Commit Graph

3683 Commits

Author SHA1 Message Date
fleure
0dcee05ab2 Watertank nozzles no longer delete
Conflicts:
	code/game/objects/items/weapons/tanks/watertank.dm
	code/modules/mob/mob_helpers.dm
2014-04-19 18:17:49 -04:00
Ccomp5950
e224a636b9 Some fixes saycode cleanups
Moved the verb check from hear to the speaker

Spellcheck on hulk so Dragor doesn't beat me up.
2014-04-19 17:06:23 -04:00
Ccomp5950
b28df8857d Saycode rewrite: Add support for speech_problem_flag
Ready for Dev

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-04-19 17:06:05 -04:00
Ccomp5950
9965c5ff8d Removal of last debug message and making players be able to use languages over general comms
;:k = skrell speak over general comms for example.
2014-04-19 17:04:47 -04:00
Ccomp5950
66f3d8ab75 Say code rewrite, Silicon jerks now using new saycode.
Tracking added for AI's and Observers

Instead of calling GetVoice() over and over for everyone that can hear you we're checking a variable that is updated with Life()

removed a bunch of my debug verbs.

Conflicts:
	code/game/machinery/telecomms/broadcaster.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/silicon/say.dm
2014-04-19 17:04:29 -04:00
Ccomp5950
9dab2ad8a1 Saycode rewrite initial commit.
Create structure for modular saycode

Regular chat:
specific_paths/say() -> living/say() -> specific_paths/hear_say()

Radio chat:
specific_paths/say() -> Telecoms shit -> specific_paths/hear_radio()

Humans done.

Todo:  AI, Robot, simple_animal, and ghosts.

Conflicts:
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/telecomunications.dm
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/say.dm
2014-04-19 16:54:16 -04:00
Ccomp5950
14744895c5 Juggernauts will no longer be weakened and unable to click stuff if zas knocks them over. 2014-04-19 16:35:21 -04:00
DJSnapshot
e1af1f4713 replaced electrodes with insta hit taser beams.
Conflicts:
	code/modules/projectiles/guns/energy/stun.dm
	code/modules/projectiles/projectile/beams.dm
	icons/obj/projectiles.dmi
2014-04-19 16:28:23 -04:00
DJSnapshot
843ac65077 Undershirts and rolling down jumpsuits!
Conflicts:
	code/modules/client/preferences.dm
	code/modules/client/preferences_savefile.dm
	icons/mob/human.dmi
	icons/mob/uniform.dmi
2014-04-19 16:17:14 -04:00
alex-gh
cfbfa0e993 Smoke rework caused endless loops, reverted. 2014-04-08 01:47:56 +02:00
alex-gh
521ad31671 Revert the new lighting system. 2014-04-07 23:51:35 +02:00
alex-gh
fe0411ac1b Merge branch 'genetics_instability' into ServerCode 2014-04-05 17:41:37 +02:00
Loganbacca
0fba806c7b Chemsmoke rewrite
- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.

Conflicts:
	code/game/objects/effects/effect_system.dm
	icons/effects/96x96.dmi
2014-04-03 18:21:26 +02:00
Chinsky
7f4388c5a3 Cleaned the fuck out of smoke.
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/objects/effects/effect_system.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/organs/organ_external.dm
2014-04-03 18:18:04 +02:00
alex-gh
2de66f51c8 Rebalanced power stacking.
Active powers will now slowly give you clone damage. This should discourage power stacking.
2014-03-30 15:56:12 +02:00
ZomgPonies
01b7f673c2 Merge pull request #175 from alex-gh/fixes_and_cherrypicks
Fixes, cherrypicks and improvements
2014-03-24 08:31:51 -04:00
d3athrow
749d4435e5 Fix them faggot bats again
Conflicts:
	code/modules/mob/living/simple_animal/hostile/hostile.dm
2014-03-24 07:51:04 -04:00
alex-gh
b7eb15b120 Hostile mobs will now destroy windoors 2014-03-24 02:26:27 +01:00
Ccomp5950
43a372992d Code effeciency project: handle_virus_something() (human and monkey /Life())
2 for loops is more expensive then what we're doing here.
Also we check to see if virus2 is populated before starting a for loop

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/life.dm
2014-03-23 08:17:43 -04:00
Ccomp5950
e9f057d70c Code Effeciency project: Damn monkies Life()
pretty much the same effeciencies from human/life()

no need to updatehealth() over and over and over
no need to process environment if everything is normal
etc.

