Commit Graph

4401 Commits

Author SHA1 Message Date
petethegoat@gmail.com
bbf978d3cd Two tiny fixes, before I forget.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3955 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-01 00:40:10 +00:00
elly1989@rocketmail.com
d82f9b52d4 Fix for issue 610
Cause: objects not being removed from client.screen

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3951 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-30 17:48:05 +00:00
unknown
b0cb325bb6 Fixed a derp 2012-06-30 14:16:04 +03:00
unknown
427d409113 Merge branch 'master' of git://github.com/Baystation12/Baystation12 2012-06-30 13:43:08 +03:00
elly1989@rocketmail.com
257f6afdd4 Little name-fix for Pete.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3950 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 23:43:35 +00:00
petethegoat@gmail.com
7f5de70b91 Reverted r3944, with the exception of stock_parts.dmi
Fixed issue 605.

Committing minor adjustments to watercloset.dm and paperbin.dm too!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3947 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 15:56:51 +00:00
vageyenaman@gmail.com
9a7675ce5a Implemented Tobba's new lighting system. This grants some infrastructure to allow for colored light sources. It should also, theoretically, but more efficient.
Created a quick variable to let projectiles automatically illuminate.

Implemented some of Ausops' sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 03:43:30 +00:00
Erthilo
0e6c0cfac4 Fixed and improved body scanner, fixed derpy airlock cycling on the map. 2012-06-29 03:28:58 +01:00
ericgfwong@hotmail.com
3710c741a7 -Moved a couple of items out of medical storage so chemists can grab them
-Added medicine closet to genetics. It contains syringes and a couple of antitoxin bottles
-Removed air scrubber not connected to anything in medbay
-Removed duplicate window in the incinerator
-Added better descs for camera monitors
-Merged Surgery and Sleeper room /area/s

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3943 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 02:06:56 +00:00
Erthilo
f5b221bb63 Fixes a few places where if statements wouldn't work due to syntax errors. 2012-06-29 02:31:46 +01:00
elly1989@rocketmail.com
a04513648a Fix for forhuggers appearing under hud/inventory slots of aliums.
Well, I say 'fix' I just removed the active-hugger image code. It didn't really add anything worthwhile to them.

Simplified a little snippet of WC code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3941 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 23:46:57 +00:00
Erthilo
95bae4da54 Fixes AI holopad speech not being picked up by tape recorders. 2012-06-28 22:33:07 +01:00
Erthilo
73e2b5f5c2 Hotfix for stun batons harming on all non-help intents. 2012-06-28 22:31:16 +01:00
petethegoat@gmail.com
a2c5a0f15b Committing work on mirrors, and a capitalisation fix for pizza boxes.
Mirrors aren't on the map yet, but should work fine.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3937 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 18:57:32 +00:00
johnsonmt88@gmail.com
80b15df54b ** Mob Define Cleanup: Part 1 **
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon. 

By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.

Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.

One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.

-----------------------

Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)

*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!

-----------------------

Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss

Mob procs moved to carbon:
getDNA()
setDNA()

-----------------------

Mob verbs moved to carbon:
- Sleep
- Lay down / Get up

-----------------------

The : operator...

The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere. 


*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***


Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.

With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.

I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.

Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925 
- Carn's life() standardizations in r3933

Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 17:06:19 +00:00
Erthilo
34e4ba4750 Only chairs with wheels now work with fire extingusihers. 2012-06-28 00:01:58 +01:00
Erthilo
73ba4c7f0f Readjusted Medical items heal caps. 2012-06-27 23:36:38 +01:00
Erthilo
0c1e3f3cc4 Fixes PDA's being unusable when buckled but not handcuffed. 2012-06-27 23:36:18 +01:00
unknown
869a82a3e3 Clipboards changes
+Added 'Rename' function
+Added ability to add photos to clipboards

%Fixed linebreaks not being replaced with <br> when viewing paper from clipboard

Signed-off-by: Chinsky <comma@nano.(none)>
2012-06-27 23:12:09 +03:00
Erthilo
e65b1739be Fixes surgery in general. 2012-06-27 18:08:56 +01:00
johnsonmt88@gmail.com
db89a2aefb Viruses no longer re-infect people who have been vaccinated or otherwise cured.
Chameleon projectors no longer let you move freely in space.
- I realize the way I fixed this is terrible, but the whole relaymove() proc in chameleon projectors is terrible. I was unable to rewrite it without breaking it completely so this fix will have to do.

