Commit Graph

50 Commits

Author SHA1 Message Date
tralezab
c5b444d99c inorganics can no longer become zombified (#45934)
* song for this fix: Van Halen - Intruder/Pretty Woman

* yep
2019-08-16 21:10:24 +02:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
Fikou
6f88758809 Give zombies a big bad message (#44986) 2019-07-07 11:43:20 -07:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
ShizCalev
9997f956b0 Fixes ODing on crank/other chems, viruses, and other things damaging/healing robotic limbs. (#41593)
cl ShizCalev
fix: Fixed chem OD's causing damage to robotic limbs.
fix: Fixed wood golems repairing robotic limbs every tick of life()
fix: Fixed vampires repairing robotic limbs every tick of life()...
fix: Fixed shadowpeople healing robotic limbs every tick of life()
fix: Fixed poppeople healing robotic limbs every tick of life()
fix: Fixed adjustBruteLoss and adjustFireLoss not properly discriminating for limb status types.
tweak: Fixed bibles healing robotic limbs, because your false deity can't fix SCIENCE.
fix: Fixed the Starlight Condensation, Nocturnal Regeneration, Tissue Hydration, Regenerative Coma, and Radioactive Resonance virus symptoms repairing robotic limbs.
/cl

Gonna be away the next two weeks, so if there's anything major after today just go ahead and close it and I'll fix it when I get back.
2018-12-02 20:12:22 +13:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
fluffe9911
1493d282fa Zombie Organ now does toxin damage! (#39553)
* Zombie Organ now does tox damage

* Adds some ominous dots

* Makes zombies not get the you feel sick message

* Makes the mass zombie infection button not be a kill everyone slowly button part 1

* Makes the mass zombie infection button not be a kill everyone slowly part 2

* Makes romerol use nodamage version
2018-08-18 14:05:53 -04:00
AnturK
fbb5377ea8 Simple zombie for WJ (#39563) 2018-08-10 00:11:03 -07:00
XDTM
3ab1c936f4 Merge branch 'master' into ZombieMedication 2018-07-10 11:37:38 +02:00
XDTM
1ddbf9f3fc Fixes romerol zombifying alive hosts (#39005) 2018-07-10 12:34:46 +03:00
XDTM
2384a7aafc Reworks zombie revival 2018-07-10 09:29:16 +02:00
vuonojenmustaturska
c65a99f130 Move NODROP_1, DROPDEL_1, ABSTRACT_1 and NOBLUDGEON_1 to item_flags where they belong (#38171)
* (mostly) nodrop

* (mostly) dropdel

* (mostly) abstract

* nobludgeon

* things i missed

* forgot one

* unintended changes

* energy handcuffs
2018-06-01 11:36:31 +02:00
Ian Turk
fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
checkraisefold
18956b76fd fix zombie reanimation (#33049)
lol
2017-11-24 23:35:33 -05:00
kevinz000
caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
bgobandit
807bbbbd45 Fixes various spelling and grammar errors. (#31764)
* Fixes various spelling and grammar errors.

* check

* CEASE

* i cant stop
2017-10-16 15:06:10 -04:00
Jordan Brown
04c05d8e5c Adds defines for organ slots (#31737) 2017-10-15 20:33:35 -04:00
MoreRobustThanYou
1cae7e2aae Zombies now stay dead if they suicide (#30941)
* Zombies now stay dead if they suicide

* Update items.dm

* Update items.dm
2017-09-23 20:32:44 +10:00
Robustin
2a8047ea9c Zombie claws do +1 damage (#30826)
* Automatic changelog generation for PR #30056 [ci skip]

* Delete AutoChangeLog-pr-30056.yml

* Zombie claws do one more damage

* Update items.dm
2017-09-19 00:07:13 -05:00
Ian Turk
7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
shizcalev
1c69895b87 spellchecked code/modules 2017-07-31 11:18:32 -04:00
Leo
42dffeed07 Merge pull request #28572 from Xhuis/zombie_revive_message_shrink
Reduces the size of the zombie revival flavor text (Fixes #28568)
2017-06-19 21:52:57 -03:00
Joan Lung
2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
Xhuis
81951d87c5 Shrinks the zombie revive message 2017-06-18 20:59:43 -04:00
QualityVan
d0a05792c5 Brains extracted from infectious zombies keep their old species 2017-05-23 15:34:26 -04:00
oranges
7cfef759af Merge pull request #26527 from QualityVan/mutanthands
Zombie/limb refactors/fixes
2017-04-29 14:03:53 +12:00
QualityVan
edf412baa9 not good to store old species immediately after changing species, turns out 2017-04-24 15:42:39 -04:00
QualityVan
6590860250 Refactors zombie organs
Fixes mounted chainsaws leaving a limb if acided
Adds species support for mutanthands, basically hard-equipped items like zombie claws
Fixes zombies not having claws on new arms
Mobs manually set to zombie species revert to human when their infection is removed
Inserts organs back into the mob when a bodypart is reattached
No longer generates eyes or ears when a mob changes species without having a head

