Commit Graph

304 Commits

Author SHA1 Message Date
VampyrBytes 8af56d111c Makes jump actually jump (#4735)
* Makes jump actually jump

fixes #4707
sets flying to 1 for the duration of the jump. Means you can jump over
anything you can fly over.

Also fixes a bug with flying that could leave you visually floating
(pixel_y = 5) when you stop flying

* better fix
2016-06-21 16:56:11 -04:00
KasparoVy 3dba1b2886 Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.

Both ported PRs by Intigracy.

Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.

Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.

* Morph Support

* CMA Support

* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.

* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.

Fixes Heist Goofery

Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).

Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.

Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.

Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.

* No More Vox Tail Colours, but they can Colour Their Hair.

* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.

Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.

* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration

* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.

* Adds Emerald and Azure Vox Skin Tones.

* Stealthy Wryn Typo Fixed.

* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions

* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
2016-06-19 11:35:36 -04:00
Fox McCloud 3ee2e470a1 Merge pull request #4331 from KasparoVy/voxhair
Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Fixes/Refactors Morph + Features to Morph and CMA...
2016-05-13 15:36:34 -04:00
Fox-McCloud 007c7ba8d3 Dumber 2016-05-11 19:12:26 -04:00
KasparoVy 9015f11f41 Fixes Morph Being Borked + Additional Features for Morph and C.M.A.
Before it wouldn't update skin colour or eye colour, and ended up breaking the sprite such that C.M.A wouldn't have an effect on it after.

Now it works perfectly fine, C.M.A works just fine too before and after

STAGE 2: Refactors Morph

So you change gender first and thus can actually access male beard styles, then you choose hair style and hair colour, then beard style and beard colour, then skin tone or body colour at the very end.

STAGE 3
Adds Head Accessory, Head Accessory colour, marking style and body accessory to Morph and C.M.A.
2016-05-03 01:50:16 -04:00
KasparoVy f95655419c Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Adjusts Vox Hairstyle Names for Consistency -- PASS 1
Also fixes a typo or two.

TO DO: FULLY TEST AND SWEEP FOR BUGS, ERRORS AND RUNTIMES
2016-04-30 08:12:41 -04:00
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 aa3b7ac678 -tg- screen alerts
A lot has changed.

Major points:
 - All mobs now use the -tg- thrown alerts system. This is a system where
   a maximum of 5 "alerts" (which take the apperance of HUD icons like the
   inventory and modular action buttons) on their HUD.
 - Alerts are defined as a subtype of /obj/screen/alert.
   - Alerts are "thrown", or activated on the mob with the proc
     `mob.throw_alert("alert_id", /obj/screen/alert/path, severity
     (optional), new_master (optional, overlays the referenced "obj" on the
     button))`
   - Alerts are cleared by calling `mob.clear_alert("alert_id")` or by the
     /obj/screen/alert containing a `timeout` setting, which will
     automatically clear itself after that period of deciseconds.
   - Alerts may have functionality beyond appearance: Mousing over them
     will use the WireWraith tooltip system to generate a themed tooltip,
     and clicking them may have a function defined on the
     /obj/screen/alert object.
   - Shift-clicking an alert will give you it's name and status, in case
     the tooltips fail to work.

 - Hunger/Oxygen/Toxin/Nitrogen/Pressure/Etc warnings are now handled via
   the -tg- thrown alerts system.
   - Failing to breathe anything will display as an "No O2" warning.
   - Species breathing has been refactored to accomodate this. Vox are
     able to breathe the station air without instantly dying, but will be
     poisoned every time they breathe by the oxygen in the air. Any
     species with a unique gas breathing type will also display the
     correct "Choking (no X gas)" instead of just "oxygen". (Unless they
     have not breathed anything in, it's a quirk.)
   - Robot cell/temperature alerts also use this.
   - Aliens, though not harmed by toxins, will have an alert if they
     breathe in toxins, notifying them that "You'll be toast if this
     lights up."

