From cdc3283649e8c32e4e55ce7762b92df10e923fbe Mon Sep 17 00:00:00 2001 From: skull132 Date: Sun, 27 Dec 2015 13:47:54 +0200 Subject: [PATCH 01/11] Fixes the Forensics.dmi errors How did this suddenly stop working anyways? It shouldn't be a situational error :l --- code/modules/detectivework/forensics.dm | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/code/modules/detectivework/forensics.dm b/code/modules/detectivework/forensics.dm index 6bd1f103..251991b7 100644 --- a/code/modules/detectivework/forensics.dm +++ b/code/modules/detectivework/forensics.dm @@ -3,7 +3,7 @@ /obj/item/weapon/storage/box/swabs name = "box of swab kits" desc = "Sterilized equipment within. Do not contaminate." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "dnakit" storage_slots=14 can_hold = list("/obj/item/weapon/forensics/swab") @@ -29,7 +29,7 @@ /obj/item/weapon/forensics/swab name = "swab kit" desc = "A sterilized cotton swab and vial used to take forensic samples." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "swab" flags = FPRINT | TABLEPASS | CONDUCT | NOBLUDGEON w_class = 1.0 @@ -132,7 +132,7 @@ /obj/item/weapon/storage/briefcase/crimekit name = "Crime Scene Kit" desc = "A stainless steel-plated carrycase for all your forensic needs. Feels heavy." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "case" item_state = "case" storage_slots=14 @@ -156,7 +156,7 @@ /obj/item/weapon/forensics/slide name = "microscope slide" desc = "A pair of thin glass panes used in the examination of samples beneath a microscope." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "slide" flags = FPRINT | TABLEPASS | CONDUCT | NOBLUDGEON w_class = 1.0 @@ -219,7 +219,7 @@ /obj/machinery/microscope name = "high powered electron microscope" desc = "A highly advanced microscope capable of zooming up to 3000x." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "microscope" anchored = 1 var/obj/item/weapon/forensics/sample = null @@ -367,7 +367,7 @@ /obj/item/weapon/forensics/powder name = "fingerprint powder" desc = "A jar containing aluminum powder and a specialized brush." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "dust" var/list/complete_prints = list() var/stored = list() @@ -432,7 +432,7 @@ /obj/item/weapon/forensics/fiberkit name = "Fiber Collection Kit" desc = "A magnifying glass and tweezers. Used to lift suit fibers." - icon = 'forensics.dmi' + icon = 'icons/obj/forensics.dmi' icon_state = "m_glass" var/list/fibers_complete = list() var/stored = list() @@ -678,4 +678,4 @@ icon_state = "printer" var/printing = 0 density = 1 - anchored = 1 \ No newline at end of file + anchored = 1 From dcd5e6d42769ff73ab42cbcea6c922d0ca644e9d Mon Sep 17 00:00:00 2001 From: skull132 Date: Fri, 1 Jan 2016 18:20:54 +0200 Subject: [PATCH 02/11] Vaurca Fixes * Should make their eyes get damaged with flases proper now * Makes them actually resistant to electric shock and walking on glass --- .../game/objects/items/stacks/sheets/glass.dm | 2 ++ .../items/weapons/grenades/flashbang.dm | 19 +++++++++++++++++++ code/modules/mob/living/carbon/human/life.dm | 7 +++++++ .../mob/living/carbon/human/species.dm | 4 +++- code/modules/power/power.dm | 4 +++- 5 files changed, 34 insertions(+), 2 deletions(-) diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 909f65b4..b068a041 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -294,6 +294,8 @@ if(H.species.flags & IS_SYNTHETIC) return + if(istype(H) && H.species.insulated)//Insulation + return if(M.buckled && istype(M.buckled, /obj/structure/stool/bed/chair/wheelchair)) return ..() diff --git a/code/game/objects/items/weapons/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm index 3e0d0673..9ca356b4 100644 --- a/code/game/objects/items/weapons/grenades/flashbang.dm +++ b/code/game/objects/items/weapons/grenades/flashbang.dm @@ -52,6 +52,25 @@ flick("e_flash", M.flash) M.Stun(2) M.Weaken(10) + //Vaurca damage 29-012-15 + var/mob/living/carbon/human/H = M + if(H.species.flags & IS_BUG) + var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"] + if(!E) + return + //Reworked damage 29/12/15 + usr << "\red Your eyes burn with the intense light of the flash!." + E.damage += rand(10, 11) + if(E.damage > 12) + M.eye_blurry += rand(3,6) + if (E.damage >= E.min_broken_damage) + M.sdisabilities |= BLIND + else if (E.damage >= E.min_bruised_damage) + M.eye_blind = 5 + M.eye_blurry = 5 + M.disabilities |= NEARSIGHTED + spawn(100) + M.disabilities &= ~NEARSIGHTED diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index cedf42d0..ea2333a6 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -1132,6 +1132,10 @@ return //TODO: DEFERRED proc/handle_regular_status_updates() + if(species.flags & IS_BUG) + adjustBruteLoss(0) + adjustFireLoss(0) + if(status_flags & GODMODE) return 0 @@ -1408,6 +1412,9 @@ see_in_dark = 8 if(!druggy) see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING + if(species.flags & IS_BUG) //Vaurca nightvision 29/12/15 + see_in_dark = 8 + if(seer==1) var/obj/effect/rune/R = locate() in loc if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"]) diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index 037538a9..ec03d213 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -75,6 +75,7 @@ var/blood_color = "#A10808" //Red. var/flesh_color = "#FFC896" //Pink. var/base_color //Used when setting species. + var/darkness_view //Used in icon caching. var/race_key = 0 @@ -626,7 +627,8 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used. secondary_unarmed_type = /datum/unarmed_attack/bite/strong rarity_value = 2 //according to the code this does nothing but upset me so i guess it can stay slowdown = 1 //slow - darksight = 666 //good at seeing + darksight = 8 //good at seeing + darkness_view = 7 eyes = "blank_eyes" //made out of butts brute_mod = 0.5 //note to self: remove is_synthetic checks for brmod and burnmod burn_mod = 2 //bugs on fire diff --git a/code/modules/power/power.dm b/code/modules/power/power.dm index 19388bfa..f314d5c3 100644 --- a/code/modules/power/power.dm +++ b/code/modules/power/power.dm @@ -273,11 +273,13 @@ //No animations will be performed by this proc. /proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0) if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb + var/mob/living/carbon/human/H = M //29/12/2015 INSULATION INITIATION + if(istype(H) && H.species.insulated) return 0 //This is for performance optimization only. //DO NOT modify siemens_coeff here. That is checked in human/electrocute_act() if(istype(M,/mob/living/carbon/human)) - var/mob/living/carbon/human/H = M + //var/mob/living/carbon/human/H = M Changed for inulation 29/12/15 if(H.gloves) var/obj/item/clothing/gloves/G = H.gloves if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on From fe26886fcfd666a8d3ed38549edcf1c38307a50a Mon Sep 17 00:00:00 2001 From: skull132 Date: Fri, 1 Jan 2016 18:42:41 +0200 Subject: [PATCH 03/11] Changelog - 02JAN2015 --- html/changelog.html | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) diff --git a/html/changelog.html b/html/changelog.html index b8be1889..a498abb7 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -56,6 +56,19 @@ should be listed in the changelog upon commit though. Thanks. --> +
+

