Commit Graph

866 Commits

Author SHA1 Message Date
carnie
3a70153d01 Merge branch 'master' of github.com:tgstation/-tg-station into DNAfix
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2013-05-20 00:33:42 +01:00
Ikarrus
9850a66cb0 Merge pull request #582 from Cheridan/radios
Phase 2 of my master plan:
2013-05-17 07:46:40 -07:00
Cheridan
4ca036543c -Updates DJ station infosheet.
-Adds service headsets to barman/botanist closets (chef doesn't get one for now since he doesn't have a closet, all his spare stuff is just placed in a crate)
2013-05-16 15:16:21 -05:00
Giacomand
7e4730c1f5 Merge pull request #571 from Petethegoat/chemistry
Replaced most reagent initialisations with the helper proc create_reagents().
2013-05-16 03:41:18 -07:00
Cheridan
6ae715a6cf -Updates the headset descriptions. 2013-05-14 21:59:26 -05:00
Cheridan
0c47147ab1 Phase 2 of my master plan:
-Adds a Service headset channel, given to the botanists, barman, and chef. The HoP also gets the service channel on his headset.

Note: The Service Preset Server will have to be added to Telecomms on the map before the channel is usable. I'll put up the map when/if this gets merged.
2013-05-13 12:20:12 -05:00
Ikarrus
cdd678cc77 Merge branch 'toolboxing' of https://github.com/Ikarrus/-tg-station into toolboxing
Conflicts:
	html/changelog.html
2013-05-13 08:35:59 -06:00
Ikarrus
155f0817bf Merge branch 'master' of https://github.com/tgstation/-tg-station into toolboxing
Conflicts:
	html/changelog.html
2013-05-13 08:34:19 -06:00
Pete Goodfellow
20a933e00a Merge pull request #545 from Cheridan/radios
RADIO SPRITES UPDATE
2013-05-12 07:19:35 -07:00
Pete Goodfellow
46b8ba8341 Merge branch 'master' of github.com:tgstation/-tg-station into chemistry
Conflicts:
	code/game/objects/items/weapons/tools.dm
2013-05-12 15:09:21 +01:00
Malkevin
164ce9a02e Fix for missing in-hand sprites for orange id cards 2013-05-11 23:15:37 +01:00
Ikarrus
c333680f28 -Added high-visibility orange ID card icon for prisoner IDs
-Fixed the hud icon not showing up for prisoners
2013-05-11 15:22:52 -06:00
Ikarrus
96b1bd81dd Reduced toolbox force to 10 2013-05-11 11:44:52 -05:00
Malkevin
8e32c007ed Made the new prisoner ID box a parent of /box instead of /box/ids, 2013-05-11 17:32:11 +01:00
carnie
5e7cffcf5c update_icons.dm changes for humans. This ties in with the dna changes and the changes to skin_tone and hair colours
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3

Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone

Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/__DEFINES.dm
Modified   code/datums/datumvars.dm
Modified   code/datums/limbs.dm
Modified   code/game/dna.dm
Modified   code/game/gamemodes/changeling/changeling_powers.dm
Modified   code/game/gamemodes/cult/cult_items.dm
Modified   code/game/gamemodes/cult/runes.dm
Modified   code/game/machinery/doors/airlock.dm
Modified   code/game/machinery/portable_turret.dm
Modified   code/game/machinery/teleporter.dm
Modified   code/game/mecha/combat/combat.dm
Modified   code/game/objects/items.dm
Modified   code/game/objects/items/stacks/medical.dm
Modified   code/game/objects/items/stacks/sheets/glass.dm
Modified   code/game/objects/items/weapons/storage/bible.dm
Modified   code/modules/assembly/mousetrap.dm
Modified   code/modules/hydroponics/hydroitemcode.dm
Modified   code/modules/mob/living/carbon/carbon.dm
Modified   code/modules/mob/living/carbon/human/death.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_damage.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/living.dm
Modified   code/modules/mob/living/simple_animal/friendly/slime.dm
Modified   code/modules/mob/mob_grab.dm
Modified   code/modules/power/lighting.dm
Modified   code/modules/reagents/Chemistry-Reagents.dm
Modified   code/unused/_debug.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi
Modified   maps/RandomZLevels/wildwest.dm
Modified   tgstation.dme