 - More alerts have been added
   - Buckling
     - Activated on: Being buckled to an object.
     - Cleared on: Being unbuckled.
     - Click functionality: Calls resist(); Will unbuckle from chair
       instantly if unrestrained, otherwise, there is a delay period.
   - Hand/Leg cuffs
     - Activated on: Being handcuffed.
     - Cleared on: Being unhandcuffed.
     - Click functionality: Calls resist(); Will attempt to either get out
       of the handcuffs, or, if you are a xenomorph or hulk, break the
       handcuffs in 5 seconds.
   - Blind/High
     - Activated on: Becoming blinded/becoming high on LSD.
     - Cleared on: Becoming unblinded/the high wearing off.
     - Click functionality: None.
   - Asleep
     - Activated on: Life() tick detecting sleeping.
     - Deactivated on: Sleeping being 0 or less.
     - Click functionality: None.
   - Weightless
     - Activated on: Losing gravity.
     - Deactivated on: Moving back into an area with gravity.
     - Click functionality: None.
   - On Fire
     - Activated on: Catching fire.
     - Deactivated on: Being extinguished.
     - Click functionality: Calls resist(); Causes you to stop, drop, and
       roll, which will reduce firestacks and possibly extinguish you.
   - Law update (BORG ONLY)
     - Activated on: Laws being changed.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: None.
   - Hacked (BORG ONLY)
     - Activated on: Being emagged/given malf tools by the malf AI.
     - Deactivated on: Emagged status being removed.
     - Click functionality: None.
   - Locked (BORG ONLY)
     - Activated on: Lockdown being set (by emag law rewriting/robotics
       console/wire being destroyed)
     - Deactivated on: Movement being unlocked.
     - Click functionality: None.
   - Notify Cloning (GHOST ONLY)
     - Activated on: A human's body being placed in a DNA scanner.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Reenters body.
   - Notify Jump (MULTIPURPOSE) (GHOST ONLY)
     - Activated on: Any sort of chance to become a mob (ie, golem rune).
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Varies.
2016-04-16 14:27:03 -07:00
TheDZD 03f1afec4d Merge pull request #4201 from Fox-McCloud/dna-injector-refactor
DNA Injector Partial Refactor and DNA Machine Exploit Fix
2016-04-15 22:08:36 -04:00
TheDZD 9fe7fe91f2 Merge pull request #4192 from Fox-McCloud/genetics-fixes-tweaks
Genetics Fixes and Tweaks
2016-04-14 22:25:35 -04:00
TheDZD d95102b007 Merge pull request #4158 from Fox-McCloud/killer-tomato
Killer Tomatoes Live Up to their Name
2016-04-14 19:12:34 -04:00
Fox-McCloud 42c7e41e9a Merge remote-tracking branch 'upstream/master' into dna-injector-refactor 2016-04-14 14:57:00 -04:00
Fox-McCloud e6d78c7c60 fix and cancelling 2016-04-14 14:51:25 -04:00
Fox-McCloud 7e4ef50da9 DNA Injector Partial Refactor 2016-04-14 07:49:18 -04:00
VampyrBytes 049b5165c5 Fixes DNA Modifier using refs instead of copies
fixes #4193

Transfer button and block injectors now make copies instead of using
references
2016-04-14 10:55:55 +01:00
Fox-McCloud cd02ee9a05 remote view nerf 2016-04-13 22:06:06 -04:00
Fox-McCloud 9005622ea7 Genetics Fixes and Tweaks 2016-04-13 21:21:52 -04:00
Fox-McCloud 399813b36c Killer Tomatoes Live Up to their Name 2016-04-11 00:12:24 -04:00
Tigercat2000 78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000 9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Tigercat2000 519992b5a9 Merge branch 'byond510'
Conflicts:
	.travis.yml
	code/game/jobs/access.dm
	code/game/machinery/camera/camera.dm
	code/game/machinery/flasher.dm
	code/game/machinery/vending.dm
	code/game/objects/items/devices/laserpointer.dm
	code/game/objects/items/weapons/grenades/flashbang.dm
	code/game/objects/items/weapons/tools.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/species/species.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/bees.dm
	code/modules/nano/modules/virus2_creator.dm
	code/modules/virus2/disease2.dm
	code/modules/virus2/diseasesplicer.dm
	paradise.dme
2016-04-01 14:15:44 -07:00
Tigercat2000 ad2cf86898 -tg- disease1
Wee! Readds Disease1, kills off disease2, and finally removes poop.dmi
(fucking piece of shit)

Needs WAY more testing, most of which I don't know how to do yet, because
I've never used this system. Fun!

Changes:
 - Virus2 has been removed completely.
  - Some symptoms have not been readded. Aka, none of them have been
    readded, I just wanted to get this shit ported.
  - Virology has been updated slightly to mirror -tg-'s boxstation, as the
    virus2 machines are gone.
 - Welcome back, disease1
  - The centrifuge, vials, splicer, analyzer, growerthing, have all been
    replaced by the PanD.E.M.I.C. 2220
  - No symptoms have been completely removed; However, vision symptoms
    have been disabled pending byond 510, and genetics symptoms have been
    disabled until "when I figure out how to fix them".
  - Advanced Mutation Toxin now uses a disease, which turns people from
    species, to slime person, to slime. Slime people are instantly turned
    to a slime.
  - Diseased touch now give people appendicitis. Yes, they VANT YOUR...
    appendix.
  - Virology now has a fridge with the following in it:
    - Antiviral Syringes
    - 1 Rhinovirus culture
    - 1 Flu culture
    - 1 Bottle of Mutagen
    - 1 Bottle of Plasma
    - 1 Bottle of Synaptizine
  - A few more things, which I can't remember and can't look at while writing
    this commit. Sometimes, git hurts.

