Commit Graph

16815 Commits

Author SHA1 Message Date
phil235
6cfd99ec00 Moving shit around and APC repair bugfix (#20912)
* Moving shit around so turfs aren't defined in code/modules/mining .
Fixes APC's integrity not being reset to max when a broken APC is repaired.

* derp

* More turf and turf procs moved.

* fixing merge conflicts again.
2016-10-12 09:48:47 +02:00
Joan Lung
7332e4c190 Merge pull request #20909 from XDTM/TrappedInHereWithMe
Increases airlock resistance
2016-10-11 23:48:44 -04:00
Cyberboss
a2a9dc7c60 Fixes motion alarms (#20899)
Fixed motion alarms instantly triggering and de/un/re/triggering

The relevant changes are in motion.dm and ai_monitored.dm. 

Everything else is a replacement of /area/turret_protected -> /area/ai_monitored/turret_protected which is why this PR is a bitch
2016-10-12 15:52:49 +13:00
Joan Lung
2f6f8a4748 Fixes antag spawners (#20882)
* Fixes antag spawners

* compiling is nice

* Let's assume usr has died...

* wizaaaard

* no runtimes
2016-10-12 09:53:47 +13:00
phil235
cc947b1eeb Fixes spacevines being immune to melee attack (typo). (#20907)
Fixes robotic legs missing a side to their sprite.
Fixes blob attacks destroying objs below intact floors (the blob's attack does not remove the floor's tile)
Now all objs hidden below floors don't take damage from fires, instead of just pipes and cables.
2016-10-12 09:01:03 +13:00
Cyberboss
cd2e93317a Fixes door timing mode (#20908)
Door timer was 5 ticks too slow
2016-10-12 09:00:16 +13:00
Leo
74c47e1b57 Fixes secure safe having two attackby. (#20911) 2016-10-12 08:58:41 +13:00
XDTM
0ad81fe12f More balance 2016-10-11 20:56:21 +02:00
Razharas
5ced570b3e Merge pull request #20856 from ChangelingRain/coreprocessidiocy
You can now deconstruct AI cores that contain no AI
2016-10-11 18:39:12 +04:00
Joan Lung
c96fa7e2dd jump... 2016-10-11 10:25:07 -04:00
Joan Lung
b3b7421cd8 Merge pull request #20921 from TechnoAlchemisto/day1fixes
Fixes Cacti and Plant Bags
2016-10-11 09:47:19 -04:00
Cheridan
e0c8f9bb12 Merge pull request #20887 from ChangelingRain/clockcultfixes
Clockcult fixes
2016-10-11 07:52:53 -05:00
Cheridan
62f59a0682 Merge pull request #20894 from lzimann/cancelbuttons
Adds a cancel button to some inputs
2016-10-11 07:38:36 -05:00
TechnoAlchemist
2b796efe54 Fixes plant bags and cacti. 2016-10-10 21:12:58 -07:00
Jordie
1d6d7bda9c Merge pull request #20763 from TechnoAlchemisto/Alchemy_pt_1
Adds plants to lavaland
2016-10-11 13:03:21 +11:00
TechnoAlchemist
ef2efe392b Merge errors, removes istype. 2016-10-10 18:34:36 -07:00
Cheridan
1eadedea97 Merge pull request #20810 from optimumtact/malflists
Better check for milestone in the doomsday device
2016-10-10 16:18:33 -05:00
Incoming5643
a963658b8e Makes transit space unjauntible, and removes a few spells restriction from the wizard den. There's nothing there you can't reach normally now except a mob that wants to kill you and some meat. (#20853)
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
2016-10-11 10:06:08 +13:00
Joan Lung
f51444d8fa Improves some cult rune checks (#20872)
* sword in the dawn

* don't fade away

* it's dumb, but not my problem.
also rearrange these checks~
2016-10-11 10:05:25 +13:00
TechnoAlchemist
f42889ee2a Fixes some altclick problems. (#20799)
* Fixes some forbidden capabilities, probably.

* drons fix

* isliving check (no underscore!!)

* !

* Phil's Fixes
2016-10-10 22:56:37 +02:00
kevinz000
cb295db91a remake (#20762) 2016-10-11 09:41:43 +13:00
TechnoAlchemist
d434ac96f4 Merge branch 'master' of https://github.com/tgstation/tgstation into alchemy_pt_1
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/modules/mining/lavaland/ash_flora.dm
2016-10-10 13:20:25 -07:00
PKPenguin321
e24061a019 fixes drawing the blade from a distance (#20874)
* fixes drawing the blade from a distance

was gonna report this as a bug but then i was like hey free one line fix

* ???????

