Commit Graph

7 Commits

Author SHA1 Message Date
Tigercat2000
0f70e6810b -tg- OOP Hud Refactor
- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
2016-04-21 20:28:08 -07:00
Tigercat2000
0691822f9c Mob Resizing, -tg- mob lying standarization 2015-05-27 15:58:13 -07:00
ZomgPonies
00b101d7f2 Seperated ID and PDA slots 2013-11-01 13:28:58 -04:00
Whitellama
90235adbc1 WIP Guncode 2012-12-09 17:12:59 -08:00
Travis Whitehead
5ad12e5c95 WIP: Porting gun targeting 2012-11-19 12:32:36 -08:00
baloh.matevz
af99faf4a3 - Made legcuffs a thing. At the moment the only legcuff type is the beartrap, but it needs sprites before it can get added to the map. The bear-trap triggers when you arm it and then someone runs over it. It attaches to their leg, making them unable to run until they remove it. You remove a legcuff by resisting out of it or by getting someone else to do it for you in the same way that handcuffs are removed. Resisting out of a beartrap takes
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4164 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 07:09:57 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
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
2012-06-13 19:03:25 +00:00