Commit Graph

1178 Commits

Author SHA1 Message Date
Lohikar
a15aa07307 Fix Phantom Globals (#4957)
Removes the phantom global definitions that Fowl found.

Fixes:

Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
2018-07-01 22:47:58 +03:00
MarinaGryphon
65f0e0e558 Large Multi-Bugfix (#4917)
* fixes #4877
* fixes #4797
* fixes #4827
* newscaster formatting fixes, fixes #4907, fixes character limit
2018-06-22 22:42:38 +03:00
Werner
af2a22902d Fixes #4925 (#4929) 2018-06-22 22:21:53 +03:00
Red_Wall
ad73581a12 Detective cleansing (#4784)
Removed all of the noir items from the detective's office and moved them to the loadout:
Zippo from the starting loadout
Trenchcoats, fedoras and flask from the locker
Replaced the TV console camera with a normal console camera
Replaced the locker sprite with a normal security secure locker sprite
2018-06-17 20:35:38 +03:00
Werner
66d3019a7e Hide things in potted plants (#4882)
Adds the ability to hide things in potted plants.
Related song

Forum Topic:
https://forums.aurorastation.org/viewtopic.php?f=18&t=11340
2018-06-17 16:08:30 +03:00
Mykhailo Bykhovtsev
79c315cc2c Air bubble (#4649)
This PR adds new item - airbubble

The idea is based of this thread.

Adds airbubble - item which when unfolded can provide user with environmental protection, the pressure inside won't be idea, but the oxygen will be enough to last for 20 minutes.
Airbubble properties:

When factory folded it is of normal size, so that it can fit in your internals box or backpack. But when folded manually after usage it is large size, and can only fit in storage like backpack minimal.

Has internal tank attached to it. By default each air bubble comes with double emergency oxygen tank(which can be found in engineering), it has enough oxygen for 20 minutes of usage. Tank can be detaches to be refilled and attach back. You can also attach different kind of tanks and they would work. Example is to attach phoron tank to kill someone, or sleep toxin to make them from breaking out.

Airbubble zipper can be forcefully blocked by wire handcuffs, to kidnap people. To take it out you need to use wirecutters.

Provides with breathable atmosphere, but pressure is just above minimal - meaning that you won't feel that comfortable inside of it

Breaking out when forcefully blocked is possible using resist, it would though make a hole in the bubble making it leak air of tank valve is on and not possible to use to protect yourself from environment.
2018-06-01 22:26:22 +03:00
Kaedwuff
bcb9a12180 Service Headset Fixes (#4813)
Fixes #4809 and also gives the chaplain back his service headset... which I'm not sure why it was ever removed? They were always part of service before.
2018-05-27 17:24:12 +03:00
BurgerLUA
aad698be53 Mental Medication Additions (#4648)
The less controversial tweaks
Tweaked the metabolism rate of mental medication to reflect their intended values. Reduced the dosage threshold to suppress traumas to reflect their intended values.

Syringe (drugs) now contains truth serum.

Cardox is now slightly poisonous, and can directly remove phoron from blood when consumed. Cardox can now remove phoron in the air when applied to turfs.

A secure box of loyalty implants, hextrasenil pills, and cardox grenades are now located in the vault.

The vault now contains some misc emergency gear that a head of staff can access in case of a dire situation. Current gear are loyalty implants, expensive cardox grenades, and Hextrasenil pills.
2018-05-13 17:39:56 +03:00
Mykhailo Bykhovtsev
115802425f Oxycandles (#4650)
This PR adds new item - oxycandles.

The idea is based of this thread.

chemical bases oxygen candles that when activated can provide enough oxygen to make tiny-small vented spaces with oxygen.
Oxycandles properties:

When activated the chemical reaction cannot be stopped - emergency use only.

Small size, can fit anywhere.

