Commit Graph

26 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
60c7b28274 Resolves issue 499. Blood runes are now totally invisible to AIs.
Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm

Handcuff overlays now update when beepsky/ed-209s cuff you.

Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state.

Resolves issue 617. Shades can no longer be weakened (stunbatons etc).

Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 07:44:18 +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
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
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
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
baloh.matevz@gmail.com
18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
ericgfwong@hotmail.com
146475ebbd RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly for the sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-22 20:24:52 +00:00
kortgstation@gmail.com
3c4400c8f9 Fixed Erro's NON COMPILING CODE regarding flashlights
Made it so simple_animals with destroyer can smash tables 

Reverted the detectives ammo to nonlethal

Deathsquad now spawns with loyalty implants by Deuryn's request (for IMMERSION)

Fixed a bit of border being left on the red boxing glove sprites

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3159 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-21 01:28:53 +00:00
baloh.matevz
3b003bafd3 - fixed the desklamp toggle-self mob selection error
- ghosts can no longer toggle desk lamps

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3158 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-20 19:17:46 +00:00
baloh.matevz
e5d2b7ac7b - Desk lamps are now just fancy flashlights. Which means you can pick them up. They have w_class set to 4 and don't have the onbelt flag, meaning you can't put them in any container and you can't put them in a pocket. Click on them to pick them up, use the toggle-light verb to turn them on or off. They are no longer affected by light switches (desk lights generally aren't anyway)
- Updated lamp type path on both uterus and 2.0.8

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3115 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-12 19:28:44 +00:00
VivianFoxfoot@gmail.com
bf56fc6e99 Doors no longer close if there is a mob in the tile, a door can be hacked/AI overriden to close anyways and injure that mob as well as knock them down so they can be crushed again and again until they stop moving. (Currently: 35 brute and knockdown.)
The server master log now records attacks / emotes / PDA messages, as well as timestamping.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2899 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-02 08:42:44 +00:00
rockdtben
1de1be054d Implemented more getters/setters for damage system. 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 13:33:18 +00:00
baloh.matevz
d090ec651d You can now no longer toggle your flashlight, lantern, pen light or hardhat when in closets or other containers. This it to prevent some strange abnormalities. Urist said he'll fix it more in-depth by making a new item-lighting interfacing system, but after 3 weeks he has yet to deliver on his promise. Until then this is a temp-fix (And because I know Urist won't ever deliver, this is a permanent fix.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2419 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 16:00:47 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com
444f3f629b MindSwap once again does not need robes, however its range has been reduced to contact .
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-27 04:58:32 +00:00
mport2004@gmail.com
c526717fbf Cleaned up:
Flashlights
Cigs/lighters
Solars

RCDs can no longer build airlocks on doors
Airlocks  now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.

After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-20 04:30:37 +00:00
Superxpdude@gmail.com
b7bc3fa7c3 Engineering Space Helmets and CE space helmets now have flashlights built in to them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1953 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 16:05:37 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
rastaf.zero@gmail.com
4f8c5285b1 Fixed message when someone directs flashlight to someone's eyes.
Cola and similar drinks now won't prevent freezing to death in space.
Also fixed typo in glove charging code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@920 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 17:13:17 +00:00
baloh.matevz
3c5bac264e Added a penlight. also slightly changed the way flashlights work, so we can easily add more kinds of flashlights. Now they have a brightness_on var, which determines their luminosity when on, an icon_on and icon_off var which determine their sprites when on and off. Jobs that spawn with a pen-light: medical doctor, CMO, geneticist, virologist. note that a pen-light is a pen-sized light, not a pen, that's also a light.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-19 02:37:45 +00:00
panurgomatic
1909ee2e91 - Tweaked cryo healing speed
- Added crawl-trough-vent travel time
- Tweaked placement of utility belt contents window & fixed one related small bug
- Added metabolization for several reagents 
- Other small tweaks

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@273 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-13 13:12:25 +00:00
panurgomatic
aa57719d52 - Scrubbers in the area can be controlled by air alarms. Air alarm interface must be unlocked with an ID card (minimum access level - atmospheric technician), usable only by humans and AI. Panic syphon drains the air from affected room (simple syphoning does too, but much slower).
- Sleeper consoles inject soporific and track the amounts of rejuvination chemicals and sleep toxins in occupants bloodstream.
- Flashlights can be used to check if mob is dead, blind or has certain superpower. Aim for the eyes.
- Radiation collectors and collector controls can be moved. Secured\unsecured with a wrench.
- Air sensors report nitrogen and carbon dioxide in air composition(if set to).
- Air Control console in Toxins.
- Additional DNA console in genetics
- Enough equipment to build another singularity engine can be found in engineering secure storage.
- Air scrubber, vent and air alarm added to library
- Air alarm added to brig
- Air scrubbers in Toxins turned on, set to filter toxins
- Empty tanks, portable air pumps and similar can be filled with air in Aft Primary Hallway, just connect them to the port. Target pressure is set by Mixed Air Supply console in Atmospherics (defaults to 4000kPa).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@262 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-10 13:25:47 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00