Conflicts:
	code/modules/mob/living/carbon/monkey/life.dm
2014-03-23 08:11:47 -04:00
Ccomp5950
151d4f7cee Code effeciency project: handle_environment (human/life())
Before:  We process a whole lot of bullshit for no real reason most of the time because temperatures are perfect.

Now:	 We check if our temperatures and environment are within normal bounds and get the hell out of the proc.

Also:    Mobs that are long dead or just dead mobs spawned at round start won't process Life(), those 3 clowns don't need Life(), those jerks.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-23 08:09:55 -04:00
ZomgPonies
6b3ab815a7 Oops 2014-03-23 08:07:04 -04:00
Ccomp5950
4c274837d4 Code effeciency project: Handle_Organs (human/life())
We do a bit of pre-processing to see if we want to do checks on all the organs.

First we don't even do preprocessing unless we have damage of some kind
afterwards we process what is hurt until it gets better or overall we get worse
when we go ahead and check everything else out again.

Can add a safety check in life every 30 ticks or so go ahead and check every organ again but I don't think it's needed.

Conflicts:
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/organs/organ.dm
2014-03-23 08:02:45 -04:00
d3athrow
68012f5017 Fixed a gamebreaking bug
Conflicts:
	code/game/turfs/turf.dm
	code/modules/mob/living/carbon/human/life.dm
	maps/tgstation.2.1.0.0.1.dmm
2014-03-22 06:22:55 -04:00
jack-fractal
cf8348c25d * adding a 'rejuvinate' function to organs that fixes all types of damage
* adding a 'restore_all_organs' function to living creatures
* adding a 'restore_blood_loss' function to humans
* fixing changeling stasis power to heal organ and blood damage
* fixing adming rejuvinate verb to fix organ and blood damage

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/organs/organ_external.dm
	html/changelog.html
2014-03-22 02:50:44 -04:00
Ccomp5950
45e93458f2 Rejuvination verb fix for IPC's limbs don't suddenly become organic.
Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-03-22 02:44:01 -04:00
Ccomp5950
48fee54dba IPC examination won't cause "OH NO ROBOTIC LIMBS" (no shit, yo!) messages.
Unless they are damaged.
2014-03-22 02:36:30 -04:00
Aryn
ab63b08785 Fixed issues with cyborgs deactivating flashlights, cleaned up some module code in the process.
Conflicts:
	code/modules/mob/living/silicon/robot/inventory.dm
	code/modules/mob/living/silicon/robot/robot.dm
2014-03-21 10:04:48 -04:00
Aryn
cff01f9df6 Fixed an annoying bug with giving another player a flashlight,
opened up at least 100 individual bugs where people kept setting
loc and expecting light updates to catch it.

Conflicts:
	baystation12.dme
2014-03-21 09:51:15 -04:00
Regen
6d797a74a7 First nerf of Cryo goonpower + Dionea nerf
Worked with Neca, he wanted some things changed, Nerfed dionea's
regeneration by removing their ability to regenerate from toxin damage,
making plant-b-gone even more effective.