Todo:
fix the initial problem of zombies being able to not have claws due to having a nodrop item before zombification and losing it
2017-04-24 15:32:00 -04:00
Joan Lung
db9d86a39e New() goes in the trash, we've gotta Initialize() 2017-04-19 18:22:26 -04:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
XDTM
71b01007cc Gives an icon to the zombie festering ooze (#25493) 2017-03-26 14:07:16 -03:00
Cyberboss
456b055135 Makes zombie hands indestructible 2017-03-21 09:49:44 -04:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
Robustin
555a67301f Improved Zombie Revive (#23601)
* Update organs.dm

* Update organs.dm

* Update organs.dm

* Rewording the desc
2017-02-03 19:43:37 -06:00
coiax
7e4a0ee0df Adds Romerol (the REAL zombie powder) to uplink (#23369)
* Adds Romerol (the REAL zombie powder) to uplink

🆑 coiax
add: Syndicate agents have gained access to a highly dangerous
experimental bioterror agent, that causes partial reanimation and
aggression after death.
del: Zombie infections are no longer visible on MediHUD.
/🆑

- Adds a reagent to the uplink that gives anyone who injests it a
dormant zombie organ that will reanimate them as a zombie after they
die.
- Initial price estimate is 20TC because this is some fungal TB level
!fun!.
- Good for traitor chefs.
- Zombies are fun, let's have more of them.

* Fixes runtimes, removes airlock tearing

* aGGression

* Update health?

* Zombies are not TOXINLOVERS that's dumb

* Removes from uplink

* Revert "Removes from uplink"

This reverts commit a0acd313929b0787c2eab0d7f289e305212fa0ed.

* 25 TC
2017-01-29 11:21:37 -06:00
Kyle Spier-Swenson
bee4b132a3 [READY]Makes addtimer use callbacks (#22660)
* Makes addtimer use callbacks

* I broke the comment

* I fucked up the regex

* this was a silly idea.
2017-01-04 16:02:56 +13:00
Joan Lung
a5ae025549 Replaces "specflags" with "species_traits" (#21851)
* Replaces "specflags" with "species_traits"

* this will do
2016-12-01 21:16:33 +13:00
oranges
af7e6d1323 Fixes all remaining addtimers missed 2016-11-27 08:31:07 +00:00
oranges
4f9166d3b6 Correct call to addtimer, preventing runtime (#21661)
All the arguments passed into the arglist appear to be required to not
be named arguments, so this simply strips out the named arguments and
passes them in as the base format.

This is confusing
2016-11-22 17:23:18 -05:00
Joan Lung
4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
Joan Lung
ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
Cheridan
1e92582bdd Merge pull request #20698 from ChangelingRain/imtransandthisisapresenttoyall
Adds some pronoun helpers
2016-09-29 12:41:27 -05:00
oranges
e3ce14d8fc Fix an incorrect call to addtimer (#20691) 2016-09-27 15:59:35 -05:00
Joan Lung
29b4c6a8ff like a furious buzzing bee, or some metaphor or something. 2016-09-26 16:50:49 -04:00
Remie Richards
00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Jack Edge
8ca69eabbb Adds DROPDEL flag; items will qdel() on dropped()
Pretty self explanatory, replaces writing a dropped() proc that just
calls qdel() with a flag that does it for you.
2016-06-17 12:14:28 +01:00
phil235
219639e00b Using a multitool on telepad with open panel to save data no longer hits the machine.
Packagewrapping a pulled item now properly stops the pulling.
Using put_in_hands() procs now properly checks if the mob has a hand.
bodyparts icon_state is now "" like it should be.
You can no longer build a firelock on top of another firelock.
You can reinforce a firelock assembly to build a heavy firlock.
Human species who breath something other than oxygen now get the proper alert when in crit, and I fixed the alert not being removed when healed.
2016-06-09 20:46:00 +02:00
Jack Edge
a01b48aa48 Removes spawn() from some things
Yay, refactoring.
2016-06-05 20:08:36 +01:00
Jack Edge
1ba0fb5aee Infectious zombies are now a full subspecies
Fixes #17932

No more ""infection holder" bursts out of" memes, as zombie infection is
now done with a body egg in the head.

- Added 'romerol' a silent bioweapon reagent that adds the zombie
infection organ to a living person. This will lie dormant until they
die. Then they will stand up again.
- Zombie infection uses body_egg, meaning it shows up on healthHUDs.
- Zombies are now a full subspecies of humans, instead of
simple_animals. However, they should still be mostly the same, still
unable to pick up items, still zombify on attack and still able to claw
open doors.

Side Effects

- Zombies now take time to destroy tables
- Zombies can have their limbs cut off and be reduced to wandering
around being a bit pathetic. This is a feature.
- Zombies can be stunned and are vulnerable to stamina damage and
chemicals
- Zombies are armoured, but instantly die in crit, meaning they have
approximately 120 hp as before
- Zombie hands are just bloody hands, a proper sprite maybe sometime

gjkafldksfjkl
2016-05-31 00:15:10 +01:00