Commit Graph

42 Commits

Author SHA1 Message Date
Cyantime
1a8940bbd8 Adds defines for species and bodytypes (#9707) 2020-08-24 13:59:24 +02:00
kyres1
73a73c4e23 Adds ninja hardsuit selection (#9631) 2020-08-11 11:38:54 +02:00
mikomyazaki
4de53f1d56 Replaced all instances of armour/armoury with armor/armory (#9593) 2020-08-06 20:57:30 +02:00
Aboshedab
62005d5d7e Asset protection hardsuit resprite (#7824)
1- A resprite of the asset protection hardsuit courtesy of Brainos. Tested it on the test server and it looks in order.

https://i.postimg.cc/sx7c0qRy/newdoomguy2.png

2- Adds species restriction as its human only.
2019-12-30 15:18:33 -03:00
JohnWildkins
a03f170f16 Ports BS12 fixes / refactor of visualnets. (#7572)
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.

Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.

High-level changes:

    Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
    Fix some layering issues related to magic numbers, these have been set to constants.
    Visualnets now track source movement rather than overriding individual mob/obj procs.
    Adds obfuscation underlay to complicate memory fudging to remove camera static.
    Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
    Helmet cameras now use cameras themselves rather than network defines.
    Adds a sorted object list insertion helper.
    The Camera MIU (presently unused) should now function properly.
    Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
2019-12-07 18:37:40 +02:00
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
Geeves
6ee38007ba more fireaxe storage + CE hardsuit temperature buff (#7348) 2019-11-12 20:28:24 +01:00
OneOneThreeEight
4bd2ce6ba0 Unapologetic Security Nerfs (#6679) 2019-10-07 23:34:04 +02:00
alsoandanswer
9553d94bad Refactors , resprites and rebrands RCDs (#6985) 2019-09-24 01:07:11 +04:00
Mykhailo Bykhovtsev
a1e222c867 RIGs module re-haul and re-balance (#6032) 2019-03-20 18:43:11 +01:00
Mykhailo Bykhovtsev
41b10ef86a Making rigs have slowdown by default, and ERT rigs. Plus buffing HAPT armor rig. (#6030) 2019-02-13 21:47:22 +01:00
BurgerLUA
17547bbe52 Vault Overhaul (#5612)
Vault was poorly designed and an antag deathtrap. 
This PR changes it and the contents inside so it's desirable for some antags.
2018-11-16 22:36:39 +01:00
Alberyk
e8b01f0624 Adds paramedic hardsuit to the map (#2733)
Adds the medical rescue module to the map, adding a downgraded injector version to it with actuators. Also, changes the access of the paramedic area, so, not everyone can run inside and steal their things.

And at last, gives maint access to the cmo.
2017-06-16 22:20:59 +03:00
Alberyk
db1c130e1c Adds regular leg actuators to mecha fabricators and tweaks their presence on hardsuits (#2577)
-gives a sprite to the leg actuators, mounted kinect gun and mounted termal drill
-adds regular actuators to the mecha fabricator, with enough tech and materials
-gives the ert leader the military version of the actuators, while the rest gets regular ones
-tweaks some modules around the hardsuits
2017-06-03 11:24:35 +03:00
skull132
bdd9a14c1b Merge branch 'development' into map-development 2017-05-03 21:04:38 +03:00
Alberyk
0f472d3818 Gun, sword and janitor ert additions (#2142)
-changes the one handed pulse rifle to be a pulse carbine and a pulse pistol, also removed a lot of useless vars from it
-changed the pulse destroyer to fire in bursts
-added some new flavors of sword with their own sprites
-added some new on hand and back sprites for some guns
-added the janitor ert hardsuit, not anywhere yet
-fix #2137
-fix the anesthetic tank having no sprite on the back
-ghetto shotgun and pistol chances of failure are now random when they are created
2017-05-01 20:20:22 +03:00
Lohikar
dcf1b7d3ea Fix merge conflicts with mining changes 2017-03-22 17:54:52 -05:00
LordFowl
3c64b62c27 New Map Mining (#1935)
* Alpha Commit

