Commit Graph

158 Commits

Author SHA1 Message Date
paprka
64bc2abec3 sprite and fix 2014-08-07 14:52:40 -07:00
paprka
726b939754 whole bunch of gun stuff 2014-08-07 14:39:31 -07:00
paprka
b92397a2e3 paprikkas gay 2014-07-10 20:12:24 -07:00
Francis Devine
2786bcc54b Override emp_act on the ionrifle
A gun isn't much use if it disables itself

fixes #3994
2014-06-24 20:37:27 +12:00
Menshin
f691c84983 Span class. 2014-06-14 22:29:37 +02:00
Menshin
71c71367fe Fixes energy weapons drawing charges on click even when no shot was fired (fixes #3910). 2014-06-13 22:17:30 +02:00
Cheridan
5a57cc85c3 Update shotgun.dm
shells spin faster
2014-06-11 19:15:53 -05:00
Cheridan
43f9e78493 Casing rotation
Spent casings ejected from firearms will spin as they 'tumble' towards the ground.
Improved sprites for shotgun shells
Improved sprite for bullet projectile.
2014-06-07 01:23:49 -05:00
Zelacks
d79cc315bf Emp Icon fix Commit 2014-05-06 02:55:58 +08:00
Cheridan
460478f11a Merge pull request #3555 from Aranclanos/lasercyborgEMP
Lasers from cyborgs won't get their sprite ruined due to an EMP anymore.
2014-04-28 18:04:24 -05:00
Aranclanos
f794a2a1c0 Lasers from cyborgs won't get their sprite ruined due to an EMP anymore. 2014-04-27 17:48:38 -03:00
paprka
b9d376a6d5 final stuff 2014-04-26 19:25:56 -07:00
Incoming
c83728bba1 Magic Mania 1.6: Baby's Day Out
*Adds unique sprites for the staves of door creation and chaos
**Item sprites
**Inhands
**Onbacks

*Fixes #3232 in a way that isn't terrible

*Basically this is the part of 1.5 that should have been done back when it was added
*Please raise wizard rates :3
2014-04-17 19:35:42 -04:00
Aranclanos
b84d47717d Merge pull request #3191 from Steelpoint/LaserChange
Laser Gun Ammo Buff + Sprite Change for Red Laser Tag
2014-03-31 14:02:21 -03:00
Incoming
e5f0165d0d Merge branch 'master' of https://github.com/tgstation/-tg-station into avoiddrama_codemagic
Conflicts:
	code/datums/spells/charge.dm
	code/modules/projectiles/ammunition/special.dm
	code/modules/projectiles/guns/magic/staff.dm
2014-03-26 13:03:12 -04:00
Steelpoint
454ebaeb2b LaserGun Change and Other 2014-03-26 20:55:46 +08:00
Mloc-Hibernia
8af8a43d6f Initial pass to convert LF to CRLF
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-03-24 08:53:40 +00:00
MrPerson
6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Incoming
5c3f7777b9 Magic Mania 1.5: Big Trouble in Little Boxstation
---

A Few New Wizard Items

Staff of Chaos: Shoots random magic bolts. Charges faster and can hold more shots than other staves.
Staff of Door Creation: Works the same as the wand of door creation. There is apparently demand for this! Charges faster and can hold more shots than other staves.
Wand Assortment: A belt that comes of one of each useful wand, generated with the highest number of shots possible.

---

Cleaning Up the Spellbook

The spellbook was getting REALLY long, so it's been segmented into pages for spells, items, and one time use spells (aka the fun page). The spellbook also highlights the fact that you can upgrade spells better now.

---

Summon Magic Rebalancing

There's now a new catagory of magic items that are especially potent. These have a very low chance of showing up now and only one can spawn during a casting of summon magic, if one even spawns at all. The person who gets it is not guarenteed to be a surivor either.

In this category: Staff of Animation, Staff of Change, Staff of Chaos, Wand Assortment, Contract of Apprenticeship.

Additionally the staff of door creation is now in the normal pool and the staff of change is no longer in the normal pool.

---

Misc Stuff

Adds Bats and Goats to the staff of change.
Changes the charge spell so if you charge something that can charge on its own there's no chance of degradation.
2014-03-08 17:30:40 -05:00
Ergovisavi
062f368ce0 Merge branch 'master' of https://github.com/tgstation/-tg-station into stamina_loss 2014-03-07 04:24:51 -08:00
Ergovisavi
a3ce04c000 Merge branch 'master' of https://github.com/tgstation/-tg-station into stamina_loss
Item attack changes
2014-03-06 03:17:02 -08:00
MrPerson
3c58091437 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel
Hopefully nothing went wrong but you never know.

