Commit Graph

115 Commits

Author SHA1 Message Date
Aranclanos
2295080ea3 Merge branch 'medmech' of https://github.com/fleure/-tg-station into medmech
Conflicts:
	code/game/objects/structures/crates_lockers/closets.dm
2013-11-09 15:14:48 -03:00
Fleure
aaf68d2a12 Included additional structures to escape from 2013-11-05 00:26:30 +00:00
Cheridan
79c3db1977 Merge pull request #1639 from Intigracy/doesanyoneevencarewhatInamemybranch
Fixes landmark for plaguedoctor costume not spawning the mask.
2013-10-26 02:06:18 -07:00
Intigracy
04feaa7361 Fixes landmark for plaguedoctor costume not spawning the mask.
Lame.
2013-10-23 22:13:40 -07:00
supersayu
799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
Aranclanos
d062009a6e Merge pull request #1507 from Giacomand/napalm
Napalm works again, which fixes incendiary grenades.
2013-10-06 17:01:46 -07:00
Giacomand
0c2c02e284 Merge pull request #1484 from VistaPOWA/explosive_dirt_cleaning
Makes decals disappear after an explosion
2013-10-06 15:48:45 -07:00
Giacomand
3b667227e5 * Made atmos_spawn_air() use flags.
* Replaced "fire" with SPAWN_HEAT. You will have to use it in conjunction with SPAWN_TOXINS to spawn fire.
 * Added flags for HEAT, COLD, TOXINS, OXYGEN, CO2, NITROGEN, N2O, FUEL and AIR.
2013-10-06 00:29:45 +01:00
VistaPOWA
620cdb8566 Removes extra var from decals
oops that wasn't meant to be included
2013-09-30 22:32:42 +02:00
VistaPOWA
b5fff895ee Makes decals disappear after an explosion
Fixes runes, dirt, blood, etc remaining and floating in space after an
explosion.
Gibs are excluded from this change.
2013-09-30 20:19:41 +02:00
Giacomand
f5e3037e6d Merge branch 'master' of https://github.com/Giacomand/-tg-station into nobreathe
Conflicts:
	code/game/objects/effects/effect_system.dm - Resolved.
2013-09-28 01:07:20 +01:00
Giacomand
6731722bff Made blob spores a bit more useful! On death they will release a spore cloud which will slightly (0.5 per tick) damage people and cloud your vision until the effect wears off. 2013-09-27 10:24:58 +01:00
Cheridan
566e1cc166 Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/1415
Conflicts:
	tgstation.dme
2013-09-23 11:04:33 -05:00
Cheridan
bac1d6e942 Merge pull request #1390 from Petethegoat/eventzzzzz
Eventzzzzz
2013-09-21 10:25:54 -07:00
Cheridan
1939098175 Fixes lights on anomalies, reverts my accidental change to device.dmi 2013-09-20 00:44:12 -05:00
Cheridan
d19e7f6493 Converts bluespace events into the anomaly system. Adds some sprites and polishes up some effects
Next up: Moving all of the anomalies into an event subtype to cut down on copied code!
2013-09-19 22:08:04 -05:00
Cheridan
580294685b Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-09-19 03:22:20 -05:00
Cheridan
115faf4954 Anomaly Neutralization
Anomalies can now be scanned to determine their frequency, and neutralized by sending a signal on that frequency.
2013-09-19 03:20:44 -05:00
Pete Goodfellow
409e47ac05 Ported the Clogged Vents event from Sayustation.
Adds a silent parameter to /datum/effect/effect/system/chem_smoke_spread/set_up(), which disables admin notification.
2013-09-18 16:47:50 +01:00
Aranclanos
1f6852232b Merged the blood trails from VistaPOWA to the latest tg code 2013-09-17 23:54:53 -03:00
Cheridan
2ee9e23ea9 Initial Event Rework
Adds anomalies, special effects which tie into the event system.

Ports bholes into an anomaly, cleans up their code.
Adds new gravitational anomalies. Imagine a trampoline.
Flux event is now an anomaly.
Adds a new pyro anomaly.
2013-09-17 15:46:00 -05:00
VistaPOWA
881a895bd6 removes extra unused code 2013-09-17 18:03:01 +02:00
VistaPOWA
5a2bb3fbf7 Finalizing blood trails
Makes trail_holder a child of cleanables instead of blood (this is to
allow add_blood turf proc to spawn blood splatter on blood trails, also
other kinds of blood effects), also cleaned up the blood code a bit.

Big props to Aranclanos, Cheridan, Pewtershmitz and all other coders on
#coderbus for making this happen.
2013-09-17 00:57:37 +02:00
VistaPOWA
1da8b659ff blood trails now stack
--DO NOT MERGE STILL WIP--
Makes blood trails use overlays, the overlays are contained in a holder
object. DNA is now properly added to them.