2 December 2015

+

Skull132 Updated:

+
    +
  • Fuel fires are back in the game (both welder fuel and flamethrowers burn properly).
  • +
  • Reworks whitelists to be SQL dependant, as opposed to running from a local file (should speed up server reboots).
  • +
  • Tweaks magnetic locks to have a powercell. Standard high cap cell will run a magnetic lock for about 16 minutes. Cells can be removed by using a screwdriver, then a crowbar.
  • +
  • Vaurca eyes now take damage from flashbangs and flashes.
  • +
  • Vaurca are now properly 'insulated' and resistant to electric shock.
  • +
  • Multiple bugfixes on the map, by Witt.
  • +
+
+

8 December 2015

SoundScopes updated:

@@ -70,8 +83,6 @@ should be listed in the changelog upon commit though. Thanks. -->
- -

Probably October

SoundScopes updated:

@@ -86,7 +97,6 @@ should be listed in the changelog upon commit though. Thanks. -->
  • Peanut seed sprite
  • Space has been fixed so you only need to define an area once
  • SQL bug
  • -
    From 52de48dd0a2aa4b8dc6e390874cefca81a8ca5c1 Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:29:05 +0200 Subject: [PATCH 04/11] Enthralling Loyalty Implanted People Vampires can no longer enthrall loyalty implanted people, and will be informed as such. --- code/game/gamemodes/vampire/vampire_powers.dm | 19 ++++++++++--------- 1 file changed, 10 insertions(+), 9 deletions(-) diff --git a/code/game/gamemodes/vampire/vampire_powers.dm b/code/game/gamemodes/vampire/vampire_powers.dm index b54efcc6..00e34610 100644 --- a/code/game/gamemodes/vampire/vampire_powers.dm +++ b/code/game/gamemodes/vampire/vampire_powers.dm @@ -293,9 +293,10 @@ M.current.remove_vampire_blood(150) M.current.verbs -= /client/vampire/proc/vampire_enthrall spawn(1800) M.current.verbs += /client/vampire/proc/vampire_enthrall - else - M.current << "\red You or your target either moved or you dont have enough usable blood." - return + return + else + M.current << "\red You or your target either moved or you dont have enough usable blood." + return /client/vampire/proc/vampire_cloak() set category = "Abilities" @@ -327,14 +328,14 @@ /mob/proc/can_enthrall(mob/living/carbon/C) var/enthrall_safe = 0 -/* for(var/obj/item/weapon/implant/loyalty/L in C) + for(var/obj/item/weapon/implant/loyalty/L in C) if(L && L.implanted) enthrall_safe = 1 break - for(var/obj/item/weapon/implant/traitor/T in C) - if(T && T.implanted) - enthrall_safe = 1 - break*/ +// for(var/obj/item/weapon/implant/traitor/T in C) +// if(T && T.implanted) +// enthrall_safe = 1 +// break if(!C) world.log << "something bad happened on enthralling a mob src is [src] [src.key] \ref[src]" return 0 @@ -526,4 +527,4 @@ bloodold = mind.vampire.bloodusable mind.vampire.bloodusable = max(0, (mind.vampire.bloodusable - amount)) if(bloodold != mind.vampire.bloodusable) - src << "\blue You have [mind.vampire.bloodusable] left to use." \ No newline at end of file + src << "\blue You have [mind.vampire.bloodusable] left to use." From 01bececd55a8ddf673f1428dd23a801b96ec1fdd Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:30:30 +0200 Subject: [PATCH 05/11] Loyalty Implant Fixes Fixes the duplicate definition of the implanted() proc. Head revolutionaries can no longer be implanted, normal revolutionaries will actually lose their rev status when implanted, and lings will be informed of the fact that they can avoid the implant's effects. --- .../objects/items/weapons/implants/implant.dm | 20 +++++++++---------- 1 file changed, 9 insertions(+), 11 deletions(-) diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm index eb98d587..7e4ab4c2 100644 --- a/code/game/objects/items/weapons/implants/implant.dm +++ b/code/game/objects/items/weapons/implants/implant.dm @@ -333,22 +333,20 @@ the implant may become unstable and either pre-maturely inject the subject or si implanted(mob/M) - if(!istype(M, /mob/living/carbon/human)) return 0 + if(!istype(M, /mob/living/carbon/human)) + return 0 var/mob/living/carbon/human/H = M - if(H.mind in ticker.mode.head_revolutionaries) + if (H.mind in ticker.mode.head_revolutionaries) H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of Nanotrasen try to invade your mind!") return 0 - else if(H.mind in ticker.mode:revolutionaries) + else if (H.mind in ticker.mode:revolutionaries) ticker.mode:remove_revolutionary(H.mind) - H << "\blue You feel a surge of loyalty towards Nanotrasen." - return 1 - - implanted(mob/M) - if(!istype(M, /mob/living/carbon/human)) return 0 - var/mob/living/carbon/human/H = M - if(H.mind in ticker.mode:cult) + else if (H.mind in ticker.mode:cult) ticker.mode:remove_cultist(M.mind) - H << "\blue The implant robs you of your faith in Nar-Sie, leaving only obedience to NanoTrasen." + H << "\blue The implant robs you of your faith in Nar-Sie, leaving only obedience to NanoTrasen." + else if (H.mind in ticker.mode:changelings) + H << "\blue We have weaved our flesh around and isolated the simple chip. It has no effect on us. But they do not know it yet..." + H << "\blue You feel a surge of loyalty towards Nanotrasen." return 1 //Alternatively! This is the null-rod deconversion, if the above doesn't work. There's two things down there and I don't know if that's okay. From 8d165145f90ac6b00e58ce986c0e93ce22f31729 Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:31:20 +0200 Subject: [PATCH 06/11] Adrenalin Implants For Syndies Traitors and syndies will now gain access to an adrenalin implant box. The implant is a one-use tool for getting yourself unstunned and off the ground. Also makes the adrenalin implants work with the pain-based stuns. --- code/game/gamemodes/factions.dm | 1 + code/game/gamemodes/game_mode.dm | 1 + code/game/objects/items/weapons/implants/implant.dm | 13 ++++++++++--- .../objects/items/weapons/storage/uplink_kits.dm | 10 ++++++++++ 4 files changed, 22 insertions(+), 3 deletions(-) diff --git a/code/game/gamemodes/factions.dm b/code/game/gamemodes/factions.dm index 8572b5a4..36476f13 100644 --- a/code/game/gamemodes/factions.dm +++ b/code/game/gamemodes/factions.dm @@ -157,6 +157,7 @@ Devices and Tools; Whitespace:Seperator; Implants; /obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant; +/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin:3:Adrenalin Implant; /obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals); Whitespace:Seperator; (Pointless) Badassery; diff --git a/code/game/gamemodes/game_mode.dm b/code/game/gamemodes/game_mode.dm index 6a764b4c..a50acff2 100644 --- a/code/game/gamemodes/game_mode.dm +++ b/code/game/gamemodes/game_mode.dm @@ -72,6 +72,7 @@ Devices and Tools; Whitespace:Seperator; Implants; /obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant; +/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin:3:Adrenalin Implant; /obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals); /obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!); /obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator; diff --git a/code/game/objects/items/weapons/implants/implant.dm b/code/game/objects/items/weapons/implants/implant.dm index 7e4ab4c2..fae8144b 100644 --- a/code/game/objects/items/weapons/implants/implant.dm +++ b/code/game/objects/items/weapons/implants/implant.dm @@ -384,14 +384,21 @@ the implant may become unstable and either pre-maturely inject the subject or si return dat - trigger(emote, mob/source as mob) - if (src.uses < 1) return 0 + trigger(emote, mob/living/carbon/human/source as mob) + if (src.uses < 1) + return 0 + if (!istype(source)) + return 0 if (emote == "pale") src.uses-- source << "\blue You feel a sudden surge of energy!" + source.stat = 0 + source.SetParalysis(0) source.SetStunned(0) source.SetWeakened(0) - source.SetParalysis(0) + source.lying = 0 + source.setHalLoss(0) + source.update_canmove() return diff --git a/code/game/objects/items/weapons/storage/uplink_kits.dm b/code/game/objects/items/weapons/storage/uplink_kits.dm index 2792aae8..81cbb950 100644 --- a/code/game/objects/items/weapons/storage/uplink_kits.dm +++ b/code/game/objects/items/weapons/storage/uplink_kits.dm @@ -82,6 +82,16 @@ O.update() return +/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin + name = "boxed adrenalin implant (with injector)" + +/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin/New() + ..