Commit Graph

16 Commits

Author SHA1 Message Date
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
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
mwerezak
8567162461 Updates chameleon gun help text 2015-06-06 23:26:56 -04:00
mwerezak
3906989eac Mostly removes creation of throwaway objects from chameleon items
- Replaces the creation of throwaway items from New() with initial() calls for all chameleon items.
- Unfortunately throwaway items could not be removed when switch appearance, as initial() does not work very will with list vars.
- Makes chameleon item name cache lists global.
- Makes chameleon guns a subtype of energy guns, removes chameleon magazines.
- Moves chameleon.dm to clothing module root
- Items without icon or icon_state are no longer selectable as chameleon appearances.
- Chameleon verbs go in their own panel.
2015-06-06 18:19:23 -04:00
Zuhayr
ae3ad84634 Updated ashtrays and mineral doors. 2015-05-17 03:02:03 +09:30
Zuhayr
358867f3b5 Major sheet and material refactor. 2015-05-17 01:46:53 +09:30
PsiOmega
1fc76bcb9b The examine tab now lists the available pen commands. 2015-05-05 09:03:43 +02:00
PsiOmega
14811d35e9 Fixes #8439.
Appears to be the last of the major re-occuring runtimes. Good work team.
2015-03-13 23:27:35 +01:00
Neerti
e07f06d7f4 I shouldn't proofread when sleep deprived. 2015-03-10 10:55:14 -04:00
Neerti
be0971e690 Adds sabiram's help text to the game. 2015-03-09 23:19:15 -04:00
mwerezak
385ff4f2fa Examine tab modularity
Also fixes antag info text sticking around if antag/observer status is lost
2015-03-09 12:09:18 -04:00
mwerezak
0b5575897d Updates maint drone helptext 2015-03-09 02:34:21 -04:00
mwerezak
e5a9b686aa Fixes human examine
Fixes issues introduced with the examine tab system by decoupling the
examine() proc from the code that updates a mob's description holders.
Puts a few things in more logical places.
2015-03-09 02:33:43 -04:00
Neerti
a49dcb2470 Adds help text and some antag text to common weapons. Makes chameleon gun change proc play nice with multiple definitions. Rest of chameleon stuff will be changed later when I get around to it. 2015-03-06 23:40:50 -05:00
Neerti
2c8c4a2327 Fixes some misc examine bugs. 2015-02-24 07:42:06 -05:00
Neerti
3f16754e89 Third refactor for examine system! This time we go back to atom-var based system, but because strings are tabled, it's apparently okay.
The entire system is now self-contained inside a module folder.
Also fixes a runtime I made because ghosts lack a mind (and so do I)
2015-02-20 08:04:17 -05:00