* removal of machine var
* shimsham
* deprecation warnings
* COMSIG_LIVING_HANDLE_VISION signal
* improved
* more cleanup
* more fixes
* this is fine
* fixed radios
* notices for now, tgui fix
* cleaned up hud and vision parent calls, adds COMSIG_LIVING_HANDLE_HUD
* radios use tgui now
* guestpass does not need machine anymore
* cloning machine doesn't use it
* this arcade machine is tgui too
* autolathe does not need machine
* remaining cleanup
* doc fix
* fix
* logout handling
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Spider tweaks and Mob pulling
Added a small amount of weaken to spider warning bites to knock people over.
Added a new variable to mobs that can prevent them from being pulled when alive, currently only applies to the spiders.
Fixed an issue where spiders would sometimes try to inject poison where they couldn't and runtime.
* Invert var
* Establish base working new_player tgui
* Tweak to fit virgo
* .
* fix that
* split that
* no as import
* clean up old code
* .
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Motion tracker basics
* force unsubscribe on destroy
* remove tracking on destroy too
* missing include
* use new art
* logging
* per client echos
* toggle verb
* vis things not needed, and reset vis option if resubbed
* blind and deaf should affect this
* feedback on toggle
* teshari gain vibration sense, lose listen in
* xenochi too
xenochi also get vibration sense
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* fixes some MC crashes with turf examine
* properly handle turf deletion or same turf examines
* recodes turf examine to move it to client
* .
* use function
* update signals on mind transfer
* ok this would require a lot more component handling
* Update action buttons up to tgstation/tgstation/pull/29379
* Update action buttons up to tgstation/tgstation/pull/48669
* Some dead signals and stuff
- SSInput subsystem for running movement inside the tick.
- Switch skin.dmf to use KeyUp/KeyDown procs for movement keys.
- Logic to do responsive diagonal movement.
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.