Signed-off-by: carnie <elly1989@rocketmail.com>
2013-05-10 18:41:08 +01:00
Ikarrus
2f2b2abb63 Reduced toolbox force to 11 2013-05-09 17:27:33 -06:00
Cheridan
4fa62c6151 -Radio update addendum: Made encryption keys tiny items.
-Fixes an issue with table sprites.
2013-05-09 16:31:24 -05:00
Cheridan
3ce06dea8a RADIO SPRITES UPDATE
-New sprites for about half of the headsets:
-Cargo headset now tan instead of white, science now has a unique headset instead of using the command headset sprite (wtf?), medical headset center changed to green from blue. New sprite for medsci headsets.
-Command, centcomm, & basic headsets tweaked a bit, with better shading.

-Made descriptions for command headsets less bad.
2013-05-09 15:25:56 -05:00
Ikarrus
0ee89e9cd2 Increased toolbox force to 12 2013-05-07 21:13:13 -06:00
Ikarrus
861798c270 Removed extinguisher change 2013-05-07 21:12:01 -06:00
Malkevin
f53202e158 Added a box of prisoner ID cards to the perma wing
Aside from further dehumanizing criminal scum this also serves as a way of correcting the annoying behavior of suit sensors and crew monitoring computers, and chemical implants: if someone isn't wearing an ID card (which prisoners will likely have taken from them) they show up as an Unknown.

Also included a sec hud icon for the prisoner 'job'
2013-05-08 01:09:32 +01:00
Ikarrus
0e0622dc12 Raised toolbox force to 10
Reduced extinguisher force to 5
2013-05-06 22:12:28 -06:00
Malkevin
3d1a96975f reverting last commit.
Wt.remove_fuel is 0 for a reason
2013-05-04 02:07:20 +01:00
Malkevin
f8fa1fce09 Welding rods/shards/floortiles now costs welderfuel 2013-05-04 01:44:31 +01:00
Malkevin
5cef64f237 Merge branch 'master' of https://github.com/tgstation/-tg-station into meltablefloortiles
Conflicts:
	html/changelog.html
2013-05-02 15:07:33 +01:00
Cael Aislinn
474722d425 Merge pull request #447 from Carn/DNArework
Resolves #283
2013-05-02 05:46:44 -07:00
Cael Aislinn
29cd502c8b Merge pull request #440 from Giacomand/c4_act
New suicide_act for C4
2013-04-30 04:56:19 -07:00
carnie
ae00173037 Merge branch 'master' of github.com:tgstation/-tg-station into pr/447 2013-04-30 04:07:28 +01:00
Malkevin
a010b11b83 Recyclable floor tiles
Adds the code to weld floor tiles together to make sheets, just like rods except it takes 4 tiles instead of 2 rods.
2013-04-30 02:59:20 +01:00
carnie
fea2fc3fef Fixes for admin-spawned dnainjectors: repeat_string has been simplified (it wasn't making NULLED_SE and NULLED_UI to the correct size).
Fix for Overpowered mutations (HULK and TELE) not manifesting. A typo was the cause.
Admin-spawnable injectors always succeed. This code already existed (I believe this is how they used to function), but it did not work as the argument was not passed correctly. This also removed snowflake code for the darkbundle telemut injector.

Thanks to Giacom, wouldn't have found these without him.
2013-04-27 06:40:17 +01:00
Aranclanos
a749023328 Same crap, for the fourth time.
Created a new subtype from radios, /obj/item/device/radio/bounced They have no difference except from spawning with their speakers off.

The only reason is to reduce in a 30% the amount of loops in the general channel chat lag.
2013-04-27 09:33:47 +10:00
Tastyfish
ba8d379013 Re-enabled bag item count thing 2013-04-27 09:32:51 +10:00
Cael Aislinn
c66b2da154 Merge pull request #444 from Cheridan/Coins!
COIN UPDATE
2013-04-26 03:12:43 -07:00
Ikarrus
ee19f2fbd7 Medals
-Added a locked box of medals to be placed in the Captain's Office. It contains medals the Captain can award his crew.
-Added pinning medals onto others, provided their jumpsuit is exposed
-Added a message when you try to add an accessory to a jumpsuit that already has one.
-Fixed up emagging lockboxes
2013-04-25 20:08:02 -06:00
carnie
043028db83 Resolves #283
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.

DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.

DNA strings can be spliced together using merge_text().
 e.g. string 1: "Hello World"
 string 2: "Seeya______"
 result: "Seeya World"
 This isn't used except for admin-spawnable SE injectors at the moment.

r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.

Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.

Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()

var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.

DNA modifier console has almost all controls on one screen.

UIs and UEs can be injected separately (appearance and name, respectively)

dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)

Every block of SEs are in randomised positions.

Disabled automatic logging of world.log, as it produced undesirable behaviour.

Mr Muggles and God Emperor of Mankind disks removed.

Floor() removed. (it was completely uneccesary, that is what round() is).

Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)

Tanning removed from beaches (again)

Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().

Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
2013-04-24 09:37:30 +01:00
Pete Goodfellow
62b848c6ce Removes equip_e - Fixes #423
This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR.

Removed unused mob vars:
 var/obj/effect/organstructure/organStructure
 var/other
 var/proc_holder_list[]

Removed unused alien suit and head slots.
 Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use :

Renamed HUMAN_STRIP_DELAY to STRIP_DELAY.

Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees.

Updated monkey and aliens huds a little bit.

Random movement when confused now happens half the time.

Fixed monkey breathmask onmobs.

Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment.

This has been tested fairly extensively, and everything seems to work fine.

-Merged commits ~carnie
Signed-off-by: carnie <elly1989@rocketmail.com>
2013-04-24 04:07:39 +01:00
Cheridan
46920eeb39 COIN UPDATE
-Removes the unused/dumb access stuff from space cash.
-Fixes a bug where dice would vanish if you used a hand labeller on them.
-Moves space cash/coins/mint sprites into their own file, economy.dmi. Moves mineral sheets into mining.dmi.
-Coins are flippable! Features unique flipping sprites and sound effects, and two-headed coins.

-Oh and better sprites for wooden closets too.
2013-04-23 19:50:05 -05:00
Giacomand
d140310251 Changed the default shout. 2013-04-23 10:46:39 +02:00
Cheridan
f48a22a6c8 -changes the deductcharge proc again to get rid of my silly hack. 2013-04-22 15:32:00 -05:00
Cheridan
d82bb638e4 -Fixes me not using the appropriate setter procs for cell charge. 2013-04-22 14:32:46 -05:00
Giacomand
f14f733a41 New suicide_act for C4 which blows up the user and makes them say a catchy phrase depending on their role. 2013-04-22 19:37:11 +01:00
Cheridan
d7406925a8 -Actually fixes the issues with inhands not updating. Thanks to Aranclanos. 2013-04-22 01:03:42 -05:00
Cheridan
189611e6d6 -Fixes the stuff Giacom pointed out.
-Updated some other items to use the hitsound var while I was at it.
2013-04-21 23:26:59 -05:00
Cheridan
1317ea6462 Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-04-21 18:58:26 -05:00
Giacomand
0fe1b6c1b6 Merge pull request #403 from Petethegoat/issuefixes
Issue fixes
2013-04-20 06:16:38 -07:00
Pete Goodfellow
75f7a529d1 Removes /obj/item/weapon/wire (it did nothing, it's not cables) 2013-04-18 19:57:24 +01:00
Pete Goodfellow
05897ca80f Standardised welders in tools.dm. Includes text styling and names. Removes redundant procs and code. Adds mob icon updates where appropriate.
Also includes a change to cable cuff removal so that the cablecuff itself is garbage collected.
2013-04-17 23:52:15 +01:00
Cheridan
8f02d5fee1 Commitin' the stuff that didn't merge 2013-04-16 23:13:35 -05:00
Cheridan
6731fe8b83 Merge branch 'master' of https://github.com/tgstation/-tg-station
Conflicts:
	code/game/objects/items/weapons/handcuffs.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2013-04-16 23:07:35 -05:00
Cheridan
c429e5883e MAKESHIFT WEAPONS UPDATE
-Removes stungloves and all related code.
-Makeshift stun batons can be made in their stead, along with spears. Spears can be thrown or used one or two-handed.
-Major stun baton revamp. They now accept batteries, which can be removed and replaced.
-Fixes the bug where you could use TK to make a dualsaber from a single saber.
2013-04-16 22:59:01 -05:00