Commit Graph

76 Commits

Author SHA1 Message Date
vuonojenmustaturska
39375d5cc2 Replaces a bunch of mob loops with hopefully better ones (#32786)
* Free codebase churn

* fixes dviewmob

* a commit

* Partial revert "Free codebase churn"

This reverts commit 9dd41b3860c331637bbc85e694dd32dc59768ad5.

* better fix to dviewmob

* renames living_mob_list to alive_mob_list, adds mob_living_list and carbon_list

* make some use out of the shiny carbon list

* make some use out of the shiny new living list

* more things, also make the mobs subsystem (Life) use living list

* bonus

* domo arigato mr. roboto

* compile fixes, also made the drone code less dumb

* better?

* make admin message prettier

* honk

* fixes blobs

* rev fixes

* one small thing
2017-11-16 23:08:40 +01:00
vuonojenmustaturska
3f582454a8 Minor speedups to movement: First Blood Part 2 (#32702) 2017-11-14 18:59:45 -02:00
MoreRobustThanYou
262770bd43 Blobbernauts and spores are no longer killed by blob victory (#32133)
* Blobbernauts and spores are no longer killed by blob victory

* Update overmind.dm

* Update overmind.dm

* Update overmind.dm

* Update overmind.dm
2017-11-05 13:06:59 -05:00
KorPhaeron
7034a22e78 Blob fixes (#31913)
* Blob alarm sounds

* Fixes antag panel and blob report being sent too early

* Assigning fix

* Keeps announcement for use in false alarm
2017-10-21 21:07:55 +02:00
KorPhaeron
be748e3323 Disentangles blob from blob mode/removes blob mode (#31780)
* Disentangles blob from blob mode

* Observer examine

* Fixes runtimes

* Blob now has infinite points in critical mass and will consume the entire station visually

* Different icon

* Blob event more common

* All overminds get to pick their core location

* Blobs block the shuttle

* Not sure when controller would be different from overmind
2017-10-18 21:55:28 -04:00
ShizCalev
74f5a8c904 DisplayTimeText mk2 (#30969)
* Adds new helper, DisplayTimeText

* Removed unused define

Thought it would've been nice to have for the future, but I guess it's
fine to go without it.

* CBB

* Revamp

* Early returns

* More cleanup

* Proc cleanup

* Makes fraction only show if seconds is < 1

* Last cleanup

* Revert

* Corrected incorrect round time.

Dunno how nobody ever caught that it was incorrect on live servers, gg.
2017-09-24 19:58:58 -04:00
vuonojenmustaturska
6e468720ab Fixes to more Initialize procs (#30641)
* batch 1

/mob/living/silicon/robot/syndicate
/obj/effect/decal/cleanable/blood/old
/obj/effect/decal/cleanable/blood/gibs
/obj/effect/decal/cleanable/blood/gibs/old
/obj/effect/decal/cleanable/ash
/obj/effect/decal/cleanable/ash/large
/obj/effect/decal/cleanable/greenglow
/obj/effect/decal/cleanable/vomit/old
/obj/effect/decal/cleanable/shreds
/obj/effect/decal/cleanable/oil
/obj/effect/decal/cleanable/crayon
/obj/effect/decal/cleanable
/obj/effect/temp_visual/point

* batch 2

/obj/effect/anomaly
/mob/living/carbon/monkey/punpun
/obj/item/queen_bee/bought
/mob/living/simple_animal/hostile/poison/bees
/mob/living/carbon/human
/area/ai_monitored
/area

* batch 3

/mob/living/simple_animal/hostile/blob/blobspore
/obj/item/spellbook
/mob/living/simple_animal/hostile/blob/blobbernaut
/mob/camera/blob
/obj/structure/noticeboard
/obj/structure/piano
/obj/item/clothing/head/helmet
/obj/item/gun/energy/laser/chameleon

* batch 4

/obj/machinery/airalarm
/obj/effect/decal/cleanable for reals
/obj/item/stack/rods
/obj/effect/decal/cleanable/crayon for reals
/obj/screen/parallax_layer
/obj/item/device/instrument
/obj/item/ore
/obj/item/coin

