Commit Graph

3702 Commits

Author SHA1 Message Date
Cheridan
4e2c97bf3f Merge pull request #1910 from Giacom/issue_1908
Adds a stat check for AI vocal announcements. Fixes #1908
2013-12-01 21:18:21 -08:00
Cheridan
70ca13a953 Merge pull request #1888 from Malkevin/tunic
Expanded the suit storage for the Captain's Tunic
2013-12-01 19:57:10 -08:00
Giacom
9422233976 Merge pull request #1926 from VistaPOWA/begone_debug_message
Removes an annoying debug(?) message from hydroponics.
2013-11-30 17:23:24 -08:00
Giacom
59cdb97792 Merge pull request #1931 from Aranclanos/LARVAAAAAAAAAAAAAAAS
Fixes the runtimes related to alien larvas and plasma display
2013-11-30 17:21:07 -08:00
Rockdtben
9492f102b9 Merge pull request #1903 from YotaXP/Fix-Borg-APC-Access
Fixes Cyborg APC Access
2013-11-29 15:09:13 -08:00
Aranclanos
6b9d399298 Larvas won't try to use their non-existant plasma display and runtime to hell anymore. 2013-11-29 08:33:24 -03:00
Giacom
9d4a084b35 Merge pull request #1907 from Aranclanos/FixingSounds
Sound runtimes
2013-11-28 19:10:19 -08:00
Giacom
952f0aadb7 Merge pull request #1912 from KazeEspada/clusterbang
Clusterbang launcher improvements.
2013-11-28 11:46:10 -08:00
VistaPOWA
abb2b6bdf6 Removes an annoying message from hydrophonics.
It's been bothering me for some time., it looks out of place and it's
not like that the botanist won't notice it. (No idea why some empty
lines were modified)
2013-11-28 20:19:24 +01:00
Malkevin
bfe85205a2 Merge branch 'master' of https://github.com/tgstation/-tg-station into tunic
Conflicts:
	html/changelog.html
2013-11-27 23:52:09 +00:00
KazeEspada
292430557a Makes the clusterbang launcher unlimited use. Reduces the number of projectiles per reload by half, doubles reload energy cost, and raises the cooldown from 60 to 90. Changes the name to something more humorous from SOP-6 to SOB-3. Raised to mineral cost to that more like the HONK blast.
Only noticeable "bug":the ammo count won't update till the cooldown is over. Also, prevents rearming during the cooldown though.
2013-11-26 18:25:38 -07:00
Aranclanos
3fed8dd8f6 Merge branch 'Cybernetic-limbs' of https://github.com/RobRichards1997/-tg-station into Cybernetic-limbs
Conflicts:
	code/modules/mob/living/carbon/human/human_defense.dm
2013-11-26 22:03:26 -03:00
Giacom
a468abd766 Merge pull request #1812 from LaharlMontogmmery/Unanchored-AI
AI can now anchor/unanchor itself. Goes with Malf AI pinpointer tracking once it activates Delta for balance reasons. Please review/merge if satisfying enough.
2013-11-26 12:15:47 -08:00
Giacom
6757f8d248 Merge pull request #1878 from Zelacks/remove_original_atom
Removes unused variables
2013-11-26 12:12:27 -08:00
Giacom
0cb4d6ef3a Merge pull request #1898 from Nienhaus/Nienhaus
AI Statues Display fix Hal and Sal + "Dorfy"
2013-11-26 12:10:16 -08:00
Giacom
7070715b57 Merge pull request #1861 from Aranclanos/NinjaForcesay
Stop hitting yourself ninja
2013-11-26 12:00:52 -08:00
Giacomand
67e4e04da2 Adds a stat check for AI vocal announcements. Fixes #1908
Moves some other checks under input, as they could change after input is done.
2013-11-26 17:40:41 +00:00
Aranclanos
055f7246c5 Sparks won't be spawned in a null location if the holodeck changes the target before their time to spawn. This will stop some runtimes.
Shotguns won't runtime when pumped.
2013-11-26 10:25:43 -03:00
Giacom
8235d519c8 Merge pull request #1852 from Aranclanos/HurrayMoreShitToMovementCode
Adding bullshit to movement code.
2013-11-26 00:34:13 -08:00
YotaXP
d6b3b3a8bd Removes the redundant server side validation that restricted cyborg access to APCs.
Fixes the graphical bug that occurs when an AI mouses over the interface lock buttons.

Removes some remnants of the previous UI implementation.
2013-11-25 20:37:37 -05:00
Nienhaus
18b5e1372a AI Statues Display fix Hal and Sal + "Dorfy"
Someone pointed out that they couldn't select it, I also noticed there
was one named "Dorfy" so I also added that. So now you select all three.
Thanks Adrinus
2013-11-25 02:53:45 -06:00
Malkevin
20964837d1 Forgot to add the flask to the tunic 2013-11-24 17:34:05 +00:00
Malkevin
c3ab6146b2 Expanded the suit storage for the Captain's Tunic
Made the suit storage on the Captain's Tunic more useful than just a place to store your e-o2 tank.