Runtime fix for facehuggers having a null target (the mob they're attacking.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3930 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 17:05:27 +00:00
daniel.cf.hultgren@gmail.com
bcfa1cecf1 Added pizzaboxes. Stackable, Tagable, and awesome. Sprites by supercrayon (I slightly modified them, sorry)
Updated (and fixed) changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3927 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 15:03:15 +00:00
unknown
30322cae04 Made briefcase spawn empty.
Breifcases are mostly used for storing things other than paper, and that includes tedious process of getting all this paper out somewhere.
All briefcase-wielding jobs have clipboards at their disposal for storing paper, and if they need more paper, i'ts not hard to find on station.
2012-06-27 17:37:16 +03:00
johnsonmt88@gmail.com
da5bfd3b0f Setting people's criminal status via SecHUDs now require the user to be alive, and to actually be wearing the HUD.
Set the solar control computers to 'off' by default since you have to set them off then back on again to get them working properly anyway.

Fixed a typo in glass/attackby() causing lit-glass tiles to not be created. Fixes issue 593

Moved certain procs in human/life.dm() into an if(stat != DEAD). This means that certain procs will update only if the mob is alive.
Affected procs:
- handle_virus_updates()
- handle_changeling()
- handle_mutations_and_radiation()
- handle_chemicals_in_body()
- handle_disabilities()
- handle_random_events() 
- update_canmove() 
- - If dead, it forces mob.canmove to 0, meaning you don't get to be the walking dead.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3925 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 06:16:31 +00:00
Erthilo
2ba8581267 Fixes gauze/ointment not being applied to wounds. 2012-06-26 20:36:16 +01:00
unknown
5565c466e7 Merge branch 'master' of git://github.com/Baystation12/Baystation12 2012-06-26 21:46:03 +03:00
Erthilo
6aaceee446 TG: Fixed harmbatons on everything other than harm, now it is the opposite way
round.
Clarified swirlie failure feedback.
Revision: r3781
Author: 	 petethegoat
2012-06-26 00:10:30 +01:00
Erthilo
2c3e008f1e TG: Tiny little runtime fix.
Revision: r3780
Author: 	 elly1...@rocketmail.com
2012-06-26 00:08:41 +01:00
Erthilo
622ce30803 TG: •Fixed silicon mobs not being able to access newscaster. It was a linkage error
on my part, newscaster system was made to handle ais but, at some points,
excluded them. Anyway, fixed.
Revision: r3779
Author: 	 polyxenitopalidou
2012-06-26 00:01:26 +01:00
Melvin Melonstorm
754a244073 Added a medbay (with rolling beds) and a holding cell to the destination of the escape shuttle.
Some minor typo fixes.
2012-06-25 20:58:01 +02:00
Erthilo
390782f544 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-25 01:20:08 +01:00
Erthilo
67c5e8e3a8 Medical System Updates...
* Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
* Blood is now actually lost from the person being dragged.

* Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
* Added an autoinjector that can only hold five units, but acts like a hypospray.
* Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
* Health Scanners now show unsplinted fractures ONLY in arms or legs.

* People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
* The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.

* Fixed CPR being performed at weird health levels.
2012-06-25 01:18:55 +01:00
Albert Iordache
156f1349c2 Fixed compilation error and moved acid_act() 2012-06-24 19:13:51 +03:00
elly1989@rocketmail.com
b21a3ed742 Fixes issue 586.
Culprit code:

/obj/item/clothing/gloves/latex/attackby(obj/item/weapon/cable_coil/O as obj, loc)
	if (istype(O) && O.amount==1)
		var/obj/item/latexballon/LB = new
		if (usr.get_inactive_hand()==src)
			usr.before_take_item(src)
			usr.put_in_inactive_hand(LB)
		else
			LB.loc = src.loc
		del(O)
		del(src)
	else
		return ..()

I was going to fix said code but after seeing that BALLOON is spelled incorrectly, that it uses amount == 1, balloons have no in-hand sprite AND don't even have  a desc I decided I shouldn't waste my time when the authorsimply couldn't be bothered. Commented it out.

