Commit Graph

196 Commits

Author SHA1 Message Date
Cameron Lennox 52444d931d Makes these args used and legal (#19216) 2026-02-22 23:05:43 +01:00
Kashargul f8333a8d93 Staticpath [MDB ignore] (#19166)
* move those to static paths

* maps

* .

* .

* ugh

* .
2026-02-22 22:10:59 +01:00
Cameron Lennox 801288190c Dephase shots (#18609) 2025-10-09 15:16:30 +02:00
Cameron Lennox 86a21e9578 Properly paths sound files and folders (#17604)
* bye

* hello

* hi

* hi

* bye

* hi

* bye

* hi

* Replace em

* bye

* hi

* bye

* Hi

* bye

* hi

* bye

* hi

* bye

* hi

* bye

* hi

* bye

* hi

* bye

* hi

* bye

* hi

* hi

* hi

* hi

* hi

* gwah
2025-05-15 20:14:50 -07:00
Cameron Lennox f40bf1f7e4 Vendor and Phasegun adjustments (#17647)
* part 1

* Cleanup

* text

* webbing

* Eh these values seem fine

* Bonus damage to mobs

* if we have a mind, dont take bonus damage

* Less VR overrides

* vendr
2025-05-15 20:14:05 -07:00
Cameron Lennox de68694e8c Projectile fix (#17558)
* Turret fix

* gets rid of hardcode

* Fixes fragmine miss chance

Makes it actually work with the new projectile system.
Makes it not have a 100% dodge chance if you step onto it

* do the shuffle
2025-04-21 05:19:48 +02:00
Cameron Lennox 2e38926234 Removes sleeping from the code in more places (#17418)
* Axes unused 'paused' variable from projectile code

* Remove TGUI in scrubber init

Moves it to only happen when a user interacts with it.

* Ghostpod tgui input from init -> LateInit

Ghost query REQUIRES a tgui input. It can't be fixed on that level.
Ghost pods however created a ghost query when spawned if they are NOT mapspawn. This means it can only be moved to lateinit, as far as I can see

* Moves borer ghost query from init to lateinit

* Better mob chasing. Gets rid of sleep in mob chasing

Moves Noodle's and Ian's snack tracking var to base /simple_mob
Moves Noodle's and Ian's tracking process from a individual proc of each to /simple_mob
Moves the sleeps out from the tracking proc and makes it a repeating timer.
Noodle now gets nutrition when you feed him.

* Moves blob query to lateinit

Once again, blob HAS to do a ghost query when it's created.
Ghost query will ALWAYS make a tgui window.

* No sleep in cyborg code

Moves pick_module() from /init on robot_module to /LateInit on /robot
photo showing it popped up the module select when I spawned in as a borg: https://i.imgur.com/5rGbqIR.png

* Moves AI controlled human's 'death' proc to LateInitialize

* Moves Corpse's processing from Init to LateInit

death() has a LOT that happens inside of it.

* Let's actually make it lateload on the human itself

* In case we don't want to auto kill ai controlled mobs

* Fixes death() some more

- Protean blobs will ALWAYS have a humanform, so that segment of code was unused.
- Makes the bulk of the exit VR section in a new perform_exit() proc
- Gets rid of the WIP proof of concept hack in there.

* whoops duplicate

* We will ALWAYS have a humanform. ALWAYS.

The server will CRASH if we do not.

* get rid of this...

* Makes corpsespawn work better

* more VR stuff

* No suspending the whole machines subsystem

* avatar

* as anything

* u2

* nolist

* forgot this one

* fix

* VR fix

Fixes an oversight with VR sleepers

* player initiated

* OVERSIGHT

* Update borer.dm

OF course WE DON'T have a mind, we're a GHOST.
Fixes borer spawning

* this was unused

no
2025-04-07 17:16:07 -04:00
Cameron Lennox 168a4e2279 Removes baymiss. Mostly. (#17340)
* Removes baymiss. Mostly.

Goodbye Baymiss

* early return

* Fixes zoomed accuracy being lost upon gunfire

* yeah this works better

* clarificaction, user->attacker

* these as well
2025-04-07 05:10:51 -04:00
Kashargul d3b7ba8b43 next new to init (#17400)
* next new to init

* .

* this needs thorough testing

* .

* needs an istype

* also vnotice

* mvoe to defines
2025-03-24 06:18:39 -04:00
Guti d626f16552 Fixes swarm enemies behaving like walls when dead (#17312)
* fimx..