Cryokinesis was nerfed due to its ability to ensure death to anyone who
does not have access to medical treatment.
2014-03-17 17:44:04 +01:00
Rob Nelson
935de91fe0 Fixes ghost Entered not being called. 2014-03-16 21:50:55 -04:00
Ccomp5950
103866975e HUD-Optimization bugfix, mobs with no clients will update their health
HUD image as well.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-15 05:11:26 -04:00
d3athrow
0e7278a597 fix bats targetting their vampire 2014-03-15 05:09:25 -04:00
yashaldie
fbd8feee31 Fixes Diona Nymph handling updates
Diona Nymphs were not getting their Handling procs called.
2014-03-14 02:17:23 -04:00
Chinsky
214af7892f Lowered chance of exhale spreading viruses, as it was firing way too often.
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-14 02:16:11 -04:00
Ccomp5950
93d229004c APC-Rewrite AI fix.
Before:  AI's on new APC system would constantly add more and more power usage to the APC

After:   AI's no longer handle their power consumption, that has been pushed off to an /obj/machinery/ai_powersupply dummy object which will process the power usage.  This is much cleaner because machinery objects are already processed properly for the new system and keeps us from having to rewrite a bunch of AI code to bring the AI in line with how the new APC system works.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
2014-03-13 22:57:59 -04:00
Ccomp5950
f29440fced Stopgap fix: AI's won't use more and more power.
With new APC zone methods having non-machines use_power in their master_contrller called processes means
that they don't update the zone's flag to recalculate power usage and will continue to increase the
per-tick power usage each tick.  AI should be the only problem with this unless robutts have a life() tick
to use_power on the area when inside a charger or something really stupid.
2014-03-13 18:58:57 -04:00
Rob Nelson
0e8c675d18 Invert SOBER behavior, seems to work better that way.
Conflicts:
	html/changelog.html
2014-03-11 16:01:36 -04:00
SparklySheep
1acab2a20a Adds a few new hairstyles and adds a fix for the red IPC hairstyle as well. Please check to see if this doesn't break anything.
Conflicts:
	baystation12.int
	icons/mob/human_face.dmi
2014-03-11 06:04:10 -04:00
ZomgPonies
1ac8df78b9 Fixes medhuds 2014-03-11 04:41:00 -04:00
ZomgPonies
e7fc110e5c Fix cloning/respawning 2014-03-11 03:13:29 -04:00
d3athrow
877fc584e7 Cut down on the checking in human_movement, hyperizine doesn't need to be checked twice.
Conflicts:
	code/modules/mob/living/carbon/human/human_movement.dm
2014-03-10 23:16:37 -04:00
Rob Nelson
8fb14a26e9 Initial commit of media suite
Conflicts:
	baystation12.dme
	code/controllers/configuration.dm
	code/game/area/areas.dm
	code/modules/client/client defines.dm
2014-03-10 19:01:41 -04:00
Ccomp5950
1e5514e27e Code effeciency project: HUD items rewrite
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.

After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.

Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm

Conflicts:
	code/__HELPERS/mobs.dm
	code/game/objects/items/weapons/implants/implanter.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defines.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/virus2/helpers.dm
	code/setup.dm
	icons/mob/hud.dmi
2014-03-10 08:07:29 -04:00
Jeremy Liberman
b6905e6668 Fixes UI glitch when losing cuffs from fractures, resisting, or cult magic
Conflicts:
	code/modules/mob/living/living.dm
2014-03-05 22:27:33 -05:00
Mloc-Argent
6beebb5975 Dionaea can no longer steal blood from species which have the NO_BLOOD flag
Fixes #4510

Signed-off-by: Mloc-Argent <colmohici@gmail.com>

Conflicts:
	code/modules/mob/living/carbon/monkey/diona.dm
2014-03-05 19:34:21 -05:00
Ccomp5950
cd201dc3a5 NanoUI Optimizations.
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.

Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.

Modes that will no longer autoupdate at all:  Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks:  APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)

Some other things that I just can't remember right now.

Conflicts:
	code/defines/obj.dm
2014-03-04 00:37:44 -05:00
Rob Nelson
5adbbafb5e Fix another runtime. 2014-03-03 20:49:17 -05:00
ZomgPonies
41ea3775b4 Xenos update 2014-03-03 00:08:06 -05:00
ZomgPonies
4597183fae No infinite embryos anymore 2014-03-02 20:40:44 -05:00