* Alpha Commit

* Seconds

* Some Commit

* Final Commit

* Fixing minedrone synth ID

* Dance Fever

* Fixing Travis part 1

* Satisfying the demands

* Stuff

* Sub-final commit

* Sculpting update

* more sculpting. pr is 99% sculpting, in fact

* kkk

* brightness_off

* swjaugyuwvhuw
2017-03-22 18:14:37 -04:00
Alberyk
ae5956fd6e Wizard blade, loadout and general dev tweaks (#1905)
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes #1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
2017-03-19 00:05:25 +02:00
Alberyk
54b64c3688 Loadout fix and virus immunity additions (#1804)
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
2017-02-24 19:12:16 +02:00
printer16
8e5d2a069f Bug fixes+ Tiny hardsuit update (#1298)
Fire extinguishers can no longer be filled with blank units.
You can no longer spam buy announcements with the traitor uplink services tab (Thank god) http://imgur.com/a/hqSdS
CE hardsuit now a bit more fire resistant. RD hardsuit now has a good deal of EMP resistance, but nerfed the protection stats a bit. (makes since because the RD works with artifacts that can EMP, right?)
2016-12-28 18:45:27 +02:00
Alberyk
7fe4433669 Syndicate borg rework and general fixes (#1275)
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
2016-12-23 20:16:23 +02:00
SoundScopes
97bb1e8e38 Travis: Indentation / list fixes (#1254)
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
2016-12-19 16:40:52 +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
Alberyk
080bf5c1cb Returning the old laser rifles, energy pistols, carbines and much more (#860)
In this update:

Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
2016-09-07 10:11:48 +02:00
PsiOmegaDelta
4586068823 Merge remote-tracking branch 'upstream/dev-freeze' into dev 2015-11-16 18:20:20 +01:00
PsiOmegaDelta
8584513652 Fixes the mining rig camera not properly showing up on the station camera list.
Was using "Mine" instead of "MINE. Corrected by replacing all networks with the defined presets.
2015-11-14 00:43:11 +01:00
Zuhayr
3bfa541612 Adds variables for CentComm, NanoTrasen and the station name. 2015-08-22 02:10:11 +09:30
PsiOmega
5e84bfa57c Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/modules/clothing/spacesuits/rig/suits/ert.dm
2015-05-30 15:59:54 +02:00
mwerezak
d65ec62dcb Fixes #9493 2015-05-26 22:49:16 -04:00
Raptor1628
cf74e22870 Hardsuit Stuff
Icons for all modules and control modules, two new suits, some modified
stats. Station suits are now split, with their spawned "equipped"
version having modules and access requirements, and their parent type
having neither.
2015-04-04 17:59:10 -04:00
mwerezak
8d1a92a0f5 Hardsuit tweaks
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
2015-02-28 14:04:53 -05:00
mwerezak
55a3b94995 Hardsuit adjustments, fixes
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.
2015-02-28 03:36:00 -05:00
mwerezak
f8d79ef62a Gives sec ERT hardsuits mounted eguns
Also relocates mounted gun code.
2015-01-31 01:00:36 -05:00
mwerezak
849e968924 ERT adjustment and fixes
Removes the mounted laser cannon from the ERT hardsuits and instead
provides a single cannon for the team.
Moves the sidearms out to the other ert stations to make it more clear
that they may be used by other ERT roles.
Fixes rechargers now working in Centcom areas.
2015-01-28 13:11:04 -05:00
Zuhayr
9b51078fdf Fixes #7410 2014-12-13 21:57:51 +10:30
Raptor1628
921249a335 Hardsuit Fixes
Should merge now, was missing the .dme. Fixes #7307. Adds helmet cameras
for ERT and nukeops. Fixes incorrect lighting overlays. Fixes a weird
sprite.
2014-12-08 19:12:39 -05:00
Raptor1628
75659ab66a Hardsuit Mark Two, more Hulabaloo
Adds all sprites for the nukeop and research hardsuit. Shuffles around
hardsuit spawns and gear so they make sense, especially for the ERT,
they still only have two hardsuits per department, but there are enough
magboots and vests for the people who need the regular armor. Added the
medical hardsuit and its attendant gear to the station hardsuit list.
Added all of the xenoarch gear to the hazmat hardsuit for Zuh. Moves
some suit storage things around as they were lost somewhere along the
way since I committed them. Moves the Hazard Suit custom item over to
hardsuit code to prep for them being buildable on station at some point.
For now has the same stats as a voidsuit, no modules, just drains power
and has some extra pretty sprites. Sending this over to dev freeze
because most of it is required for hardsuits to be nice and pretty for
master. Now compatible with latest fixes.
2014-12-07 21:25:08 -05:00
Zuhayr
7703b0f4c0 Fixes #7186 2014-11-30 23:47:12 +10:30
Zuhayr
823f01f4bf Changed helmet lights over to a general system/overlays. 2014-11-16 13:40:13 +10:30
Zuhayr
ae66fb16d3 Added jetpack, added gear, fleshed out ERT hardsuits. 2014-11-15 17:39:44 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30