- 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.
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.
This commit does the following:
- Replaces all instances of magic intent words, like "harm" and
"help" with defines, I_HELP, I_DISARM, I_GRAB, I_HARM
- Fixes a few manual grab instances left over in attack_alien, they
will now used grabbedby()
This commit does the following:
- Ports progress bars from -tg- (tgstation/-tg-station#9921)
- Refactors wall attackby code to make it 100% less insane; Instead of
manually checking every little thing, it uses do_after,
consequentially, making the new progress bars affect dealing with walls
as well.
Wall code makes a tiger sad.
This commit fixes a number of bugs with mob grabbing code.
Primary things fixed:
- Aliens grabbing people will no longer break horribly, they call
grabbedby like everything else now.
- Any nulls that do manage to find their way into a grab list will be
cleaned up by the next grab on that person.
- Fixed a number of odd behaviours when grabbing xenomorphs, see
bbcc19c764 for more details.
- Fixed grabs having a tendency to shift someone's pixel_xy and not reset
it when being deleted. This was simply because it previously relied on
del() to stop all procs instantly.
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit fixes the following things:
- Get_Area() now properly returns the area
- Events will no longer runtime upon being manually triggered by an admin
- The prison break event works again
- Grabbing will no longer runtime (May result in people with pixel
offsets from a grab being stuck, better than a runtime)
This commit comments out all of the controversial code from the new grab
system. The code is being left non-hard-deleted as an example, the
framework would be a shame to kill.
This commit updates the previous commit with the latest changes from the
CB:GI git.
Primary Changes:
- Dancing! Passively grab someone, they passively grab you, looks like
dancing/wrestling. You get the image, I'm sure.
- Clarifications and possible runtime nipping.
Previous commit broke a few things, this one fixes it
Fixed;
- Runtime error of trying to assign something that was deleted
- Nonsensical functionality
This commit adds the following to the grab system:
- Knifing (Attack with edge weapon while neckgrabbing)
- Pressing eyes (Harm intent, neck grab, eye zone)
- Jointlocking (Grab intent, neck grab, almost any limb)
- Headbutting (Harm intent, neck grab, target chest or groin)
- Pin (Disarm intent, pins affecting to the ground until you move or let
go with help intent)