Commit Graph

996 Commits

Author SHA1 Message Date
LordFowl
453b039dfe Fixes More Devbugs (#4214)
Fixes #4195
Fixes #4199
Fixes #4162
Fixes #4194
2018-01-30 07:50:30 +02:00
Alberyk
c0425a867c More bugfixes for the january update (#4200)
-fixes #4172
-fixes #4193
-fixes #4192
-fixes #4189
-fixes #4179
-fixes #4170
-fixes #4197
-fixes #4201
-changes the access of the security checkpoint, so all heads of staff can use it
-fixes the hop being unable to access the account's computer
-fixes being able to feed holodeck penguins
-fixes modular laser weapons not interacting with firing pins
-fixes more guns not interacting with pins and remove the need for pins from certain guns, like crossbow, alien weapons and etc
-fixes unstable matter's portals and the elixir of life
-nerfs liquid fire a bit
2018-01-29 22:54:01 +02:00
Alberyk
d5a1e597d2 Fixes the relation between rd guns and firing pins (#4159)
Fixes a lot of guns having no pings and just makes guns created by rd having no pin by default instead.
2018-01-27 22:32:33 +02:00
Pacmandevil
b22cb0e59d [Ready for review until the inevitable map conflicts] Firing pins (#3375)
I'm going full steam ahead with this.

Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.

Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.

There's currently the following firing pins:

One that checks for a specific implant, EG a loyalty implant one.

One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)

The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.

A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.

A DNA locked one. and a subtype which will explode if someone else tries to use it.

the system's designed to be easy enough to add on to.

Feedback fourm is here:
2018-01-27 20:59:00 +02:00
LordFowl
ad00601b81 Ports /tg/ Brain Trauma (#3979) 2018-01-27 12:13:19 -06:00
LordFowl
6dd5c2dbfd Unapologetic Scientist Buffs (#3957)
Implements the long-promised modular RnD energy weapon system I embarked upon in the ancient days of August 2016. Currently just a basic framework based heavily on Printer's recent work.

Relevant thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=9755
2018-01-20 23:39:14 +02:00
Matt Atlas
58cf265cdd Makes the mateba great again (#4107)
Adds a new firing sound, new caliber (.454), new description all at the cost of one clumsily made PR!
2018-01-16 15:19:11 +02:00
Lohikar
90d5ff9f2a Bullet blood splatter effects (#4002)
Adds a blood splatter effect for when a mob is hit by a ballistic (brute) projectile. Ported from TG.
2018-01-06 12:01:41 +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
1d7cd87ebd Fix the hos' tranquilizer rifle and some issues with gifts (#3982)
-fixes #3747 by making so that the tranq bullets inject the target with some sleeping toxin
-fixes things like random plushie and animals getting stuck into the person's contents when you open a gift
2017-12-17 11:20:30 +02:00
Werner
1cac4cc775 Its a drill, not a gun (#3937) 2017-12-08 14:55:55 +01:00
chaoko99
adf21c24e8 Implements Maim / Maiming projectiles. (#3750) 2017-11-25 18:24:16 -06:00
Lohikar
58519daeba Recharger QoL Tweaks (#3826)
changes:

Rechargers now briefly show a progress bar showing the current charge level of the device currently charging.
Examining a recharger will now specify what is in the charger.
Atoms can now mark themselves as requiring an icon update on initialize instead of overriding Initialize() just to call update_icon().
Charger code is now slightly more modular, using proc/get_cell() to get a ref to the power cell instead of hard-coded if-else chains for each supported type.
2017-11-18 18:46:14 +02:00
Ron
60e81a3647 Misc code removals/changes (#3813)
* ?