You can now store the nuke disk, stamps, medal box, flashes and melee weapons (mainly intended for the Chain of Command), and of course - smoking paraphernalia
2013-11-24 17:25:25 +00:00
Robson Richards
75ff8338b8 Fixes bible spam
Fixes "r_arm" nonsense
Fixes appendicitis carrying over to robotic chest
2013-11-24 15:24:55 +00:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Cheridan
f50cd2e62f Merge pull request #1849 from Ikarrus/freq
Tweak to Spec Ops Officer radio
2013-11-23 11:27:52 -08:00
Cheridan
865fad0d0b Merge pull request #1841 from Giacom/sound_pro
Fixes certain objects not using 3D sounds.
2013-11-23 10:33:03 -08:00
Aranclanos
fe936e64a0 Fixed a runtime regarding stunning yourself with items that delete themselves once dropped. Hello ninja swords. 2013-11-22 15:37:35 -03:00
Aranclanos
e162235922 Meh.
Added some checks to see if the mob that you just pulled to a location still exists once it finished their step()
2013-11-22 03:37:26 -03:00
ikarrus
79629fad0c Sets frequency of spec ops officer radios to 144.1 so they can communicate with deathsquads, who are also set to that frequency.
Mostly for my own conveneience.
2013-11-21 20:13:42 -07:00
Aranclanos
089dba4390 Clientless aliens won't runtime anymore when they change their plasma levels. 2013-11-21 22:47:50 -03:00
Giacomand
17fd5d6cdc * Fixes certain objects not using 3D sounds.
* Gave the piano a bigger falloff.
 * Capped the sound x/z to 7.
2013-11-21 23:50:53 +00:00
Giacom
5322a6cb62 Merge pull request #1810 from Rockdtben/APCServerSideValidation
APC Serverside Validation
2013-11-21 11:51:15 -08:00
Laharl Montogmmery
c9649138e6 Add a check for Delta in the shunt tracking code.
This is to avoid the AI being tracked by the pinpointer before Delta is
triggered.
2013-11-20 23:07:36 +01:00
Robson Richards
44bf98d1fd Invert's a check that I accidentally edited
Full type path for a list variable
2013-11-20 18:31:52 +00:00
Robson Richards
ea7db2239d Adds a necessary check against surgeries on Robotic organs
Reworks limb surgery/limb augmentation.dm to use a Switch

Ignore changes to do with "Requires_organic_chest" I removed it, but since re added it as it was preventing an exploit
2013-11-20 18:19:22 +00:00
Cheridan
c1afd57b9b Merge pull request #1809 from Giacom/telesci_easymode
Telescience Change
2013-11-20 10:13:24 -08:00
Laharl Montogmmery
b50b1d5633 Moved up Bump() in silicon.dm, and tested it.
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.
2013-11-20 14:31:16 +01:00
Aranclanos
5da1b56a53 Merge pull request #1712 from havocx42/ToPush
Update for power code to remove some bugs and fix some functionality
2013-11-20 00:06:50 -08:00
Laharl Montogmmery
d008bbb5ff A lil' bit of commenting.
Who the hell reads those commit comments anyway?
2013-11-20 00:22:10 +01:00
Laharl Montogmmery
ec8f753545 Delta : Pinpointer now points toward the AI.
Pinpointer now points in the malf AI direction (so it won't track
innocent AIs), and follow it through shunting, or if it goes back to its
core after shunting.

Bloody hell was it a pain to just test that.
2013-11-20 00:11:27 +01:00
Rockdtben
577daaedda Woops 2013-11-18 21:35:14 -06:00
Rockdtben
2097c8068b Removed useless parameter 2013-11-18 21:34:37 -06:00
Rockdtben
3c8426eb6f Corrected a mistake. 2013-11-18 21:30:50 -06:00
LaharlMontogmmery
912399e756 Unanchored AIs can now be pushed and can bump. 2013-11-18 11:46:04 +01:00
Aranclanos
bc2d24a053 Merge pull request #1793 from Giacom/wet_static_overlay
Made wet floors use a static overlay.
2013-11-17 23:33:24 -08:00
Cheridan
c4a8fb5632 Merge pull request #1780 from Giacom/simple_animal_invis
Simple animals will now consider invisibility when attacking and choosing targets.
2013-11-17 23:25:17 -08:00
Cheridan
bf5ae0d1d7 Merge pull request #1807 from errorage/2013-11-17-fixes-lastadminrank-logging
Fixes lastadminrank logging
2013-11-17 19:49:53 -08:00
Laharl Montogmmery
34d1a57243 AI can now anchor/unanchor itself.
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
2013-11-17 23:09:06 +01:00
Giacom
fc1211f1b4 Merge pull request #1803 from kyrahabattoir/examine-cleaning
Examine cleaning
2013-11-17 13:12:09 -08:00