Can restore air in very tiny-small vented place.
2018-05-11 22:22:57 +03:00
ParadoxSpace
49be412edd Adds Cyberpunk Hairstyles (#4671)
Courtesy of TheTrollDoctor and Dukica99, of Baystation12 fame.
2018-05-06 18:13:27 +03:00
Mykhailo Bykhovtsev
e6baab0c23 Code and Map Bugfixes (#4514)
- Access to Research Division Maintenance airlock is fixed #4477 
- Changed shower to wash any mob present on active shower tile, also added damage to slimes. #4483 
- Added missing emergency firelocks in interstatial level of security. #4444 
- Fixed wrong spelling of broken light  bulb icon state, issue #4541 
- Added for pool to use reagents water on mobs or objects, now pool cleans itself and user, plus damages slimes. #4544 #4545 
- `crush_act` now checks if atom is simulated. #4001 
- turbolifts now use `crush_act` on atoms.
- Closets have their own crush_act. They now gib mobs inside of them. issue #4538
- Closets uses its internal function to dump content upon destruction.
- Closet now spawn one sheet of steel when destroyed.
- Fixed chainsaw unwielded force to be appropriate. Buffed chainsaw on wielded/unwielded force. Wielded is now `60` and unwielded is `30` if it is powered. #4586 
- Added missing cameras to medical construction level. #4581 
- Hydroponics tray status no longer blocked by light fixture, moved it in a better spot. Added one more light to hydroponics to not have shadows. #4449
2018-04-19 00:03:46 +02:00
Lohikar
9c33cc2e09 Minor refactors/fixes (#4589)
changes:

Underwear has been promoted to a human layer; this might fix some potential issues with human icon caching.
turf/Entered() code has been cleaned up and proximity checks have been timerized.
Fixed an issue where openspaces wouldn't render objects that entered an openspace after init.
Shortened organ keymap prefix as it didn't really need to be that long.
2018-04-15 22:13:24 +03:00
LordFowl
1086e1fdb2 [Ready for Review] Unapologetic Psych Buffs - Now with 80% less Mike Pence! (#4377)
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.

2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.

3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.

4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.

Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.

The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.

The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.

The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
2018-04-08 16:29:33 +03:00
Mykhailo Bykhovtsev
7b8470ccae Removes nurse's outfit (#4520)
Argument was that nurse's outfit is too exposed for medical staff, and against sterile protocols.

Removes nurse's outfit to be spawned in medical lockers

Removes nurse's to spawn with nurse's outfit

Edit: Forum Topic regarding that is here: https://forums.aurorastation.org/viewtopic.php?f=18&t=10752
2018-04-07 21:17:45 +03:00
LordFowl
64e386785c Abling Disability (#4485)
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia

DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
2018-04-05 21:57:50 +03:00
LordFowl
e2e798382c [Ready for Review] Nerfs IPCs Part 1/1,034 (#4229)
Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand.

Otherwise, ground_zero will be randomly selected from available organs.

This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter.

Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly.

The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034

Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value.

Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs)

Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing.

(For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage)

Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.
2018-03-10 17:18:27 +02:00
Juani2400
395a7b3d60 [Map] Medical revamp and major changes. (#4324)
Complete remap of the Medical main level. Expect bugs and missing
equipment.

Added a new isolation wing to Medical.

Changed the nuke's position, to a much safer, new location.

Added an alternative exit to the Bunker.

Added a new store that only the HoP can grant access into.
-Detective and CSI's offices have been moved to a level above Security.

New Security training area, for cadets and other uses you may find to
it.

New transfer/escape shuttle. Not the final version, probably. Test of
acceptance from the community in progress. Not entirely convince by the
design.

New Research-coloured folders (Sprite recolouring by Fire and Glory).

Slightly remapped Kitchen. Tighter on space, big on table surface
area.

New Research Office by Xenobiology, after a lot of requests.

Vault entrance has been redesigned to fit a bit more with its purpose.

A lot of bugfixes, missing stuff, and minor suggestions.

Fixes #4311.

Fixes #4225.
2018-03-10 17:14:48 +02:00
Lohikar
a86398d0d2 Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.