* merge dev

* pasue

* anti-pasue

* f

* done

* revert

* miscounted

* changes

* revert
2017-11-18 18:44:00 +02:00
WrongEnd
73a10d20e2 Adds pranks, jukes, and anal retentive bolt action rifles (#3664) 2017-11-10 23:53:01 -06:00
Ron
0d0117dcff Fixes some runtimes (#3727) 2017-10-22 02:37:44 +03:00
Erki
6c47fb889a Revert #3241 (#3670) 2017-10-17 20:39:50 -05:00
Alberyk
12597e9849 Hardsuit fixes and grenade launcher restrictions (#3536) 2017-10-07 00:45:07 -05:00
OneOneThreeEight
f202bb673a Adds a dispersion effect to the thermal drill (#3527) 2017-10-07 00:40:59 -05:00
Ron
37b3c0049a Replaces unused span classes (#3539)
Replaces span class userdanger and sinister with things that exist. Also removes an unused proc.
2017-10-04 19:23:20 +02:00
OneOneThreeEight
7096dd908c Retuning lasers a bit. (#3484)
REBALANCES LASERS.
2017-09-24 00:13:31 +03:00
TheGreatJorge
0732abb600 New turret icons & turret code tweaks (#3416)
Adds flooring to the turret with "decorative" conduits.

Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down.

Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.)

Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look.

Some guns share sprites, some were made unturretable.

Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed.

Turrets that have only one shooting mode have now the changing mode option greyed out.

Also removed leftover references to two energy carbine subtypes and removed one global list.
2017-09-22 23:11:41 +03:00
Alberyk
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
Alberyk
62f142e215 Gun update; new icons, more guns and better code organization (#3434)
-ports some gun and gun mechanics from polaris and bay such as the Lemant revolver, capguns sprites
-collapses svd.dm and scout_sniper.dm into sniper.dm
-renames boltaction.dm to rifle.dm
2017-09-18 22:22:09 +03:00
Lohikar
e28c29a551 Port Integrated Electronics from Polaris (#3371)
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
2017-09-12 21:41:39 -05:00
Lohikar
8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
skull132
16d33365c2 Merge branch 'master' into development
# Conflicts:
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/customitems/item_defines.dm
2017-09-09 21:38:02 +03:00
Erki
320c0154f7 Fix lawgivers by Ezuo/Toaster (#3423)
PLAGIARIZED AND REBASE VERSION OF #3409 BECAUSE FUCK GIT

The old Lawgiver code didn't work as intended, with different modes using different charge values and having different recoil. This PR fixes that code, so the lawgiver is now somewhat balanced (No more HE spam yay). Current ammo amounts, from full charge, are:

Stun and Singleshot = 40
Burst = 13ish, just shoots 3 Singleshot in a row
AP = 15
Hotshot and Pellets = 8
Highex = 5 (Original charge cost placed it at 6.6 recurring, brought it down to 5)
2017-09-09 19:01:49 +03:00
Alberyk
0d8fe2e6a4 Adds more in hand sprites for certain items (#3392)
Adds a lot of more in hands and back sprites, wielded shotgun sprites, guns, bags and things like mining satchels and bee nets.
2017-09-08 13:14:52 -05:00
Lohikar
b9a4ecd173 DEvent, Mk II (#3241)
Redesign of PR #2209, now with sane unregistration + a new event.
2017-09-06 18:08:44 +02:00
Ron
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
Lohikar
c80d893e71 Misc Synthetic Code Cleanup & Minor Tweaks (#3307)
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.

changes:

Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
2017-08-29 23:21:29 +03:00
Pacmandevil
ff3b59f67f Adds a cooldown to aiming after shooting, also makes shooting while aiming drop the aim (#3271)
The cooldown is currently 3 seconds as suggested by this thread

also adds a nifty proc to Aiming to set said cool-down, it's variable.
The proc is "aim_cooldown(x)" with x being the time you want them unable to aim.
2017-08-29 23:18:59 +03:00
Alberyk
fb3ac0d718 Mounted guns names, grenades tweaks and projectiles changes (#3322)
-name added the prefix mounted to all mounted guns
-converted the hos sniper rifle bullet to the new armor system
-converted projectile/special.dm to absolute pathing
-reduced again the damage of frag grenades
-added armor penetration to the pulse beam, to make it more than just a stronger laser
-fixed the fake grenade getting stuck in the primed sprite after its detonation and added a indication it is take in the desc
2017-08-27 17:00:32 -05:00
Lohikar
e7e30d3ab5 Convert guns to initialize (#3266)
changes:

