127 Commits
Author SHA1 Message Date
mikomyazakiandGitHub 6074224d00 dreamchecker (#8233)
Implements dreamchecker plus fixes all errors
2020-02-16 20:42:32 +02:00
GeevesandMatt Atlas 8c79959405 Frontier Cowboy Faction Set + Whip Buff (#7971) 2020-01-13 13:44:52 +01:00
GeevesandErki fd5dbc068f Big Unathi Update (#7857)
Fixed the powered hammer's sprites being duplicated instead of mirrored across hands, increased its chance to trigger by 5% (30%).
    Added a Hegemony version of the powered hammer with orange lights and a 50% chance to trigger.
    Made the powered hammer reset in 30 seconds instead of 45.
    Kataphracts now have new voidsuits, no longer will they wear knight armour with ponchos.
    Added new Unathi non-spaceproof body armour, which is ICly a new update to the old leather looking bodyarmour.
    K'lax kataphracts share the abovementioned body armour, but now have special modified helmets for all four their eyes.
    Buffed the K'lax helmet ever so slightly, to be on par with the new Unathi body armour.
    Fixed the Jixizi dress to be back to its former beautiful glory.
    Fixed Sinta Jumpsuits allowing you to roll down people's jumpsuits and sleeves from range.
2020-01-02 20:40:48 +02:00
WernerandGitHub cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
GeevesandErki 8447c489e8 Kataphract Team Update (#7543)
Added a Klaxan Kataphract Hopeful to the Kataphract response team.
    The Kataphracts now start with better and more stylized gear.
2019-12-05 12:12:36 +02:00
Matt AtlasandWerner 5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
WernerandGitHub af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
GeevesandWerner d84588aec1 Adds the Unathi Kataphracts as a response team (#7345) 2019-11-08 20:47:26 +01:00
Fire-and-GloryandWerner c8a485a97f Unapologetic hammer buffs (#7081) 2019-10-01 17:06:16 +02:00
fernerrandErki 77c3554b85 Fixes some energy melee weapons being unable to be picked up after being dropped (#7033)
This is done by moving the dropped proc that deactivates them so it works with all energy melee weapons and not just the basic energy swords.
2019-09-21 20:28:01 +03:00
WernerandGitHub 7b6a759361 Cleans up the Database. (#6893)
* Cleans up the Database.

Changes the charset to utf8mb4
Changes the collation to utf8mb4_unicode_ci
Adds foreign keys to various tables that use the ckey
Cleans up various inconsistencies (key used in a ckey field, wrong dates, ...)
Changes the columns in ss13_cargo_items that hold json to JSON

* Corrects Migration Number

* Only drop tables if they exist.

* Attempts to please travis

* Moves another comment

* Moves the sol swords out of energy and into misc
2019-08-26 23:08:53 +02:00
alsoandanswerandWerner 1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
AlberykandErki aa70b6cffb Changes how clumsy checks are handled (#6299)
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
2019-04-14 19:45:45 +03:00
LordFowlandErki 8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
AlberykandWerner ed0297a697 The Tau Ceti Foreign Legion (#5779)
This pr adds the Tau Ceti Foreign Legion, at the request of the lore team, to replace/be an alternative to the ert.
2018-12-30 12:06:21 +01:00
LordFowlandErki 76372c4b15 [Ready for Review] Unapologetic Vaurca Buffs III: Revenge of the Buffs (#4885)
Implements various changes at the behest of lore-dev BygoneHero, namely:

Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
2018-07-22 19:17:03 +03:00
AlberykandErki cad0bb1584 Adds more ancient warfare to spessmen (#4325)
This prs adds some new melee weapons, besides some sprites fixes and changes.

-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
2018-03-10 17:18:15 +02:00
kevinz000andErki c000070a5b Pixel Projectiles (#4105)
Projectile hitscan effects moved to /effects/projectiles folder.
Most of projectile firing code and some of impact code refactored, and projectile hitscan effects refactored with ported TGcode (which is mostly TGcode I wrote anyways 😎)
Projectiles can now be fired at any angle, instead of just at the center of turfs!
Projectiles are now [in theory] 100% accurate down to 0.001 of a pixel.
2018-03-10 17:13:24 +02:00
LordFowlandWerner 746c993593 Fixes the ninja blade's armor pen (#4282)
Somebody decided it was a good idea to copy-paste values without peer review.
2018-02-18 23:29:10 +01:00
AlberykandErki eb80d3ec68 Ports weapons cleaving and reaching features from polaris (#3969)
-axes, chainswords and longswords can now cleave, hitting targets around the user, ported from polaris
-added support for melee weapons that can hit targets two titles away, as well ported from polaris
2017-12-23 21:12:06 +02:00
AlberykandLohikar 0cc8b99a8e Adds more sounds effects (#3474)
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
2017-09-20 13:23:47 -06:00
AlberykandErki a9bbe58b92 Synthetic changes and fixes (#3441)
-adds the powered hammer, an upgraded version of the kneebreaker hammer that can push people around, giving it to heister random melee weapon spawn and combat borgs
-fixes the syndicate cyborg emag not working
-fixes traitor cyborgs not being emmaged
-should fix telebaton stunning borgs
2017-09-17 22:48:12 +03:00
LohikarandGitHub 8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
RonandWerner 905c960e52 Adds some things (#3357)
- Power Sword
- Tesla Gun
- Gravity Gun
- Pipe Wrench
- Slime baton - Awaiting Sprite
- Hand-held crew suit monitor
- Space Klot
2017-09-02 18:16:22 +02:00
Alberykandskull132 264b12ce42 Adds more sounds (#2590)
Adds sounds for turning on flashlights, flares, flipping coins, shuffling deck of cards, using lighters and zippos, drills, sonic jackhammers, bikes and some weapon related sounds.
2017-06-04 13:32:49 +03:00
Ronandskull132 790480c8da Removes all \red and \blue's (#2309)
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
2017-05-21 12:07:57 +03:00
LohikarandLordFowl f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00
Fire-and-Gloryandskull132 2d0622d140 Adjusting a mistake I made with the Kneebreaker Hammer traitor item#2 (#2061)
The Kneebreaker Hammer should no longer do hilarious amounts of damage should you find a way to make it go through the air faster than it would if you threw it.