Conflicts:
	code/FEA/FEA_fire.dm
	code/controllers/supply_shuttle.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/drying_rack.dm
	code/modules/hydroponics/hydroponics.dm
	code/modules/projectiles/projectile/magic.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_dispenser.dm
2014-03-02 21:39:27 -08:00
Razharas
f3ccaa5936 Merge conflicts fix 2014-03-03 05:42:31 +04:00
Ergovisavi
ac269baacb Fixes bullet_act not checking for damagetype on many, many objects.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
2014-03-01 16:39:22 -08:00
AlexanderUlanH
a3dd6c4dda Consistentification
Sticking with the high-end of damage, for lack of strong opinions.  Also
removed false claims of certain procs' being in human_defense.dm, and a
useless emp_act override in ion rifles. (All EMP's are 1 or 2 severity)
2014-02-25 10:04:49 -05:00
Razharas
b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson
9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Razharas
43a5b6a605 Merge pull request #2583 from Incoming5643/bugfixenfeb
Various Bugfixes
2014-02-03 22:05:18 -08:00
Hornygranny
0bc85a4f9e removed \improper from tommy gun 2014-02-01 13:55:46 -08:00
Incoming
45cf5ec20c Various Bugfixes
Fixes #2534
Fixes #2431
Fixes #2493
Fixes #2500
2014-02-01 11:29:37 -05:00
Hornygranny
ec7eb2f550 Fedora message uses visible_message
Sprites from Nienhaus
2014-02-01 02:22:40 -08:00
hornygranny
e133206824 one character pr 2014-01-31 16:16:41 -08:00
hornygranny
c569654ebc Mobster items + shirt 2014-01-31 15:50:09 -08:00
Ergovisavi
8906d8a28d Merge branch 'master' of https://github.com/tgstation/-tg-station into Miningmobs 2014-01-29 12:27:26 -08:00
Ergovisavi
a7e76ea7b1 Added proper sprites for the kinetic gun, removed redundant lines in hostile mobs, fixed an issue with mining mobs where they would update their icons after death if something was thrown at them 2014-01-24 22:52:43 -08:00
Ergovisavi
eb8924d80c Mining Mobs - More mob behavior overhaul, kinetic gun tweaks, etc 2014-01-20 17:36:06 -08:00
Giacomand
1256500ca2 Fixes #2456 by moving the code which transfers the reagents to ready_proj()
Removed excluded obsolete files.
Adds a new option to view variables which allows you to add reagents, useful for debugging reagents.
2014-01-20 14:20:54 +00:00
sirbayer
0829de6ffc who added a damn cyborg crossbow jesus 2014-01-13 14:53:50 -08:00
sirbayer
eb20908dcf Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-deadlyboolets 2014-01-13 14:08:57 -08:00
sirbayer
05f0b898b7 rechargestation.dm has some real colon cancer, man. 2014-01-13 14:08:38 -08:00
VistaPOWA
17095d3430 Adds additional check to syndieborg teleporter spawning, removes a redundant proc 2014-01-11 17:44:53 +01:00
sirbayer
7a9c8e2725 Fixed revolver/shotgun dual loading messages, fixed e-gun and automatic display issues. 2014-01-09 15:16:47 -08:00
sirbayer
d1a06a21dc Mysterious compile errors gone. 2014-01-06 18:49:55 -08:00
sirbayer
45cb745b6b Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-deadlyboolets
Conflicts:
	code/modules/projectiles/guns/magic.dm
2014-01-06 17:59:15 -08:00
VistaPOWA
443d6e2d9e [MAP] Adds Syndicate Borgs
Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack

All weapons use 100 charge per shot.

2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
2014-01-05 03:13:40 +01:00
sirbayer
efb480005d Syringe guns can suck it. 2014-01-02 16:18:48 -08:00
sirbayer
f4542ee258 Scattershot ho! 2013-12-30 20:43:10 -08:00
sirbayer
d502cc86ea Merge branch 'master' of https://github.com/tgstation/-tg-station into srsbsns-deadlyboolets
Conflicts:
	code/modules/projectiles/guns/magic/wand.dm
2013-12-30 16:39:12 -08:00
sirbayer
a0a73d1ab5 Jesus Christ it compiles 2013-12-30 16:30:36 -08:00
Cheridan
bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00