Commit Graph

39 Commits

Author SHA1 Message Date
Matt Atlas
c30cd94024 Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess.

Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
2021-02-14 17:54:45 +02:00
Matt Atlas
4c3d99e94c Fixes table alignment once and for all plus borg item teleportation fix. (#10939) 2021-01-08 18:21:15 +01:00
Geeves
cfbf1e6cfc Table Alignment Fix (#10917) 2021-01-06 13:53:42 -03:00
Geeves
ffbc0b6ee9 Medical Taperolls + Tape Improvements (#10782) 2020-12-17 21:38:06 +01:00
Wildkins
844f23eba0 Fix crate + table handling (#10712)
changes:

    bugfix: "Crates no longer pass through barricades or other objects that allow small objects (PASSTABLE) through."
    refactor: "Crates being lifted (and other timed interactions with objects) now stop being lifted if the crate is moved."
2020-12-05 12:23:20 +02:00
Jiří Barouš
cf58a96cc4 Refactors some procs from unsorted.dm helper to better places (#10443) 2020-11-07 11:28:23 -03:00
Matt Atlas
0dd08df5b2 Refactors sound groups to use decls instead of a massive switch with dozens of global lists. (#9702) 2020-08-28 20:47:00 +02:00
Cyantime
1a8940bbd8 Adds defines for species and bodytypes (#9707) 2020-08-24 13:59:24 +02:00
Geeves
cb802d5b50 Table Layering (#9502) 2020-08-01 11:51:05 +02:00
Matt Atlas
de38551038 Revert "Ports Bay's stamina/sprinting intent system. (#8805)" (#9182)
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.

Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
2020-06-23 20:07:06 +03:00
Matt Atlas
56a3c517e7 Ports Bay's stamina/sprinting intent system. (#8805)
Now this might actually be the last of the ports before I actually code things I swear.

Ports Baystation12/Baystation12#25773 and adds sprinting by holding the shift key, also adding the option to add more movement intents for species with their own slowdown etc etc.
2020-06-18 23:35:29 +03:00
Matt Atlas
4b97822bb4 Bump dreamchecker version to 1.4 (#8711) 2020-04-28 15:41:32 +02:00
mikomyazaki
6074224d00 dreamchecker (#8233)
Implements dreamchecker plus fixes all errors
2020-02-16 20:42:32 +02:00
Geeves
f3a693c087 fixes tableslamming being instantly repeatable (#7911) 2020-01-04 19:58:10 +02:00
Geeves
2d3fb2df4c Tabling Changes (#7858)
Tabling isn't instant anymore, it now needs to timer on the grab to be full. (The action itself is still instant)
    Clicking on a table with harm intent with a grab will now smash the person's face into the table.

Oh, also, I wouldn't recommend smashing a colleague's face onto a table that has shards on it, might turn out messy.
2020-01-02 20:41:36 +02:00
Matt Atlas
c087a0a0bf Ports a psionic system from Bay. (#7717)
* Ports a psionic system from Bay.

* Rip out this shitcode.

* shitcoden't

* fixes

* it should work fully now

* Admin fixes

* Remove todos

* remove todos part 2

* Removes psi-armour. We don't need this for now.

* Skrell are now operants. Tweaks coercion.

* Adds thralls.

* Temp removal of psiarmour. Fixes psigrabs.

* Thrall assay.

* fixes

* More fixes

* unused define cleanup

* Log and powers

* Skrell powers are done.

* Update code/modules/psionics/events/mini_spasm.dm

Co-Authored-By: Geeves <ggrobler447@gmail.com>

* Update code/modules/psionics/events/mini_spasm.dm

Co-Authored-By: Geeves <ggrobler447@gmail.com>

* Update code/modules/psionics/equipment/cerebro_enhancers.dm

* did this work???