* Scuffed swarm handling
2025-03-11 12:43:50 +01:00
Kashargul 55a61bc38f up ports incorp and proximity handling (#17106)
* up ports inCorp and proximity handling

* anim size

* bullets no longer hit shadekin

* fix throwing and clicking

* use the proc

* and add the proc

* .

* No moving when you can't move

* fixes portal runtime

* No bonk when throwing at incorporeal entities

* MAR

- I coded in picking yourself up years ago and someone broke it (by adding a lying check). This unbreaks it. Additionally, picking yourself up was made immediate instead of a 0.5 delay since before hitting the U key was slow and doing it this way was quicker. That's not the case anymore.

- Makes attack_hand not happen if the person is incorporeal
- Makes you not  contract touch spread viruses when you click one someone and don't do an interaction (you will now always do an interaction)
- Makes it so you can't mousedrop items while phased.

* no more spreading viruses while phased  / to phased

* F

---------

Co-authored-by: C.L. <killer65311@gmail.com>
2025-03-01 12:09:35 -05:00
Cameron Lennox db636e3306 Size Changing Apparel Adjusments & Runtime fixes (#17035)
* hyper jumpsuit & deluxe bluespace bracelet changes

* Update miscellaneous_vr.dm

* fixes a runtime

* typo

* projectile runtime fix and circuitboard del

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-02-02 17:09:47 +01:00
Kashargul 394b2a4789 some destroy cleanup (#16958)
* some destroy cleanup

* fix inits

* deconf

* wrong PR

* rm duplicate

* fix that

* forgot that
2025-01-27 09:11:39 +10:00
Kashargul e2b68fd0ac bunch of unhandled refs (#16919)
* bunch of unhandled refs

* fix that (#6)
2025-01-17 23:43:53 -05:00
Kashargul 59b9802628 some istype to macros (#16826) 2025-01-06 06:45:02 +10:00
Kashargul b594520a74 next set of spans (#16434)
* next set of spans

* some more

* next

* next

* next

* .

* text...

* next... rest soon

* .

* .

* ok last set for the night

* .

* .

* .

* .

* some more

* next

* next

* all for now

* .

* some more easy ones

* some more easy ones

* .

* .

* some more bolds

* oups auto complete moment

* add the remaining spans

* this as well

* this as well

* .

* .,

* resync them properly
2024-10-16 23:37:27 +02:00
Kashargul a2c673ab7a refactors most spans 2024-10-02 21:10:31 +02:00
Kashargul e0d694e8ac rid of old span macros 2024-10-01 23:51:48 +02:00
Guti 409aaba802 Remove 2024-09-09 02:36:53 +02:00
Kashargul 6cabe9f7e6 Undefines local defines and moves global to __define (#16028)
* first set of defines

* some more

* .

* final defines

* del local define
2024-06-09 17:29:20 +10:00
Heroman3003 c7b6c3e42b Revert "Revert "Garbage collection, asset delivery, icon2html revolution, and…" (#15816)
This reverts commit f6d0f62622.
2024-04-22 06:29:01 +10:00
Heroman3003 f6d0f62622 Revert "Garbage collection, asset delivery, icon2html revolution, and general…" (#15815)
This reverts commit cc05d51b69.
2024-03-10 20:01:05 +10:00
Cadyn cc05d51b69 Garbage collection, asset delivery, icon2html revolution, and general fixes (515) (#15739)
* Making it compileable

* Adds Tracy & Fixed missing compat in sorting code

* CI workflow using "Stable" beta version

* Tracy define

* Fixes

* Update GC from TGStation

* fixes

* Appease linter

* begone custom_items.txt

* Making it compileable

* Adds Tracy & Fixed missing compat in sorting code

* CI workflow using "Stable" beta version

* Tracy define

* Fixes

* Build dependencies at 514

* Asset delivery/GC/515 megapatch

* fix runtime

* Appease integration tests

* More runtime fixes

* Attempting to resolve runtime

* Update spacemanDMM

* icon2html revolution

* icon2html part 2

* fixes

* Attempt to appease linter

* More fixes

* Final fixes (hopefully)

* operator keyword moment

* minor fixes and additions

* undo extra tgui files

* switch to QDEL_IN_STOPPABLE where necessary

* Pain

* GPS runtime

* dropped(null) fix, + chompedit the fixes just incase.

