Commit Graph

6989 Commits

Author SHA1 Message Date
Ccomp5950
ed69c23e07 Bugfix for new APC code, gridchecks won't just turn off equipment.
Was a problem with me switching the order of the checks.

Conflicts:
	code/modules/power/apc.dm
2014-04-03 21:37:43 +02:00
Loganbacca
e915af4fe5 Runtime fix
- Fixed a runtime caused by effects bumping disposal chutes.

Conflicts:
	code/modules/recycling/sortingmachinery.dm
2014-04-03 18:21:46 +02:00
Loganbacca
99751c0416 Reagent reaction_mob/turf tweaks
- Adds an if() check to reaction_mob for catching a very rare runtime related to mobs inhaling smoke reagents from just deleted smoke.
- Carbons reaction_turf proc now modifies a single dirt overlay layer, instead of just adding more decal objects to the turf.
- Added some checks to the radium and uranium reaction_turf proc so it doesn't stack multiple greenglow decals.
- Performed colon removal surgery on thermites reaction_turf proc, also tweaked it's overlay operation to correctly overlay a chemical puddle effect, instead of a melted wall effect.
- Removed space_cleaners overlays.Cut() code, since it was removing decals from turfs.

Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2014-04-03 18:21:45 +02:00
Loganbacca
0fba806c7b Chemsmoke rewrite
- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.

Conflicts:
	code/game/objects/effects/effect_system.dm
	icons/effects/96x96.dmi
2014-04-03 18:21:26 +02:00
Chinsky
7f4388c5a3 Cleaned the fuck out of smoke.
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/objects/effects/effect_system.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/organs/organ_external.dm
2014-04-03 18:18:04 +02:00
ZomgPonies
01b7f673c2 Merge pull request #175 from alex-gh/fixes_and_cherrypicks
Fixes, cherrypicks and improvements
2014-03-24 08:31:51 -04:00
d3athrow
749d4435e5 Fix them faggot bats again
Conflicts:
	code/modules/mob/living/simple_animal/hostile/hostile.dm
2014-03-24 07:51:04 -04:00
d3athrow
d5e4fd0f33 Muh pod equipment
Conflicts:
	code/modules/projectiles/projectile/beams.dm
2014-03-24 07:49:37 -04:00
alex-gh
2b5dbab3b2 Blob spore infection is now curable, added indication for blob infection 2014-03-24 12:08:20 +01:00
alex-gh
66829f8eb6 Tweaked random event chances 2014-03-24 04:36:20 +01:00
alex-gh
b7eb15b120 Hostile mobs will now destroy windoors 2014-03-24 02:26:27 +01:00
alex-gh
ee2fee1371 Killing blob spores can now infect you with the blob 2014-03-23 23:36:19 +01:00
Rob Nelson
ce7bb71ff7 le typo face 2014-03-23 08:19:40 -04:00
Ccomp5950
43a372992d Code effeciency project: handle_virus_something() (human and monkey /Life())
2 for loops is more expensive then what we're doing here.
Also we check to see if virus2 is populated before starting a for loop

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/life.dm
2014-03-23 08:17:43 -04:00
Ccomp5950
e9f057d70c Code Effeciency project: Damn monkies Life()
pretty much the same effeciencies from human/life()

no need to updatehealth() over and over and over
no need to process environment if everything is normal
etc.

Conflicts:
	code/modules/mob/living/carbon/monkey/life.dm
2014-03-23 08:11:47 -04:00
Ccomp5950
151d4f7cee Code effeciency project: handle_environment (human/life())
Before:  We process a whole lot of bullshit for no real reason most of the time because temperatures are perfect.

Now:	 We check if our temperatures and environment are within normal bounds and get the hell out of the proc.

Also:    Mobs that are long dead or just dead mobs spawned at round start won't process Life(), those 3 clowns don't need Life(), those jerks.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-23 08:09:55 -04:00
ZomgPonies
6b3ab815a7 Oops 2014-03-23 08:07:04 -04:00
Ccomp5950
4c274837d4 Code effeciency project: Handle_Organs (human/life())
We do a bit of pre-processing to see if we want to do checks on all the organs.

First we don't even do preprocessing unless we have damage of some kind
afterwards we process what is hurt until it gets better or overall we get worse
when we go ahead and check everything else out again.

Can add a safety check in life every 30 ticks or so go ahead and check every organ again but I don't think it's needed.