Other changes:

LAssailant is now a weakref.
Some direct loc setting are now forceMove().
2018-03-08 09:39:53 +02:00
BurgerLUA
8333089845 Lumberjack Powercreep (Added Chainsaws) (#4104)
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
2018-02-25 20:32:27 +02:00
Mykhailo Bykhovtsev
4bab95bf15 Trench coat update (#4050)
Changed trench coat, detective's trench coat, and gentlecoat to all be able to button up and down

Also updated all references of old path to new
Finished!
2018-02-13 22:11:53 +02:00
Erki
1edb45de51 Adds the best flag (#4186)
Added the Eridani Corporate Federation flag + banner.
2018-02-05 16:43:50 +01:00
BurgerLUA
03dbee0220 Security Powercreep (Better Locker Sorting) (#4123)
Sorted locker equipment so it's much more effiecient in terms of loadout.
2018-01-24 10:18:23 +01:00
Alberyk
a367240477 Returns old alien weeds (#4075)
This update returns the alien weeds to their old behavior, instead of just being regular vines that turns any alien round into a giant clusterfuck. Also fixes alien acid being unable to melt the floor.
2018-01-16 15:14:59 +02:00
LordFowl
148ba78e64 Unapologetic Janitor Buffs (#4006) 2018-01-15 21:25:22 -06:00
Lohikar
6f85f08718 Convert a bunch of legacy overlay calls to SSoverlays (#4015)
Bunch of overlay conversions I found in an old stash I had forgotten about.
2018-01-07 00:34:47 +02:00
skull132
9faccd5e61 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
2017-12-23 21:37:36 +02:00
chaoko99
c0ee47579d Adds a preference to have an intent check for guns (#3653)
what title says
2017-12-17 11:37:16 +02:00
Alberyk
ebc9b81ee1 Adds more loadout options, underwear options and increases the loadout limit points (#3943)
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
2017-12-17 11:18:50 +02:00
Alberyk
1fc6291d46 Return of the facehuggers (#3883) 2017-12-12 13:46:44 -06:00
Werner
5b7d63af57 Computer Stuff (#3932)
This started out as just some stuff for cargo.
Then it grew.

Fixed tablets and laptops not working due to some changes in #3826 that caused some old ballast to haunt us.
Changed the beeping sound of the modular computers to respect the ambience sound preference.
Added a application that can be used to pay and verify that a cargo order has been received
Added a delivery pad to cargo and spawns one in the CTs and QMs lockers.

Further tweaks to tablets and device enrollment in general are incoming, but I dont want to bloat this pr any further.
(I dont like how the company/private device system is implemented right now; It should rather be based upon the hard disk than the device itself)

closes #3931
2017-12-09 00:39:28 +02:00
Lohikar
5e33bd0e2c Misc tweaks (#3916)
changes:

/obj/visual_effect has been repathed to /obj/effect/visual.
Openspace movables will no longer use the space plane when on an openturf mimicing a space turf.
Lights now only update on direction change if your direction actually changed.
Fixed some bad set_dir() procs that were either pointless or that didn't return parent.
Mapped-in or maint dirtier-spawned glowing goo no longer self-deletes after 2 minutes.
Fixed an issue that may have caused some openspace movables to not properly handle direction changes.
2017-12-09 00:36:53 +02:00
skull132
d536d9f4aa Merge branch 'fake-master' into development
# Conflicts:
#	code/ATMOSPHERICS/atmospherics.dm
#	code/defines/procs/announce.dm
#	maps/aurora/aurora-3_sublevel.dmm
2017-12-09 00:08:21 +02:00
TheGreatJorge
9609b37e9a Christmas map additions (#3928)
Fixes #3910
Fixes #3909
Fixes #3781
Fixes #3772
2017-12-08 23:15:46 +02:00
Alberyk
1753d47971 Fixes some issue with items and flesh to stone (#3945)
Casting flesh to stone while someone was grabbing, or with other items in hands, the wizard caused some odd behavior, this pr should fix this by forcing the victim to drop anything they are holding in their hands when the wizard casts this spell.
2017-12-08 23:13:01 +02:00
Mykhailo Bykhovtsev
88267a1a6a Small map, and sprite fixes. Welder fixes (#3887)
Fixed fire alarm in virology #3875

Fixed random pixel on glasses #3872

Fixed welder issue #3888. Plus explored further issue with welder, fixing it. Small logic optimization.