Runtime fix for:
untime error: Cannot modify null.icon_state.
proc name: insert key pressed (/client/verb/insert_key_pressed)
  source file: mob_movement.dm,84
Cause: AIs don't have intents and stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3911 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 09:54:36 +00:00
ericgfwong@hotmail.com
892feed4c3 Medicine closets now require surgery access. Chemical closet requires chemistry access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3908 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 08:28:06 +00:00
CompactNinja
9e2629a8c6 Merge pull request #1384 from SkyMarshal/BugFixes
Final parts of ZAS.  Works like a charm now.
2012-06-23 21:23:19 -07:00
SkyMarshal
e0edc29acf Final parts of ZAS. Works like a charm now. 2012-06-23 21:20:39 -07:00
Erthilo
0f8cf93095 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-06-24 01:53:10 +01:00
Erthilo
527110e8b0 Fixes being able to use PDA's that are on other people. 2012-06-24 01:23:29 +01:00
Erthilo
f137b4a880 Should fix some weird issues with electropacks and screwdrivers. 2012-06-24 01:10:32 +01:00
mport2004@gmail.com
69753b0190 Worked on blob mode a bit
Readded the AM stuff to the dme
Added another explosion edit from Willox


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3903 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 00:03:31 +00:00
SkyMarshal
3efa1d4e6b More fixes. 2012-06-23 17:00:28 -07:00
SkyMarshal
62c3d1d11d De-retarded wound system. 2012-06-23 16:35:58 -07:00
ericgfwong@hotmail.com
d32abb988d Added spare gas masks in science, so there is enough for everyone.
Renamed Operating Room access to Surgery

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3901 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:44:12 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
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
2012-06-23 21:24:45 +00:00
mport2004@gmail.com
c86c8e1505 Finished moving the clothes in defines over to modules.
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
2012-06-23 19:25:01 +00:00
Erthilo
4f4ebd809d TG: Comitting for Giacom.
Details here: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8960

And, to summarise:
Added a new computer, the message monitor console. It is able to access the logs
on the message server.
Made PDAs dependant on the message server instead of Telecomms. This fixes PDAs
not sending any messages due to no listening_freqs.

When paper is splashed with Ethanol, the contents of the paper or book
disappear.
Added white coloured pens. Allows you to write hidden messages that can be
revealed by highlighting the text.
Revision: r3777
Author: 	 petethegoat
2012-06-23 16:42:37 +01:00
Erthilo
e7e1b8f9e8 More compile stuff. 2012-06-23 16:14:00 +01:00
Erthilo
8b4033c410 TG: - Ported cable restraints from Bay12. You make them by using a verb on cable
coils. Takes 15 lengths to make, applied the same way as handcuffs, they have
the same effects as handcuffs, but only take 30s to remove if you resist. They
can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow
and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the
8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog

So yeah, some stuff is credited to bay12, tho some of it was nearly enough
completely recoded.

Screenshots:
http://www.kamletos.si/wire%20colors.png
http://www.kamletos.si/cuff%20restraints.png
Revision: r3770
Author: 	 baloh.matevz
2012-06-23 16:04:24 +01:00
Erthilo
adff0de024 TG: Fix for bananium doors having the wrong icon_state. Thanks Mwahahahaha!
Fix for xray projectiles being incorrectly defined. Thanks Mwahahahaha!
Fix for the xray sprites.
Map changes! Mostly changes in maintenance, but also a xenobio change, to make
the monkeys not visible from the metroid pen, for Rockdtben.
Also readded the secure storage and lockdown buttons to the CE's office. Thanks
Mwahahahaha!
Revision: r3765
Author: 	 petethegoat
2012-06-23 15:44:22 +01:00