* Moves turf New calls to Initialize
* Much faster
* Fixed
* Makes add_to_active queue up before SSair is initialized
* Remove active queuing
* And the proc
* Move the check
* Fix some shit
* F U C K T U R F S
* Necessary
* Unnecessary
* SHUT THE FUCK UP
* Panic mode hurts the code
* Such a
* Simple answer
* A well thought out plan
* /turf/open optimization
* Undo the warning suppression now that it's fixed
* Fixes lava typecaching badly
* Added late initialization
* Make the atmos offenders late initialize
* Add extra logging
* GLABALS
* Better solution for trying to activate w/o air
* Further base calling copypasta
* Gates, guards, gorans
* Small doc fix
* Do the faster
* T U R F V A R P E R S I S T E N C E
* The solution is always so simple
* The (hopefully) final nail in the coffin
* Better `in world` Initialization handling
Remove spawn_atom_to_world and SSobj.atom_spawners
Roll SSobj/setup_template_objects and SSobj/Initialize into new generic proc
* >BYOND
* >var names
* Defines
* Actually remove the spawn_atom_to_world definition
* A note on NOT CALLING THE BASE
* Remove set waitfor = 0
* My comments are cool
* In order to prevent just that...
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* EMPing will sometimes randomly pulse wires
🆑 coiax
add: EMPs may cause random wires to be pulsed. Please ensure that
sensitive equipment avoids exposure to heavy electromagnetic pulses.
/🆑
10% wire pulse chance, maximum of 3 pulses per atom per EMP.
* Fixes runtime when EMPs pulse the airlock wire
* 33% of a wire pulse
* Refactors atom/Initialize
Captialized for compiling correctness and to be more inline with Destroy
Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.
Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New
Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set
Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls
* Fixed a thing
* Actually, fuck the police
* >Expecting a merge without errors
* >Not calling ..() in New
* Sanic
* Fix the headset bug
* Makes sure the map loaders dew it right
* Fixes ruins being initialized twice
* Rename roundstart -> mapload
* Revert "Rename roundstart -> mapload"
This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.
* Remove unrelated change
* A more direct solution to map loads
* And now we shouldnt need this warning
* Add the new var to SSobj recovery
* Revert "Revert "Rename roundstart -> mapload""
This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.
* Line endings
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.
Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
The message when firing a gun is removed.
To keep things balanced melee attacks (punches, alien attacks, animal attacks, etc...) now show a visual effect (similar to what we current have with item attacks.
Fixes muzzle flash effect not appearing for mech guns.
Fixes muzzle flash effect not appearing for certain ranged animal.
Fixes the item attack effect not being visible to camera viewers and mech occupants.
Fixes toy guns foam dart not dropping on the ground when shooting a mob on the same tile as us.
Fixes toy smg magazine sprite being invisible sometimes.
Fixes foam dart not facing the correct direction when fired.
Changes the bullet projectile sprite to have a slight tracer effect so as to be more visible.
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
* a very calming act
when the world is too much, too fast
* i'm tired
but i have to be efficient, infinite
* lick your lips at the sight of me
a fantasy made reality
* Replaces a bunch of istypes with their proper macros
* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it
* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
Fixes Alternate Appearances clobbering each other
Fixes Viewed Alternate Appearances not being cleared out during an atom's Destroy()
Fixes Kor's AA plants.
properly removes viewing_alternate_appearances AAs
🆑 coiax
rscadd: Observers now have a visible countdown for borg factories,
silicons can examine the factory to determine how long it has remaining
until it is ready.
/🆑
- Removes a bunch of spawns and trailing returns
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
* Converts tablecrafting to datums
* Adds crafting.dm
Adds crafting.dm
* Fix merge conflicts
Fix merge conflicts
* Fixes dme
* Fixes returns
Fixes returns
* Only check hands and remove old paths
Only check hands and remove old paths
* Recipe fixes
Recipe fixes
* Removed action button
Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list
* Added adjucent checks
Added adjucent checks
* Snacks now get chems from parts
Snacks now get chems from parts
* Complex food fuckery fixed
Complex food fuckery fixed
* Fixes old recipe
Fixes old recipe
* Fix to infinite loops in reagent extraction
Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them
* Fixes hands not checking
Fixes hands not checking
* Fixes reagents fucking up
Fixes reagents fucking up
* Even more reagent fuck ups fixed and comments
Even more reagent fuck ups fixed and comments
* Fixes all the shit i could find
Fixes all the shit i could find
* Removes debug and mechs
Removes debug and mechs
* Argument renaming
Argument renaming
* Fixes all argument names
Fixes all argument names
* Final fix of arguments
Final fix of arguments
* Items washing banana cream
Allow common methods of cleaning to wash banana cream pie off your face.
* Janiborg cream washing
Janiborgs can now wash cream by running over people.
* Added Creampie Overlay code
When a banana cream pie hits a target mob, it applies a new overlay to
the mob. This overlay can then be cleaned via soap, shower, cleaner
spray, etc.
* Cream Pie Throw Update
When hit by a banana cream pie:
Adds a creamy overlay to various mobs.
Knock targets off for less than a second.
Enable cleaning the overlay via soap, shower, and others means.
* else fix
replace unnecessary if w/ else
* Revert "else fix"
This reverts commit 5dc5707981f8bc312b8e3ac4ce9ab16e7f20c855.
* else fix
* Catch Fix
Catching a thrown cream pie will no longer delete the item in your hands
* Xeno State Creamy Fix
Tossing a cream pie will now apply the appropriate overlay to a dead or
sleeping xenomorph.
Unfortunately, the xenomorph is still able to shake the cream off by
switching state, and it keep pushing the wrong overlay on critical
xenomorphs.
* Human-only code
Simplify code to affect only humanoids.
* Revert "Human-only code"
This reverts commit f74cb0e3af08fc0b793987ed9711dbbfd4d8561b.
* Human Code Only
Pls no Travis
* Optimize code
As requested
* Bug Fix
Overlay no longer unwashable when species get changed via
badmin/magic/etc.
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).
Also created a file to contain plane and layer defines for hopeful eventual use.
Hopefully this doesn't change anything now but does enable some nifty new features in the future.