* batch 5, getting tgstation ready for halloween

/obj/machinery/meter/turf
/obj/machinery/capture_the_flag
/obj/effect/ctf/dead_barricade
/obj/structure/firepit
/obj/item/clothing/head/helmet/knight
/obj/structure/spacevine
/obj/effect/hallucination/simple/xeno
/obj/effect/hallucination/simple
/mob/living/simple_animal/shade/howling_ghost
/mob/living/simple_animal/hostile/retaliate/clown/insane
/obj/structure/bookcase
/mob/camera/aiEye/remote/base_construction
/obj/machinery/computer/camera_advanced/base_construction
/obj/item/device/wisp_lantern

* batch 6

/obj/item/device/warp_cube/red
/obj/item/device/shared_storage/red
/obj/item/melee/ghost_sword
/mob/living/simple_animal/hostile/mining_drone
/mob/living/brain
/obj/item/device/mmi/posibrain
/mob/living/carbon/human/interactive
/mob/living/carbon/human/interactive/angry
/mob/living/carbon/human/interactive/friendly
/mob/living/carbon/human/interactive/greytide
/mob/living/carbon/human/interactive/robust
/mob/living/carbon/monkey/angry
/mob/living/simple_animal/hostile/guardian/assassin
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/no_mech
/mob/living/simple_animal/hostile/syndicate/mecha_pilot
/mob/living/simple_animal/hostile/mimic/crate
/mob/living/simple_animal/hostile/mimic/copy

* batch 7

/mob/living/simple_animal/hostile/megafauna/colossus
/mob/living/simple_animal/hostile/megafauna/bubblegum
/mob/living/simple_animal/hostile/asteroid/goldgrub
/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck
/mob/living/simple_animal/hostile/asteroid/hivelordbrood
/mob/living/simple_animal/hostile/statue
/mob/living/simple_animal/hostile/wizard
/obj/machinery/power/smes
2017-09-13 02:47:17 -04:00
Jordan Brown
dce49b6caf Adds defines for mouse_opacity 2017-08-14 11:18:22 -04:00
Jordan Brown
6175ab77d5 Removes all checks for subsystem existence 2017-08-01 10:16:37 -04:00
Shadowlight213
68102aaa0c Refactors speech/communication logging and adds coordinates to speech logs (#28997)
* Adds locations to speech and related communications
Refactors how logging is handled for these.

* changes

* ahhhhh

* preemptive merge conflict undoing maybe?

* Let's not delay this further
2017-07-06 16:06:43 -04:00
Kyle Spier-Swenson
11d504e93a Removes hacky see in darkness invisibility bullshit, uses planes. (#25931)
* Removes hacky see in darkness invisibility bullshit, uses planes.

Also removed the use of invisibility for ghosts of others, instead using override images.

Per client lighting visibility now has 4 levels, all on, all off, and two midways, this allows for things to be able to see in the dark while still being able to see what is dark and what has light, ghosts and aliens and other shit can cycle between all 4, other things were given one of the 3 values depending.

* Remove qdel global var search.

* Cleans up code, makes changing lighting/NV level easier.
2017-04-11 21:01:24 +12:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss
d0bfbc3e13 Rename ticker to SSticker 2017-03-22 10:48:25 -04:00
Cyberboss
012eaec1b9 Mob Initialization (#24840)
* Mob Initialization

* new_player Repath

* Fix the dme

* Fix the shit

* Fix a loc

* Fix another loc

* But, in my haste, I forgot the cola!

* Another loc

* ANOTHER LOC

* Further docs

* Where'd that s come from

* Fix shit

* Better
2017-03-13 20:21:12 +01:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
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
2016-10-10 11:14:59 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* 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
2016-10-01 19:25:46 +02:00
phil235
6809603669 Changes obj/effect/blob,spider,swarmer,energy_net,spacevines to be ob/structures instead, since you can hit and destroy them.
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).
2016-09-27 19:58:27 +02:00
Joan Lung
cbf733dbc4 Does something, likely to be important, to blob (#19831)
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑

Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
2016-08-17 15:48:28 +12:00
Jack Edge
e13725b179 Refactors all (F) links into using a define
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑

FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.
2016-06-03 15:29:28 +01:00
Joan Lung
6fc1d4fde4 Blobs can no longer eat the supermatter (#17205)
* Blobs can no longer eat the supermatter