Conflicts:
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/organs/organ.dm
2014-03-23 08:02:45 -04:00
Rob Nelson
20467bded7 Fix a bunch of jukebox bugs, add and implement new sprites. 2014-03-22 06:29:39 -04:00
Rob Nelson
b17bfa3c87 Fix a bunch of shit with matter eatin'. 2014-03-22 06:28:45 -04:00
Rob Nelson
e887dbe9b6 Fix rad alert lighting. 2014-03-22 06:25:41 -04:00
d3athrow
68012f5017 Fixed a gamebreaking bug
Conflicts:
	code/game/turfs/turf.dm
	code/modules/mob/living/carbon/human/life.dm
	maps/tgstation.2.1.0.0.1.dmm
2014-03-22 06:22:55 -04:00
jack-fractal
cf8348c25d * adding a 'rejuvinate' function to organs that fixes all types of damage
* adding a 'restore_all_organs' function to living creatures
* adding a 'restore_blood_loss' function to humans
* fixing changeling stasis power to heal organ and blood damage
* fixing adming rejuvinate verb to fix organ and blood damage

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/organs/organ_external.dm
	html/changelog.html
2014-03-22 02:50:44 -04:00
Ccomp5950
45e93458f2 Rejuvination verb fix for IPC's limbs don't suddenly become organic.
Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-03-22 02:44:01 -04:00
Ccomp5950
48fee54dba IPC examination won't cause "OH NO ROBOTIC LIMBS" (no shit, yo!) messages.
Unless they are damaged.
2014-03-22 02:36:30 -04:00
Aryn
ab63b08785 Fixed issues with cyborgs deactivating flashlights, cleaned up some module code in the process.
Conflicts:
	code/modules/mob/living/silicon/robot/inventory.dm
	code/modules/mob/living/silicon/robot/robot.dm
2014-03-21 10:04:48 -04:00
Aryn
072bdcde60 I think I fixed everything it is possible to stuff a light source into.
Conflicts:
	code/game/dna/dna_modifier.dm
	code/game/machinery/Sleeper.dm
	code/game/objects/structures/transit_tubes.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/modules/recycling/disposal.dm
2014-03-21 09:58:54 -04:00
Aryn
cff01f9df6 Fixed an annoying bug with giving another player a flashlight,
opened up at least 100 individual bugs where people kept setting
loc and expecting light updates to catch it.

Conflicts:
	baystation12.dme
2014-03-21 09:51:15 -04:00
ZomgPonies
8a5311fd66 Fixing Regens fuckups 2014-03-20 13:27:43 -04:00
Regen
f3b2f7d8f5 Added command alert for mass hallucination event 2014-03-20 16:38:02 +01:00
Regen
167a7f3546 Revert "Added command alert for mass hallucination event"
This reverts commit b20d5d49d7.
2014-03-20 16:35:51 +01:00
Regen
b20d5d49d7 Added command alert for mass hallucination event 2014-03-20 16:31:08 +01:00
ZomgPonies
c833dd60b4 Fixed custom item descriptions 2014-03-20 16:14:40 +01:00
ZomgPonies
905d911275 Fix Jukebox stopping radio 2014-03-20 16:14:39 +01:00
Regen
6d797a74a7 First nerf of Cryo goonpower + Dionea nerf
Worked with Neca, he wanted some things changed, Nerfed dionea's
regeneration by removing their ability to regenerate from toxin damage,
making plant-b-gone even more effective.

Cryokinesis was nerfed due to its ability to ensure death to anyone who
does not have access to medical treatment.
2014-03-17 17:44:04 +01:00
Rob Nelson
935de91fe0 Fixes ghost Entered not being called. 2014-03-16 21:50:55 -04:00
Ccomp5950
103866975e HUD-Optimization bugfix, mobs with no clients will update their health
HUD image as well.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-15 05:11:26 -04:00
d3athrow
0e7278a597 fix bats targetting their vampire 2014-03-15 05:09:25 -04:00
ZomgPonies
f1cdebaa60 Fixed custom item 2014-03-14 03:41:34 -04:00
ZomgPonies
ae07381acf Cuts the jukebox volume! 2014-03-14 03:33:42 -04:00
yashaldie
fbd8feee31 Fixes Diona Nymph handling updates
Diona Nymphs were not getting their Handling procs called.
2014-03-14 02:17:23 -04:00
Chinsky
e19190dd15 Splicing virus changes it's unique ID. 2014-03-14 02:16:34 -04:00
Chinsky
214af7892f Lowered chance of exhale spreading viruses, as it was firing way too often.
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-14 02:16:11 -04:00
Chinsky
e8b8c29946 Changed sneezing to spread viruses like cough, but only in front of the mob.
It gives a warning sometimes, so guy has 7 ticks to face elsewhere.
2014-03-14 02:13:56 -04:00
Chinsky
2f875dba6e Fixed blood injections not transmitting viruses properly.
Keep forgetting that list is associative.
2014-03-14 02:13:37 -04:00
Chinsky
660a87baa7 Made it possible for virus to mutate and affect different species. 2014-03-14 02:13:22 -04:00
Chinsky
467cbdd5ba Fixed some runtimes with specieism, and blood transfer ignoring viruses' racial preferences. 2014-03-14 02:13:08 -04:00
Chinsky
26553e120e More random for random god.
Effects now start with random chance of firing and multiplier (like forced minormutate() on spawn).
2014-03-14 02:12:47 -04:00
Chinsky
7d5e21822a Buffed protections.
Full biosuits and spacesuits now protect more against airborne infections, and completely against touch-based ones (when worn with gloves).
2014-03-14 02:12:28 -04:00
Chinsky
5e6710757b Spaceacilline stronk.
Now it prevents new infections completely, and has a chance to cure virus on early stages (without giving antibodies though.)
2014-03-14 02:11:55 -04:00