todo: redo light, xeno light and xeno heavy trails. help of spriters is
welcome.
2013-09-12 19:25:21 +02:00
Fleure
73d25c7c04 Minor atmos fixes for resin and mineral structures 2013-09-08 01:01:12 +01:00
Cheridan
a830ba2740 Merge pull request #1282 from MrPerson/grammer
Grammar fixes
2013-09-04 10:01:31 -07:00
VistaPOWA
214ae08073 Adds directional blood trails
The blood trails now follow the path the body has taken and players can
very easily make out said path.
Heavily damaged corpses will have a much thicker blood trail than
corpses with some brute damage. At the moment, trails overwrite
eachother and a placeholder icon set is used for alien heavy blood
trails.
2013-09-03 00:03:01 +02:00
MrPerson
eaf201bd1c Grammer fixes
You put the the pen into the box ( Fixes #671 )
Capitalization errors on spiders and cocoons. ( Fixes #679 )
2013-09-01 01:40:50 -07:00
Intigracy
f7c644c9dc Adds gags!
50% chance of getting either a gag or a blindfold with the maid and nyangirl outfits in the theater

Monkeys have a sprite too.
2013-08-29 12:19:34 -07:00
Aranclanos
0ce01d1583 Adding Linda. 2013-08-10 06:15:14 -03:00
carnie
02be173c60 Renamed variables:
b_type to blood_type
h_color to hair_color
f_color to facial_hair_color
f_style to facial_hair_style
h_style to hair_style
2013-08-01 13:48:41 +01:00
Jordie0608
a4e7a62b46 Commit
Borg Rechargers decon-able. RIP Badger poster
2013-07-24 15:11:52 +10:00
Cael Aislinn
91fb84cb14 Merge pull request #858 from Giacomand/smoke_runtime
Quick fix to a smoke runtime.
2013-07-01 21:11:20 -07:00
Jibbajabba
1ffec09e03 Resolved #881 - Added appropriate shoes to wizard and marisa outfit. 2013-06-29 15:46:34 +01:00
Giacomand
2360cff577 Quick fix to a smoke runtime. 2013-06-25 22:43:36 +01:00
AlexanderUlanH
2fcf26667c Overhauled Projectiles
Changed atom's bullet_act to call the projectile's on_hit, and changed
most bullet_acts to call on_hit as well.  Removed some now-unnecessary
snowflake code.

These changes will make projectiles which should effect non-mobs, such
as the gyrojet and the ion rifle, work properly.  Inanimate objects can
now be empulsed with the ion rifle, whose projectiles used to dissipate
on hitting anything but a mob.  Gyrojets now explode on most objects, as
opposed to just on walls and mobs, and the snowflake code that made them
work on walls is no longer necessary.  The code for pulse rifles'
breaking walls has been moved from a check in turf to a check in pulse
beams, and has been expanded to include structures, allowing them to
(slowly) break girders.  For coders, it means that on_hit is a reliable
proc for the effect of a bullet's hitting an object.
2013-06-19 23:24:00 -04:00
carnie
4c10f5f94b Fixes #609 - decal/point is now unclickable.
Modified   code/game/objects/effects/decals/misc.dm
2013-05-21 08:41:50 +01:00
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
carnie
ae00173037 Merge branch 'master' of github.com:tgstation/-tg-station into pr/447 2013-04-30 04:07:28 +01:00
Pete Goodfellow
53923b4d60 Adds luminosity back to weed nodes. 2013-04-27 09:30:22 +10:00
Pete Goodfellow
c87868b274 Moves /obj/effect/alien to /obj/structure/alien. Does not update the map.
Moves /obj/effect/alien/acid to /obj/effect/acid. Adds a new sprite for acid.
Standardises and updates text styling in code/game/objects/effects/aliens.dm.
2013-04-27 09:30:21 +10:00
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
a691679254 Fixed poster duplication when you cut it from the wall. 2013-04-18 19:57:54 +01:00
Pete Goodfellow
e4bce0bb14 Replaced most reagent initialisations with the helper proc create_reagents(). 2013-04-15 15:40:33 +01:00
Giacomand
1c41099223 Merge pull request #152 from Petethegoat/globalscleanup
Tiny bit of tidying up for global.dm and landmarks.dm, removing some old...
2013-03-31 04:53:02 -07:00
Cheridan
c795b05d97 Minor chems update.
-Spraybottle chempuffs will now pass over tables.
-Further reorganization of chemistry reagents. Organizes toxic chems into subtypes. This cuts down on copied code and allows us to do fun things in the future, like machines that filter poisons and such.
2013-03-27 19:08:45 -05:00
Pete Goodfellow
6bd74786c0 Tiny bit of tidying up for global.dm and landmarks.dm, removing some old, oooold vars. 2013-03-27 16:37:00 +00:00
Pete Goodfellow
2b3c769662 Makes /obj/effect/decal/cleanable/dirt mouse_opacity 0, as it covers the whole tile and prevents people from crowbarring it up.
It can still be cleaned by mopping the tile.
2013-03-24 16:01:49 +00:00
Cael Aislinn
4c240f718e Merge pull request #76 from Cheridan/master
Glowshroom Reworking
2013-03-22 19:04:04 -07:00
Cheridan
9c8505bd44 -Recodes glowshrooms.
Fixes the bug with effects/glowshroom not glowing when placed.
They don't spread infinitely: The odds of a shroom spreading decreases with each generation. Because they're sane now and not virally-spreading fungal horrors, they've been changed to spread on normal station floors and not just the asteroid.
The spreading glowshrooms acquire the parent's stats, with some mutations.
The delay variable is now based off of production, and goes DOWN with better stats instead of GOING UP.

-Removes unnecessary (copy-pasted) code bits in walking mushroom/killer tomato code in grown.dm
2013-03-17 19:24:51 -05:00