Well, no more damage than it would if you applied such a thing to any other item.
2017-04-08 22:51:34 +03:00
Lohikarandskull132 63eafb3643 Code Cleanup: Destroy() fixes part 1 + Misc Fixes (#1933)
In this PR:

Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes #812.
Fixes #1877, Fixes #1929.
Fixes #1930.
Fixes #1152, Fixes #1917.
Fixes #1902.
Fixes #1165.
2017-03-18 23:06:24 +02:00
LordFowlandskull132 cb4a941dc1 Sword Reflection (#1637)
Energy swords, shields, and ninja blades can now deflect projectiles.

Energy swords have a fairly moderate chance of reflecting energy weapons.
Energy shields have a much higher chance of reflecting energy weapons.
The ninja blade has the highest chance of reflecting energy weapons.

Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head.
Energy shield has full body coverage.

Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.)

Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage.

Probably some other stuff I'm forgetting.
2017-03-06 00:35:09 +02:00
Lohikarandskull132 2b9aa21421 Spark Fixes (#1764)
changes:

Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
2017-02-14 14:37:16 +02:00
skull132andGitHub 89269ff76b Disable some sparks (#1540)
To reduce lag until Scopes' and Lohikar's fix is through.
2017-01-13 01:00:03 +02:00
Alberykandskull132 8c1ad1a6ae Another gun update and cooling unit update (#1387)
-fix several wrong tech origin related to the guns
-tweak some sprites
-add x-ray laser rifle
-add new sprites for the suit cooling unit, with one when being worn on the back
-fixed suit cooling units not working when worn on the back and inside exosuits
2017-01-04 03:15:23 +02:00
Lohikarandskull132 cef746cd6d Misc fixes (#1370)
changes:

bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes #1196.
Fixes #1358.
Fixes #1376.
Fixes #1347.
Replaces some BYOND text macros with spans.

Issues:

M'sai's preview image does not work (missing image).
2017-01-03 01:54:30 +02:00
Alberykandskull132 38a0033b2e Fixing compile errors (#8)
* Fixing more errors

* Update baystation12.int
2016-11-12 12:47:43 +02:00
skull132 ee68f3c9d0 Final merge
Merge branch 'development-2' into development

# Conflicts:
#	baystation12.dme
#	code/_helpers/icons.dm
#	code/controllers/master_controller.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/computer3/laptop.dm
#	code/game/machinery/doors/door.dm
#	code/game/machinery/floorlayer.dm
#	code/game/machinery/vending.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/objects/effects/decals/contraband.dm
#	code/game/objects/explosion.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/storage/boxes.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/window.dm
#	code/modules/clothing/spacesuits/rig/rig.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/mob/freelook/update_triggers.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/human_movement.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/species.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	nano/templates/sleeper.tmpl
2016-11-12 00:10:21 +02:00
skull132 e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
Fire-and-Gloryandskull132 0fde5b9f63 Kneebreaker Hammer and ported biosuits (#1067)
Adding the Kneebreaker Hammer to the code, a blunt weapon which does the same amount of damage as a metal baseball bat and can be used to pry doors while fitting in a satchel and on the belt, quite comparable to an e-sword, due to eventually become a traitor item when the coders are done with Stuff.

Porting our oldcode biosuits as well, when I made some checks, those who chose to comment unanimously agreed the old suits were better.
2016-10-26 22:01:11 +03:00
LordFowlandskull132 660a5d0063 Miscellaneous Content Patch (#1002)
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
2016-10-22 23:26:42 +03:00
Alberykandskull132 04fbeddf36 Compile errors round 2 by Alberyk (#3) 2016-10-15 21:53:09 +03:00
Alberykandskull132 0d180f78ae Fixing one compile error (#2) 2016-10-15 20:29:01 +03:00
skull132 87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
NanakoACandskull132 2fcd1eccd3 Special Swords and amputation (#715)
changes:

rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
2016-08-15 00:36:28 +03:00
Alberykandskull132 83ed43896e Allowing energy weapons and chainswords to slice apart regular walls (#645)
All energy weapons and chainswords can slice apart regular walls, as suggest in the forums, sometime ago.
2016-08-02 21:46:35 +03:00
Alberykandskull132 8428a94b99 Adding chainswords and more blades (#534)
Chainswords can be turned on and off, with sprite and damage changes. Also, adding more swords, with some flavor and stats differences.
Swords cannot go inside bags anymore.
2016-07-11 16:48:17 +03:00
LordFowlandskull132 43a3ba3d1b Fixes RnD to Include New Weapons (#482) 2016-07-09 03:15:48 +03:00
LordFowlandskull132 56e288e910 Vaurca Content 2 (#426)
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
2016-06-24 14:55:44 +03:00
PsiOmegaDelta 1a8fc50f1e Removes suicide code. 2015-12-14 15:57:56 +01:00
mwerezak db8aefb121 Refactors duplicate parry code 2015-08-28 14:39:28 -04:00
HarpyEagle df3eeb891e Fixes dead people blocking stuff with shields. 2015-08-26 11:51:04 -04:00