* hurr
2016-10-11 09:20:08 +13:00
XDTM
92795a781c Joan Was Right 2016-10-10 21:52:35 +02:00
XDTM
7eaa65f29e HIGH SECURITY 2016-10-10 21:28:53 +02:00
XDTM
efbe4863dc Better Doors 2016-10-10 20:26:32 +02:00
Cyberboss
1f728f0f6c More vape refillers (#20821)
* Added more reagent containers that can fuel vapes. God help us

* Didn't even know that existed

* Less memage
2016-10-10 19:22:41 +02:00
Lzimann
44e5e53f82 Removes my changes from topic.dm and add a cancel to teleporter console. 2016-10-10 14:04:16 -03:00
NikNakFlak
803e23e132 Updates prescription glasses and hipster glasses onmob sprites, removes green glasses (#20807)
* Swaggy glasses tbh

* Git merge thingy
2016-10-10 18:33:07 +13:00
oranges
1a9d1491c1 Better check for milestone in the doomsday device
This prevents a list index out of bounds runtime by doing the check via
byonds in operator instead

This should also ensure milestones are set properly
2016-10-10 05:03:11 +00:00
Joan Lung
ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Lzimann
5b61b66c65 Adds hand teleports to it aswell. 2016-10-09 23:23:59 -03:00
WJohn
5820fb452c Merge pull request #20862 from Kraseo/cypherkey
Resprites encryption keys
2016-10-09 21:33:12 -04:00
Lzimann
d0bc42f189 Adds a cancel button to some inputs
- Teleport scrolls
- The admin-pm verb
- To add a ban(in the place where you put the ban reason)
- When you edit/add a new note.
2016-10-09 21:28:14 -03:00
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
swindly
368c99bdf2 Removes unseen message from Cellular Emporium (#20865)
* removes unseen message from cellular emporium

* removes unused value
2016-10-10 12:16:10 +13:00
Joan Lung
aff963275b Merge pull request #20816 from MrStonedOne/patch-253
Fixes things getting diag directions from diag movements.
2016-10-09 19:04:33 -04:00
Joan Lung
a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
Joan Lung
176a6fc404 I'm not actually sure how long that bug existed? 2016-10-09 18:44:47 -04:00
Joan Lung
5ff591e69b NUMBAH THREE 2016-10-09 18:42:05 -04:00
Supermichael777
b1c0a48e0c Fixes #20839 No more double yolk demons (#20848)
* hopefully this prevents the double use edgecase

Fun fact this never actually checked whether it was used up

* My first language I swear

* I supose you could use it to spam ghosts
2016-10-10 11:37:37 +13:00
Igors Rjabcevs
882494f9f4 Fixes communication console input stacking (#20831)
* Adds cooldown check after input code to prevent stacking input windows

* Removes spawns by making cooldown world.time comparison based

* Moves cooldown variables into the console vars section
2016-10-10 11:31:24 +13:00
Xhuis
25428b36de Removes the bloodthirst mechanic + more changes (#20851)
🆑

    Removed the bloodthirst mechanic. It was causing a plethora of problems and bugs, and I decided that if people want to be cowards and forfeit their chance at success, they can.
    Claymores now absorb the corpses of any highlander that's dead, instead of just the killing blow.
    Having your wielding arm chopped off now destroys your claymore.
2016-10-10 11:26:43 +13:00
XDTM
390a628a57 Crowbar Extraction (#20805)
You can now retrieve materials inserted in a Drone Shell Dispenser with a crowbar.
2016-10-10 11:23:48 +13:00
oranges
504fdf5bea Merge pull request #20771 from ExcessiveUseOfCobblestone/devil-antaghud
Changes the hud "demon" into "devil" and changes sin to sintouched in the antaghud generators.
2016-10-10 11:19:53 +13:00
oranges
135a8977f2 Merge pull request #20756 from ExcessiveUseOfCobblestone/patch-2
Quick "Fix" to Mime Mechs
2016-10-10 11:19:21 +13:00
oranges
980d830eb7 Merge pull request #20702 from TheCarlSaganExpress/sagan_branch
Fixed a runtime error when eating a crayon.
2016-10-10 11:18:44 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung
31a46f3349 RATVAR_ALLOY_CHECK =/= 0 2016-10-09 14:04:28 -04:00
Joan Lung
0799c0c37a Clockcult fixes 2016-10-09 14:03:12 -04:00