() + var/obj/item/weapon/implanter/O = new(src) + O.imp = new /obj/item/weapon/implant/adrenalin(O) + O.update() + return + /obj/item/weapon/storage/box/syndie_kit/imp_compress name = "box (C)" From 7bf23fcef5939cf6db5dfe339872f9ddd4fdc349 Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:45:57 +0200 Subject: [PATCH 07/11] Vampires Sucking Bloodpacks Vampires can now drain blood from bloodpacks by attacking themselves with it. Note that only total blood is given, not usable blood. --- .../reagents/reagent_containers/blood_pack.dm | 57 ++++++++++++++----- 1 file changed, 43 insertions(+), 14 deletions(-) diff --git a/code/modules/reagents/reagent_containers/blood_pack.dm b/code/modules/reagents/reagent_containers/blood_pack.dm index c091f1db..91a8df90 100644 --- a/code/modules/reagents/reagent_containers/blood_pack.dm +++ b/code/modules/reagents/reagent_containers/blood_pack.dm @@ -7,22 +7,51 @@ var/blood_type = null - New() - ..() - if(blood_type != null) - name = "BloodPack [blood_type]" - reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null)) - update_icon() - - on_reagent_change() +/obj/item/weapon/reagent_containers/blood/New() + ..() + if(blood_type != null) + name = "BloodPack [blood_type]" + reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null)) update_icon() +/obj/item/weapon/reagent_containers/blood/on_reagent_change() update_icon() - var/percent = round((reagents.total_volume / volume) * 100) - switch(percent) - if(0 to 9) icon_state = "empty" - if(10 to 50) icon_state = "half" - if(51 to INFINITY) icon_state = "full" + +/obj/item/weapon/reagent_containers/blood/update_icon() + var/percent = round((reagents.total_volume / volume) * 100) + switch(percent) + if(0 to 9) icon_state = "empty" + if(10 to 50) icon_state = "half" + if(51 to INFINITY) icon_state = "full" + +/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob) + if (user == M && (user.mind in ticker.mode.vampires || user.mind.vampire)) + if (reagents.get_reagent_amount("blood")) + user.visible_message("\red [user] raises \the [src] up to \his mouth and bites into it.", "\blue You raise \the [src] up to your mouth and bite into it, starting to drain its contents.") + + while (do_after(user, 25, 5, 1)) + var/blood_taken = 0 + var/need_to_break = 0 + if (reagents.get_reagent_amount("blood") > 10) + blood_taken = 10 + else + blood_taken = reagents.get_reagent_amount("blood") + need_to_break = 1 + + reagents.remove_reagent("blood", blood_taken) + user.mind.vampire.bloodtotal += blood_taken + user.check_vampire_upgrade(user.mind) + + if (blood_taken) + user << "\blue You have accumulated [user.mind.vampire.bloodtotal] [user.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood and have [user.mind.vampire.bloodusable] left to use." + + if (need_to_break) + break + + user.visible_message("\red [user] licks \his fangs dry, lowering \the [src].", "\blue You lick your fangs clean of the tasteless blood.") + + else + ..() /obj/item/weapon/reagent_containers/blood/APlus blood_type = "A+" @@ -45,4 +74,4 @@ /obj/item/weapon/reagent_containers/blood/empty name = "Empty BloodPack" desc = "Seems pretty useless... Maybe if there were a way to fill it?" - icon_state = "empty" \ No newline at end of file + icon_state = "empty" From 9a5f342eed88c83347dc962dd3f5019e1f0cbf1a Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:49:45 +0200 Subject: [PATCH 08/11] Changelog Update - 04JAN2015 --- html/changelog.html | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/html/changelog.html b/html/changelog.html index a498abb7..6b3619bf 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -57,12 +57,16 @@ should be listed in the changelog upon commit though. Thanks. -->
    -