* jargon

* arrow's fixes

Co-authored-by: Geeves <ggrobler447@gmail.com>
2019-12-24 11:32:05 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Werner
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
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
2019-09-08 22:51:49 +03:00
Geeves
b607481ca7 Hardcore Parkour: Tableclimbing Edition (#6541)
This reduces the time it takes to hop onto a table by half, I think it's 3 seconds now, down from 6. I can't read code, man. I just made big number smol number.

No longer are you a leper that can't scoot onto a waist-high table in a reasonable time, yay!
2019-06-11 22:40:47 +03:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Mykhailo Bykhovtsev
c0ed932631 Knocking things off table (#5327)
On request of Jackboot this PR adds something that some people craved - knocking things off table.

Shaking table makes it knock things off

Mobs like Dionea or industrial shells knock things off tables if they walk/climb on it

Other races will knock things over if they are not on help intent or if they are running while they climb/walk on the table.

Big mobs like cows, slimes, etc also knock things off.
2018-10-06 13:17:31 +03:00
BurgerLUA
8519dcc393 .loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
Alberyk
8fc3845ff4 Related grabs fixes and tweaks (#4043)
-throwing a grab should not properly fix/delete the grab, preventing people from spamming it
-you now must be at the side of your attacker when being tabbled, no more table-stun happening accross the room
-moving away from a grab will now act as resisting, to avoid some odd situations such as neckgrabs teleporting people
2018-01-06 11:56:03 +02:00
Alberyk
87a181d2a1 New map bugfixes (#3109)
Fixes #3108
Fixes #2953
Fixes #3091
Fixes #3102
Fixes the syringe gun at medical being the wrong type
Place the bomb range a bit more away from the launching room, to avoid damage to it
Fix a bug with table grabs
Remove the extra ion rifle from the armory and the emp grenades, because, it seems those are really excessive, as seen in the HK event rounds
2017-07-19 23:39:59 +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
Lohikar
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
NanakoAC
da63b8d171 Gripper overhaul + New borg sprites (#1518)
Fixes #1489 
Fixes #1499 

Grippers basically torn up and remade, i went down to the root and incorporated them into cyborg click and inventory code. This should make them resistant against future bugs.
Fixes all current known gripper bugs. Grippers work properly with all the stuff they should. Minor tweaks to borg modules.

In addition, i went and raided VG, TG, paradise and bay repositories, and ported all their best sprites that were suitable for us. VG station was the most lucrative by far, about 70% of the new ones came from there.
2017-01-13 00:07:18 +02:00
Alberyk
1c17f110ee Fixing hides and accessories/custom loadout changes (#1404)
-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
2017-01-07 13:00:22 +02:00
NanakoAC
78c8951030 Cyborg beakers and grippers (#338)
* Fixing Borg Beakers

*Crisis and Research borgs now have a Chemistry Gripper instead of a
beaker. The gripper can hold beakers, bottles, pillbottles, pills, hand
labellers, and phoron crystals
2016-05-31 01:09:31 +03:00
Kelenius
3de25ceb00 Fixes #8161 2015-07-15 16:34:05 +03:00
mwerezak
e510f6625f Fixes IV stands blocking bullets
IV stands now check PASSTABLE, allowing projectiles and small mobs to
pass through them.

Flipped tables now block small mobs.
2015-05-26 23:05:38 -04:00
Zuhayr
93b014c699 Merge with dev. 2015-05-20 13:39:31 +09:30
GinjaNinja32
cda71446eb Fixes #9341 2015-05-18 07:10:37 +01:00
Zuhayr
8aa24b86bb Renamed shards, katanas, claymores. 2015-05-16 20:36:33 +09:30
GinjaNinja32
354859b889 Generalises shards, makes tables possibly create shards when falling apart, make tablesmash potentially give someone a faceful of broken glass if the table breaks 2015-05-15 04:47:18 +01:00
GinjaNinja32
a3662a9088 Fixes, improvements, suggestions. 2015-05-15 00:06:47 +01:00
GinjaNinja32
4b87799072 New tables, code section. Changelog entry soon. 2015-05-13 19:08:39 +01:00