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
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
- The extinguisher will now tell you when it's empty
- Office chairs and extinguishers.... OH HOW COULD I RESIST. Yes, you can have extinguisher derby races with office chairs :)
(Shame there are currently no office chairs on the map)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3615 316c924e-a436-60f5-8080-3fe189b3f50e
- pAIs can no longer buckle people with their invisible robo arms
- Sadly, this brings forth the unintended side effect of pAIs no longer being able to give you a big hug when you're feeling down
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3325 316c924e-a436-60f5-8080-3fe189b3f50e
Shouldn't be any noticable difference ingame, but the chair path has changed from
/obj/structure/stool/chair
to
/obj/structure/stool/bed/chair
Electric chair path has also been changed as per the above.
New electric chair sprites! They ~won't~ make you want to cut out your eyes!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
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
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.
Effects contains objects which are either landmarks, triggers, spawners or decal.
Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG
I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
For those too lazy to read the thread:
Vending machines now have a switch inside the maintenance panel that when flipped, turns off those pesky advertisements.
A bunch of unused delivery locations have been removed.
You can no longer attack yourself with that bag of cheesie honkers you just finished eating from. Mining Satchels and trashbags now default to picking up everything on one tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2027 316c924e-a436-60f5-8080-3fe189b3f50e
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.
- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.
Code by Balagi, sprites by Farart.
-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming 3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.
This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
Made sure every verb now has a name which starts with a capital letter and makes sense, because OCD.
Changed the categories of verbs a lot, now they are in much more sensible tabs.
Added a couple of admin verbs:
- Right click monkeyize
- Call Shuttle
- Recall Shuttle
Removed some goon verbs.
Gave "Coder" admin group a little more admin verbs:
- Monkeyize, Cultistize, Abominationize, Call Shuttle, Recall Shuttle, Make Sound
Added mobs a "say_message" variable. Now admin-created mobs can "scree", "squeak" etc. instead of just "chimper" or "hiss".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@138 316c924e-a436-60f5-8080-3fe189b3f50e