    2 December 2015

    +

    04 January 2015

    Skull132 Updated:

    • Fuel fires are back in the game (both welder fuel and flamethrowers burn properly).
    • +
    • Adrenalin implant kits added to syndicate uplinks, worth 3 TC.
    • +
    • Gave the vampires the ability to suck blood from bloodpacks. Just attack yourself with one. Note that only total blood is gained, not usable blood.
    • +
    • Loyalty implants tweaked: messages are now handled properly, head revs are safe once more, revs are properly removed, lings are given instructions on the fact that they can ignore the implant's effect.
    • Reworks whitelists to be SQL dependant, as opposed to running from a local file (should speed up server reboots).
    • Tweaks magnetic locks to have a powercell. Standard high cap cell will run a magnetic lock for about 16 minutes. Cells can be removed by using a screwdriver, then a crowbar.
    • +
    • Loyalty implanted people cannot be enthralled. The vampire is now informed as such and the enthralling will fail.
    • Vaurca eyes now take damage from flashbangs and flashes.
    • Vaurca are now properly 'insulated' and resistant to electric shock.
    • Multiple bugfixes on the map, by Witt.
    • From fa5ccb982f8e14d62c9288878a3c21c094ee033e Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:51:28 +0200 Subject: [PATCH 09/11] Changelog Update - Clarification Added --- html/changelog.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/html/changelog.html b/html/changelog.html index 6b3619bf..5915f7bf 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -61,7 +61,7 @@ should be listed in the changelog upon commit though. Thanks. -->

      Skull132 Updated:

      • Fuel fires are back in the game (both welder fuel and flamethrowers burn properly).
      • -
      • Adrenalin implant kits added to syndicate uplinks, worth 3 TC.
      • +
      • Adrenalin implant kits added to syndicate uplinks, worth 3 TC. Upon activation, the implant removes any and all stun effects that you have.
      • Gave the vampires the ability to suck blood from bloodpacks. Just attack yourself with one. Note that only total blood is gained, not usable blood.
      • Loyalty implants tweaked: messages are now handled properly, head revs are safe once more, revs are properly removed, lings are given instructions on the fact that they can ignore the implant's effect.
      • Reworks whitelists to be SQL dependant, as opposed to running from a local file (should speed up server reboots).
      • From 82cbfe3f952be8caf0265b73bff1b7b4dbf54252 Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:58:34 +0200 Subject: [PATCH 10/11] Remove Borers From HealthHUDs Having a borer in you will no longer flag you as special on a healthHUD. --- code/game/mecha/medical/odysseus.dm | 6 ------ code/modules/mob/living/carbon/human/life.dm | 7 ------- code/modules/mob/living/silicon/pai/hud.dm | 8 +------- 3 files changed, 1 insertion(+), 20 deletions(-) diff --git a/code/game/mecha/medical/odysseus.dm b/code/game/mecha/medical/odysseus.dm index b1ffc912..453b5e4f 100644 --- a/code/game/mecha/medical/odysseus.dm +++ b/code/game/mecha/medical/odysseus.dm @@ -108,12 +108,6 @@ holder.icon_state = "hudxeno" else if(foundVirus) holder.icon_state = "hudill" - else if(patient.has_brain_worms()) - var/mob/living/simple_animal/borer/B = patient.has_brain_worms() - if(B.controlling) - holder.icon_state = "hudbrainworm" - else - holder.icon_state = "hudhealthy" else holder.icon_state = "hudhealthy" diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm index ea2333a6..1d6f375f 100644 --- a/code/modules/mob/living/carbon/human/life.dm +++ b/code/modules/mob/living/carbon/human/life.dm @@ -1824,13 +1824,6 @@ holder2.icon_state = "hudxeno" else if(foundVirus) holder.icon_state = "hudill" - else if(has_brain_worms()) - var/mob/living/simple_animal/borer/B = has_brain_worms() - if(B.controlling) - holder.icon_state = "hudbrainworm" - else - holder.icon_state = "hudhealthy" - holder2.icon_state = "hudbrainworm" else holder.icon_state = "hudhealthy" if(virus2.len) diff --git a/code/modules/mob/living/silicon/pai/hud.dm b/code/modules/mob/living/silicon/pai/hud.dm index 18ccd308..ad51477d 100644 --- a/code/modules/mob/living/silicon/pai/hud.dm +++ b/code/modules/mob/living/silicon/pai/hud.dm @@ -74,12 +74,6 @@ holder.icon_state = "hudxeno" else if(foundVirus) holder.icon_state = "hudill" - else if(patient.has_brain_worms()) - var/mob/living/simple_animal/borer/B = patient.has_brain_worms() - if(B.controlling) - holder.icon_state = "hudbrainworm" - else - holder.icon_state = "hudhealthy" else holder.icon_state = "hudhealthy" client.images += holder @@ -104,4 +98,4 @@ return "health0" else return "health-100" - return "0" \ No newline at end of file + return "0" From bfee957063a801d47c70ecd4b66db7f73a152176 Mon Sep 17 00:00:00 2001 From: skull132 Date: Mon, 4 Jan 2016 15:58:52 +0200 Subject: [PATCH 11/11] Changelog - Borer Fix --- html/changelog.html | 3 +++ 1 file changed, 3 insertions(+) diff --git a/html/changelog.html b/html/changelog.html index 5915f7bf..c4c4d95d 100644 --- a/html/changelog.html +++ b/html/changelog.html @@ -64,12 +64,15 @@ should be listed in the changelog upon commit though. Thanks. -->
      • Adrenalin implant kits added to syndicate uplinks, worth 3 TC. Upon activation, the implant removes any and all stun effects that you have.
      • Gave the vampires the ability to suck blood from bloodpacks. Just attack yourself with one. Note that only total blood is gained, not usable blood.
      • Loyalty implants tweaked: messages are now handled properly, head revs are safe once more, revs are properly removed, lings are given instructions on the fact that they can ignore the implant's effect.
      • +
      • Having a cortical borer in your head no longer flags you as such on the medical HUD.
      • Reworks whitelists to be SQL dependant, as opposed to running from a local file (should speed up server reboots).
      • Tweaks magnetic locks to have a powercell. Standard high cap cell will run a magnetic lock for about 16 minutes. Cells can be removed by using a screwdriver, then a crowbar.
      • Loyalty implanted people cannot be enthralled. The vampire is now informed as such and the enthralling will fail.
      • Vaurca eyes now take damage from flashbangs and flashes.
      • Vaurca are now properly 'insulated' and resistant to electric shock.
      • Multiple bugfixes on the map, by Witt.
      • +
      • Organ transplants are fixed and now work, with the possible exception of eyes. Need to test. This also means that you can use the use the advanced operating table to conduct full on brain transplants.
      • +
      • Head re-attachment surgery no longer deletes the brain.