Converts guns to initialize.
Converts lift control panels to initialize.
Swaps out a spawn in droppods for addtimer.
Fixes a bug where already-opened pod doors would still attempt to prime if hit.
2017-08-11 22:57:12 +03:00
skull132
ff44b44e14 Merge branch 'master' into development 2017-08-07 23:56:04 +03:00
Alberyk
0e5d79c13f Fixes some boxes starting with the wrong contents and more (#3247)
-fixes #3226
-fixes zipties boxes
-fixes the mounted pulse module using the wrong gun
-fixes ballistic guns icons showing as empty when the round starts
-tweaks the uplink vest to include the matching helmet
2017-08-07 22:53:43 +03:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Alberyk
b4fa4a8b3a Baystation12 merchant port (#3155)
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
2017-08-04 21:36:04 +03:00
Alberyk
cbc45b3b26 Cult improvements (#3143)
-removes the need for word research
-allows nullrods to shatter pylons on hit, to disable forcewalls, close gateways, and turn cult swords in less powerful claymores
-allows ghosts to flicks lights if the round is spooky enough
-renames some cult items
-converts ritual.dm and rune.dm into proper pathing and remove some in world from it
-adds a machine that allows people around it to see ghosts, with some side effects
-manifested ghosts don't count for nar'sie summoning anymore
-manifested ghosts do not use the dummy type anymore, they are their own species with a similar behavior
-visible ghosts can now whisper to people and move small objects around
-fixes #3145
2017-08-02 19:40:03 +03:00
Alberyk
868d4d37bf Fixes some things (#3197)
Fixes #3195
Fixes #3194 by reducing a bit the mining pickaxes damage and the kinetic accelerator damage
Allows fitness machines to drain a bit of nutrition as you use them
Fixes one of the syndicate cyborgs sprites having a rogue pixel somewhere
Fixes some barsigns not having icons for all directions
Brings back the illegal guns crate to cargo due to massive popular request
2017-07-31 21:56:48 +03:00
Alberyk
67addca62b Improvised shotgun, double internal boxes and map fixes (#3171)
-fixes some issues with sawing off the ghetto shotgun
-adds cargo access to the maint leading to the elevator, to stop people from breaking so easily into cargo
-Fixes #3169
-Fixes #3158
-Fixes #3157
-Fixes #3147
-Fixes #3148
2017-07-27 21:33:16 +03:00
Alberyk
f847615a79 More bug fixes: vending machine, scout rifle sprite and missing disposals (#3146)
Fixes #3113
Fixes #3117
Fixes #3112
Fixes a light being on the way of the lift's airlock at cargo
Fixes the scout rifle not having a wielded sprite in hands
Adds hop access to the pda and cartride vending machine
Move ambrosia in the seed vendedor to the contraband list
2017-07-24 14:16:49 +03:00
Alberyk
2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
Alberyk
e69f54789e Adds wielded sprites for some guns (#3032)
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
2017-07-15 16:21:24 +03:00
Alberyk
1365befb04 Fixes some things (#2886)
Fixes #2832
Fixes #2821
Fixes #2805
Adds a tint to the bomb suit helmet
Fixes the wizard voidsuit an outdated wizard faction check
Fixes pants don't convering the legs
Fixes hailers showing their messages on the lobby
Reduces the recharge cost of the mounted thermal drill, so, it won't use an entire powercell when you fire it once
2017-07-01 21:53:49 +03:00
Lohikar
0db557ac29 machinery_process() & auto_use_power efficiency tweaks (#2657)
changes:

Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
2017-06-12 19:09:36 +03:00
Alberyk
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
Lohikar
1db5663128 Move various icon caches into a new subsystem for organization (#2538)
changes:

Blood overlays are now cached and do not involve world iteration.
Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
2017-05-31 08:37:39 +03:00