TODO:
 - Test more shit and figure out how the PanD.E.M.I.C. works/is supposed to
   work.
 - Fix genetics symptoms.
 - Give vampires a less shitty diseased touch.
 - Add appendicitis event.
 -
2016-03-27 21:24:00 -07:00
Crazylemon64 dbbbbac7a4 Moves most appearance code into "copy_to", rather than new_player 2016-03-21 22:26:41 -07:00
Tastyfish 985a8323b1 Makes super fart mutation act as a spell, instead of happening every *fart. 2016-03-09 03:36:33 -05:00
Fox-McCloud 221ff8ee08 Implements Goon's Gibbing Sounds 2016-03-06 23:05:07 -05:00
Crazylemon64 91f025c04f This should make sure you don't lose your hairstyle when cloned 2016-03-01 09:35:21 -08:00
Crazylemon64 d53b462f1a Humans keep their name upon de-monkification 2016-02-29 23:03:59 -08:00
Crazylemon64 7a37daa21d One last change I forgot 2016-02-29 20:01:23 -08:00
Crazylemon64 7e510dfdb6 Changing a person's appearance now works better
Also fixes some problems on changing gender
2016-02-29 19:31:29 -08:00
Tigercat2000 976887b2e0 Replace text2list and list2text 2016-02-28 12:07:19 -08:00
Tastyfish aed9859b9a Fixes a bunch of things to not circumvent SetStun/SetWeaken/SetParalyse that has no business doing so. 2016-02-28 01:11:36 -05:00
Crazylemon da01814113 Completely tears out all uses of the 'update_icon' var in mobs 2016-02-23 21:55:03 -08:00
VampyrBytes c403828ce8 Genetics disk fix pt 2
Applies the same fix as #3665 for loading from a disk and creating an
injector

Thanks @Crazylemon64
2016-02-22 06:28:23 +00:00
VampyrBytes 5a0d30c548 Fixes genetics disks (#3657)
The dna/record on the disk was a reference to the one in the buffer, not
a copy, so if you changed the one in the buffer, the one on the dick
changed.
Fixed it for cloning too

BTW, yes, I know I left in an implied src in one of the lines I changed.
This is because whoever created that file is obsessed with src, and
unless I fancied going through the file and stripping out hundreds of
them, taking out a few would actually detract from the readability of
the code
2016-02-21 17:47:45 +00:00
TheDZD 3c35269615 Merge pull request #3417 from Fox-McCloud/spoopy
Adds in Skeleton Race
2016-01-28 16:02:18 -05:00
Fox-McCloud 243fae96c6 flag split 2016-01-27 16:36:43 -05:00
Crazylemon64 8acf396cf2 Makes the DNA scanner less stupid 2016-01-26 23:50:29 -08:00
Fox-McCloud 913922b408 Adds in Skeleton Race 2016-01-27 00:45:32 -05:00
Fox-McCloud d12b01d28c Fixes Mutadone 2016-01-24 23:24:21 -05:00
Fox-McCloud 75e9466540 Fixes Hulk Not Properly Being Removed 2016-01-22 23:50:40 -05:00
Fox-McCloud 39e9a420c3 Hulk Balance 2016-01-07 19:11:01 -05:00
KasparoVy 8d1eeb58da Cloning Support for Markings & Head Accessories 2015-12-29 07:50:06 -05:00
KasparoVy 5f72fff880 Final Pass
Breaks Facial Hair updates into their own proc and puts facial hair on
its own layer.
Works through everything that calls update_hair with the intention of
updating facial hair and adds update_fhair
Fixes the sprite names and colouring on all 'facial' and 'body marking'
aspects.

Fixes/implements proper ID photo/preferences preview picture generation.

To do: Tail marking customization possible rework, gutting in the
meantime
2015-12-27 05:45:25 -05:00
Crazylemon 337049d8fb Spans and adds good grammar to self-scanner-inserting 2015-12-14 17:25:28 -08:00
Crazylemon 8af3c8d8f1 It might have been there for a reason w/ever I have no idea what is good for me 2015-12-14 06:08:03 -08:00
Certh 591daf04d2 Corrected the capitalization of a large amount of machines and items. This will also cause BYOND to use the correct articles (a/an).
Also corrected some periods, spelling errors etc. along the way.

If this PR seems familiar, a part of this is of an earlier PR that I messed up.
2015-12-07 16:14:26 +01:00
Crazylemon64 63e0eed2f2 Fixes a major dumb I made in my last commit 2015-12-06 00:20:14 -08:00
Crazylemon64 1efea2dd46 Relaymove added to DNA machine 2015-12-05 10:45:28 -08:00
Crazylemon64 b5bd0f1f0e Pull no longer works bad with medical machines
Mousedropping mobs into them now cancels your pull, so you don't, for
example, start pulling around your surgery patient on accident, or have a
funny pull that you need to use on something else, for sleepers.

Walking while inside of a sleeper will also let you exit it easily
2015-12-05 02:38:06 -08:00
Tastyfish 280fc65938 added cancel to more powers, hand tele, cleanups to others 2015-11-30 22:30:57 -05:00