* phil'd

* phil'd
2016-04-29 20:29:20 +02:00
duncathan
e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
Nerd Lord
9ab1148806 istypeless 2016-03-13 23:45:14 -04:00
Nerd Lord
6be232d2fe Blob buttons now have tooltips
Blobs can toggle node requirements off(it defaults to on)
2016-03-13 15:25:27 -04:00
Nerd Lord
bd9ec70179 blob tuning 2016-03-12 23:34:29 -05:00
Nerd Lord
a107772166 fixes 2016-03-10 10:20:46 -05:00
Nerd Lord
1ead1acbfc Goon-style blob placement 2016-03-09 20:21:19 -05:00
Nerd Lord
eff82be81a Blobbernauts now die slowly when not near the blob.
Blobbernauts can now see their overmind's core health via their HUD.
Blobbernauts can also see their health from their HUD.
Blobbernauts are somewhat resistant to spacewind.
2016-02-29 16:41:59 -05:00
Nerd Lord
18bbc4758a Blob Sorium and Dark Matter properly reduce range based on bio protection.
Updates blob tips.
Blobs now consume walls that are on their tile.
Added a space between blob follow link and message.
2016-02-12 20:07:44 -05:00
phil235
5728358b6b Some errors and merge conflicts fixing mistakes. 2016-02-05 01:12:39 +01:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Nerd Lord
8dfd29e84d Adds follow links to overmind and revenant chat 2016-01-03 15:49:16 -05:00
Nerd Lord
071cb63930 fine okay no helper 2015-12-30 23:32:58 -05:00
Nerd Lord
ab9e0a7fbe Blob mobs now hear overmind chat.
Removes five unused istype helpers.
2015-12-29 17:27:26 -05:00
Nerd Lord
f79e871bfd Blob chat is now big and easy to see. 2015-12-29 15:10:24 -05:00
Nerd Lord
bf394afb80 Storage blobs are gone, blobbernauts now poll candidates, early blob burst is gone, replaced with a help button(of dubious usefulness) 2015-12-29 13:35:13 -05:00
oranges
134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
Nerd Lord
2e71b5e122 Changes blob pulsing to use ultra_range and orange.
Blobs now properly remember their overmind and get color from it predictably.
Oh god, I hope I did this right.
2015-12-14 21:05:03 -05:00
Remie Richards
af1922ac57 Merge pull request #13128 from Anonus/jauntblob
Adjusts blob ability costs down slightly, gives blobs a hud
2015-11-21 22:38:03 +00:00
Nerd Lord
525c40be39 Blob help has a fucking button, holy shit blobs you can do better 2015-11-20 19:08:50 -05:00
Nerd Lord
b163bce082 Adds blob help! Blobs can now check what stuff does with a help verb! Help, it's eating me!
Blobs now get to know what their chemical does.
Added two more buttons, for readapt chemical and storage blob.
Added hotkey for removing blobs, alt-click.
Removing a blob gives you some points back.
2015-11-20 17:00:43 -05:00
Nerd Lord
6b72222dbf Gives blobs a fukken hud, with buttons and everything.
Blobs can now expand just by clicking.
Shield blob creation changed to ctrl-click.
Reverted expand cost to 5.
2015-11-20 11:58:55 -05:00
Incoming
1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
Razharas
37556b1c1f Merge pull request #11491 from Aranclanos/ghostyelling
Fixes ghost yelling, now the message will be displayed.
2015-09-01 15:56:29 +03:00
duncathan
51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Aranclanos
d3b131a2ad Fixes ghost yelling, now the message will be displayed.
Same with binary chat, blob overmind and alien hivermind.
2015-08-30 19:14:30 -03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235
ac63896910 - Foam/moke lifetime is no longer affected by reagents volume.
- Remove show_message argument from blob reagent reaction_mob()'s and remove the if(show_message) send_message(). Now send_message is called directly on each blob strike.
- Changed blob reagent effects to depend on volume so blob spore smoke isn't deadly.
- Breathing smoke now reduces its life expectancy and calls reaction(INGEST) with the accurate amount of reagent.
- Adjusted the effects on mobs of some other reagents.
- Adjusted reagent amounts in chem grenades.
2015-06-24 20:58:22 +02:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
Jordie0608
e82c02744e paerbin clickdown, removed protectstation, rounded ui chem/plasma count, non-mob hivebot beacon 2015-05-27 16:54:13 +10:00