* Fix chat tags

* Update _build_dependencies.sh

* runtime in orebag, duplicate in computer/ship/proc/look, runtime in zoom

* tweak zoom change

* another registersignal override runtime

* 1

* Revert "1"

This reverts commit 43f619ca6c216c2bc41b8f7a346069f99591261b.

* various qdel ref fixes

* newplayer and observer harddels

* disposalholder logging remove, gargoyle hard del + typo

* retouch atom/movable destroy to be TG-like

* potential edge case ref in manualfollow

* extra following potential ref

* global list refs tweak, new_player undo a thing

* /mob/new_player qdel fixes

* undo some things

* revert atoms/movable/destroy

* revert mind and new_player panel changes

* atoms and atom/movable reversions

* bring back datum/mind and panel fixes

* projectile optimisation

* Reverts useless edits, clothing hood runtime, projectile runtime

I tried a lot of things which do not help, and i reverted a lot of it here.

* a few more reversions of useless changes

* Begin getting rid of CHOMPedit comments

* Nuke remaining chompedit comments

* Revert "undo extra tgui files"

This reverts commit f3bdcde8cb.

* fixing oops

* line ending shenanigans

* More GC cleanup

* Optimisations to test/trace projectile, turrets. Tweaks.

Turrets now only trace when they are absolutely sure they want to shoot. disposalholder, effect master and artefact qdel refs changes.

* bad usage of the check_trajectory proc

check_trajectory returns a list of objects hit along it's path to it's target, not a boolean of the target being hittable. a couple places in code assume this, so here they are fixed.

* puts legacy globals into GLOB datum for debug use

* fix upport oopsie

* fix

* Move recursive listening to component

* Minor fixes and cleanup

* undo my temp solution

* tweaks + a missed thing

* recursive_move sanity checks and safety cases

* Catch null initialisation cases + fix borg creation

VV edit spawns the object in nullspace then directly sets it's loc, which means the movement is unregistered. The spawn(0) delay should hopefully mean that setup_parents happens AFTER any unregistered movement.

* circular inventory check, make checks better

* better handling of safety reset cases

* Add logging to safety checks

---------

Co-authored-by: Selis <selis@xynolabs.com>
Co-authored-by: Selis <sirlionfur@hotmail.de>
Co-authored-by: Raeschen <rycoop29@gmail.com>
2024-03-10 09:39:33 +10:00
Drathek 7c8bb85de3 Whitespace Standardization [MDB IGNORE] (#15748)
* Update settings

* Whitespace changes

* Comment out merger hooks in gitattributes

Corrupt maps would have to be resolved in repo before hooks could be updated

* Revert "Whitespace changes"

This reverts commit afbdd1d844.

* Whitespace again minus example

* Gitignore example changelog

* Restore changelog merge setting

* Keep older dmi hook attribute until hooks can be updated

* update vscode settings too

* Renormalize remaining

* Revert "Gitignore example changelog"

This reverts commit de22ad375d.

* Attempt to normalize example.yml (and another file I guess)

* Try again
2024-02-20 11:28:51 +01:00
Atermonera 58e324ccf6 Merge pull request #8997 from Mechoid/ProjectileSetStarting
Projectiles properly set starting var.
2023-03-04 16:55:36 -05:00
Heroman 10d0c34755 Implements all-species positive and negative traits 2022-06-28 18:08:34 +10:00
Rykka 2bb6c955ba TGMC Ammo HUD Earlyport
Ports over TGMC's Ammo HUD and all relevant code, adapted to work for Polaris's guns. This took me several days, but hey, I learned a bunch. <:
Time to port Aim Mode + Mentorhelp. :3c 
- All guns now have an ammo HUD sprite. If one lacks one, it will be ??? or blank, at which point, make an issue report, as all guns should be working by now.
- Guns will display how many rounds they have left until ammunition runs dry.
- Ammo will only count the casings that CURRENTLY have a projectile in them. This is slightly unrealistic, yes, but it is better and more intuitive for the player. This also enables guns like the revolver to work, given they recycle casings.
- Up to 4 ammo HUDs can be displayed at once, but given we lack TGMC's attachments and guncode, you'll only ever usually see 2. TBD on porting over TGMC guncode. <:
- Ammunition for multiple guns has different colors in the HUD based on what you currently have loaded.
- If you're looking at this later on to add new things. DON'T USE _FLASH IN THE HUD_STATE_EMPTY. THE _FLASH IS ADDED ON BY CODE.
- Grenades have a hud_state, pending us ever porting over a grenade launcher. Rockets ALSO have a hud_state.


