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
-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
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
Removed the invisibility verb for hunters. They now cloak when using stalk intent instead. :3 rawr
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3935 316c924e-a436-60f5-8080-3fe189b3f50e
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
+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)>
Tried to standardise the (confusing as all hell) handle_regular_status_updates() procs for monkeys alien/humanoid, alien/larva, brains and humans.
Removed clamp_values as per Rockdtben's request.
Hopefully this should make those procs a lot easier to read and work with as well as reduce the number of calculations done every call.
Admin's rejuvinate verb cures disabilities, sdisabilities and sight/hearing.
Xenos can actually use their sleeping icon properly now.
If I've broken anything let me know directly and I'll have it fixed/reverted within 24 hours.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3933 316c924e-a436-60f5-8080-3fe189b3f50e
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
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.
- Renamed the obj/hud show_otherinventory var to inventory_shown
- Added the F12 hotkey which hides most of the UI except for the intent switcher, hands, health indicator, damage indicators and the other pop-in indicators on the right. The proc is called /mob/verb/button_pressed_F12(), the verb abbreviation is "F12" and it's hidden, so it won't show in the info panel. This currently only works for human mobs.
Screenshot:
http://www.kamletos.si/minimal%20UI.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3926 316c924e-a436-60f5-8080-3fe189b3f50e
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
- Fixed a library problem which prevented you from ordering books by their SS13ID.
- You can now once again properly retitle books and change their authors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3924 316c924e-a436-60f5-8080-3fe189b3f50e
The cult tome/desk now gives off light.
The librarians back room is decorated with cult floors to go with the "forbidden knowledge" theme.
Removed the extra paper from the holo-deck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3923 316c924e-a436-60f5-8080-3fe189b3f50e
- Changeling parasting now only affects muscles. It weakens you, but does not silence you. Added this to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3922 316c924e-a436-60f5-8080-3fe189b3f50e
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
* 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.