Fixed firelocker icon not being updated with welded overlay, even so they have been welded

Welding interaction with closets was reworked, almost all secure closets except for detective's, barternder's now work with welding same way as closets/crates.

Coffins, and wooden closets of any kind can no longer be welded shut.

Clean up of some code using src as reference, and :
2017-11-30 06:50:55 +02:00
LordFowl
70ef2fb9c5 Flags (#3884)
Adds flags and banners to the custom loadout section. Sprites based off of B12's SolGov flag, which has also been ported.
2017-11-25 18:17:58 -06:00
Lohikar
461ec73b94 Merge branch 'master' into development 2017-11-25 12:57:38 -06:00
Ron
8e0797249e Bug fixes (#3880)
Fixes #3873
Fixes #3874
Fixes #3869
Fixes #3857
2017-11-19 22:57:01 +02:00
skull132
7dc02be204 Merge branch 'master' into development
# Conflicts:
#	code/controllers/subsystems/initialization/misc_early.dm
#	config/example/config.txt
#	maps/aurora/aurora-1_centcomm.dmm
#	maps/aurora/aurora-4_mainlevel.dmm
2017-11-11 20:57:28 +02:00
Ron
bf77cbe426 Bug fixes (#3807)
Fixes #3770
Fixes #3802
Resolves #3682 (stop all sounds verb)
Fixes #3804
Fixes #3789
Fixes #3558
Fixes #3549
Resolves #3745
2017-11-05 16:20:51 +02:00
chaoko99
9514cfeea1 Prevents us from being sued by the red cross. (#3794) 2017-11-03 11:45:50 +02:00
Lohikar
383dd055e7 Merge branch 'master' into development 2017-10-20 13:30:03 -05:00
Lohikar
61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00
Alberyk
9696c7dd83 Bugfixes: xeno loadout, vox mirror and worm crash (#3663)
-might fix #3660
- Fixes #3666
-fixes some issues with the mirror
-fixes worms crashing the server
-might fix ringers
2017-10-15 21:04:16 +03:00
Alberyk
15a391f209 Vox changes and additions (#3585) 2017-10-10 18:53:00 -05:00
TheGreatJorge
0aff2d8785 Coloured lighting & related stuff (#3555)
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
    Added two new colour defines used only along with preset coloured lights.
    Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
    Added box of randomly mixed light colours and box for every preset light colour.
    Removed two sets of redundant defines.
    Converted light item New() to Initialize() (hopefully correctly).
    Made couple tiny tweaks to the lights code.

EDIT, 7. Oct 2017:

    When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
    Paint buckets can now paint items and people again.
    You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.

EDIT, 8. Oct 2017:

    Removed one apparently unused global list.
    Converted pain bucket New to Initialize and changed it's pathing style.
    Shower can now wash paint too.
    Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
2017-10-10 18:46:24 +02:00
Werner
baa9c475c1 Merge branch 'upstream-master' into development-upstream
# Conflicts:
#	code/modules/reagents/reagent_containers/food/snacks.dm
2017-10-07 15:13:33 +02:00
Alberyk
094c057386 Xenomorphs fixes and improvements (#3548)
This pr makes xenomorphs less awful via some additions and porting some fixes:
-removes the NO_MINOR_CUT that is not used anywhere and replace with NO_EMBED that stops things from embedding into mobs, like xenomorphs, shadow people and golems
-adds the night vision verbs to xenomorphs
-fixes aliens eggs layers behind under their weeds
-fixes some hud things missing
-makes their limbs unbreakable

This should make them a bit less buggy.
2017-10-07 13:10:18 +03:00
Lohikar
8db472ae15 More stats (#3562)
* MORE STATS FOR THE STATS GODS

* save them to the db
2017-10-06 19:39:15 +02:00
Alberyk
8e53ea0c78 Cult and antag fixes/tweaks (#3524) 2017-10-02 22:34:01 -05:00