Example of Laser/Energy Weapons:
https://i.imgur.com/MGvqGxh.mp4
Captain's Gun:
https://i.imgur.com/Wd0SS3C.gif

Full Test of all weapons:
https://streamable.com/usp4dy

Upstream port of https://github.com/CHOMPStation2/CHOMPStation2/pull/4033
Earlyport of https://github.com/PolarisSS13/Polaris/pull/8513, with adaptations for VORE's files (Specifically the ML3M medigun and cell-loaded weaponry.)

Credit to @SilencedMP5A5 for helping me with sprite names, testing, and making the Full Test video. <3
2022-04-07 01:58:37 -06:00
Atermonera d930b94d34 Merge pull request #8385 from Atermonera/bb
Adds caseless BB rounds for common gun types
2022-01-27 23:09:41 -05:00
Cerebulon 5d86e5051c Adds unique projectile hit messages to simplemobs (#8250)
* Adds unique hit messages to simplemobs

* decl'd hit lists

* how was that even working

* set decl ref on init
2021-10-27 20:52:55 -04:00
Hatterhat bfac91465b Crusher Gaming (#11462)
* [the who - baba o'riley plays in the background]

* i need more POWER

* rewrite pt1

* bug fixo

* uh oh! they're obtainable!

* verbs

* knif

* furthur cleanup

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2021-08-22 15:18:12 -04:00
MarinaGryphon d0d8e42edc unify crash_with and stack_trace 2021-07-13 15:46:52 -05:00
MarinaGryphon e41c2ecfd7 first pass (emotification, some \the -> \The) 2021-07-05 09:42:48 -05:00
Aronai Sieyes 05fc5d3758 Fix requested things 2021-06-17 23:52:39 -04:00
Aronai Sieyes db14882664 Port tg lighting system
Also converts planet lighting to a new system
Too hard to separate out from this PR
2021-06-17 00:18:09 -04:00
Atermonera fb4d02df3d Merge pull request #7561 from Mechoid/ProjectileUpkeep
Projectile Upkeep
2020-08-31 18:23:39 -04:00
Atermonera 3c16520a60 Merge pull request #7325 from Mechoid/FixTheStunShotsAgain
Fix runtime in projectile.dm, 664.
2020-07-09 18:27:21 -04:00
Atermonera 15157be321 Merge pull request #7311 from Mechoid/FixTimingError
Fix timing error that allowed processing to reference a nulled list.
2020-06-29 01:26:26 -04:00
Atermonera 69ac9d894f Merge pull request #7281 from Mechoid/BulletPenFix
Fix Penetrating Bullet Double-Jeopardy
2020-06-16 03:25:47 -04:00
Aronai Sieyes 09074eaabb Alter playsound paradigm 2020-05-18 23:42:15 -04:00
Aronai Sieyes d3da6ae4a5 Refactor move code 2020-04-26 16:42:50 -04:00
Atermonera 101c9c33c5 QoL: Projectiles 2020-03-17 00:55:56 -04:00
Mechoid 487c39eab8 Antag Uplink Expansion 2020-03-17 00:23:20 -04:00
Mechoid acc712e1d5 Exosuit Expansion: Return of the Ripley 2020-03-08 00:52:32 -05:00
Aronai Sieyes f475ecbdc6 Replace a bunch of VOREStation edits that can be sent to Polaris 2020-02-29 19:45:58 -05:00
Heroman3003 a3fb3e3950 Merge branch 'master' of https://github.com/VOREStation/VOREStation into making-of-shadekin 2019-10-29 09:33:48 +10:00
Atermonera 6e4fc794d6 Merge pull request #6467 from Heroman3003/datum-timer-beam
Makes every single shot not create ~40 timers but 1
2019-09-27 16:07:25 -04:00
Atermonera f519272525 Merge pull request #6290 from Mechoid/SubMunitions
Adds Submunition projectiles, and a laser gun showcasing them.
2019-07-23 23:35:05 -04:00
Atermonera 3d31a77514 Multi-Tile Objects, Multi-Tile Hovershuttle 2019-07-01 20:43:53 -04:00
Heroman 703c27da7e Refactors shadekin 2019-04-28 15:10:06 +10:00
Unknown 2dbf8499f4 Conflict Resolution 2019-03-28 21:04:21 -04:00