helper Proc Name
Way too long.
Also adds sanity.
2018-01-10 17:19:10 -05:00
KasparoVy f93c148c54 Fixes #8508
Checks for blood splatter in the target location properly and avoids creating too many blood atoms.
2018-01-09 22:07:34 -05:00
tigercat2000 c1c4b08807 Merge pull request #8476 from uraniummeltdown/decon
deconstruct() at obj level + other changes
2018-01-02 10:28:17 -08:00
Alffd 379b6621d3 There is no u in color 2017-12-31 13:35:37 -05:00
tigercat2000 6bcc18cd8b Merge pull request #8462 from Fox-McCloud/emp-proof
EMP-Proof Organ Framework
2017-12-31 08:22:04 -08:00
tigercat2000 868261b228 Merge pull request #8204 from Vivalas/moar_nerfs
Adds organ cleansing to surgery
2017-12-31 08:19:01 -08:00
tigercat2000 591f718995 Merge pull request #7848 from KasparoVy/splat
Splatter Lands 1 Tile Away in Target Dir & Xeno-blood Splatter Colour Fix
2017-12-31 08:00:14 -08:00
tigercat2000 be9e258fd9 Merge pull request #8468 from Aurorablade/SaltInTheEyes
Decouples Darksight from Colorblind
2017-12-31 06:33:49 -08:00
Aurorablade e862c8ee42 ...i messed up a var name... 2017-12-29 12:22:10 -05:00
uraniummeltdown 75e177b7a9 renames receive_damage() for animations to receiving_damage()
renames take_damage() for organs to receive_damage()
renames Deconstruct() to deconstruct() for atmos objects
obj_integrity, max_integrity, integrity_failure vars moved to /obj level, obj_integrity = max_integrity on New()
2017-12-28 00:32:54 +05:00
Aurorablade c59bc57e14 grey and unathi change revert 2017-12-27 11:51:49 -05:00
uraniummeltdown 73d7af2675 moves var/can_deconstruct to obj level
moves proc/deconstruct() and proc/take_damage() to obj level, moves a few obj damage procs in with it to new obj_defense.dm
moves plastic flaps to new plasticflaps.dm
2017-12-26 18:16:42 +05:00
Aurorablade c2dca57cb1 indent tweak 2017-12-25 00:50:24 -05:00
Vivalas 41cb2de4e7 Merge branch 'master' into moar_nerfs 2017-12-24 18:46:33 -06:00
Fox McCloud 1453834db5 EMP-Proof Organ Framework 2017-12-20 00:09:17 -05:00
HugoLuman e1536129bb Changes umpteen vars back to a list, similar to what simple mobs have for damage coefficients
Signed-off-by: HugoLuman <qaggeler@gmail.com>
2017-12-15 13:20:00 -08:00
HugoLuman c65fa1dd72 Makes it possible to have different modifiers for temperature damage in lungs
Signed-off-by: HugoLuman <qaggeler@gmail.com>
2017-12-15 12:37:34 -08:00
HugoLuman 6dd7fb81cd Makes changes to code suggested by Fox
Cleans up and simplifies a bit

Signed-off-by: HugoLuman <qaggeler@gmail.com>
2017-12-14 00:47:32 -08:00
HugoLuman f72a55dbec Refactors new lung breath code to fix Drask
Allows multiple damage types for lung temperature damage
Fixes #8432

Signed-off-by: HugoLuman <qaggeler@gmail.com>
2017-12-06 00:49:14 -08:00
Aurorablade 51b691b689 it works 2017-12-04 01:06:51 -05:00
Aurorablade 203e998640 oh god here we go 2017-12-03 23:03:56 -05:00
tigercat2000 48d78b4648 Merge pull request #7832 from Fox-McCloud/lungsss
Breathing is Now Handled on Lungs
2017-12-01 17:51:19 -08:00
Fox-McCloud b1e729e1dd lung specific damage behavior 2017-11-18 19:29:58 -05:00
Fox-McCloud 6ec234430e Merge remote-tracking branch 'upstream/master' into lungsss
# Conflicts:
#	code/modules/mob/living/carbon/alien/humanoid/humanoid.dm
#	code/modules/mob/living/carbon/carbon_defines.dm
2017-11-18 18:49:47 -05:00
uraniummeltdown 7ed2c68ea7 compiles, find and replace particle_effect and effect_system 2017-11-04 20:16:01 +04:00
Aurorablade 8c5beaaaff adds some helper procs 2017-10-26 08:09:08 -04:00
Aurorablade 74d1394ecc organ check! 2017-10-20 01:09:48 -04:00
Aurorablade f1bdd827cb new blood 2017-10-19 02:58:14 -04:00
Aurorablade 0aaaf3a11c THESE WOUNDS THEY WILL NOT HEAL 2017-10-15 22:26:34 -04:00
TDSSS 1e7575afde Adjusted ghetto surgery tool chances to keep ghetto surgery chances overall roughly equal. Also added rigsuit removal to list of surgeries that don't care about pain. 2017-10-15 15:28:25 -07:00
TDSSS 897e201775 Started on surgery stuff
Adds pain modifier to surgery if patient is conscious

Now actually compiles

Makes surgery easier if patient is drunk, allowing for easier ghetto surgery.

Now reduces failure chance if painkillers are in the patient's system.

Fixed argument spacing (hopefully)

Repairing robotic limbs no longer needs anesthesia.

Revert "Repairing robotic limbs no longer needs anesthesia."

This reverts commit 12c1f4140a.

Repairing robotic limbs doesn't cause a pain modifier, because they don't feel pain. Now actually works.

Moves typecasting from the helper proc to outside fo it and checks for sleeping.

Now correctly checks for repair to robotic limbs.

Increased effectiveness of Hydrocodone and Morphine to 99% on maintainer recommendation.
2017-10-15 15:28:13 -07:00
tigercat2000 b316f484e6 Merge pull request #7609 from Vivalas/splint_nerf
Makes surgery great again (nerfs splints)
2017-10-15 14:00:17 -07:00