Commit Graph

8514 Commits

Author SHA1 Message Date
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
Leo
74c47e1b57 Fixes secure safe having two attackby. (#20911) 2016-10-12 08:58:41 +13:00
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
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
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
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
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
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
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
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
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
Kraseo
74ad8b66fb Resprites encryption keys, gives unique sprites to binary translation key and syndie encryption key. 2016-10-08 15:27:48 +02:00
Joan Lung
8dbe5907e4 i'm a good coder this is fine 2016-10-07 18:44:49 -04:00
Joan Lung
fe2d77b43f everything involved in this is awful 2016-10-07 18:11:00 -04:00
Joan Lung
fccd45e279 what is a define 2016-10-07 18:01:56 -04:00
TheCarlSaganExpress
494bf90f90 TEACH ME YOUR WAYS MAINTAINERS 2016-10-02 23:35:35 -04:00
TheCarlSaganExpress
7889593e80 Forgot stuff 2016-10-02 20:51:15 -04:00
TheCarlSaganExpress
f916e7c331 Suggestion by optimumtact (fix) 2016-10-02 20:50:29 -04:00
Joan Lung
b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Shadowlight213
de19e36a51 Removes morphine from nurse spiders (#20773)
Fixes spider web, cocoon, spiderling sprites
Halves cocoon breakout time, fixes camera going to nullspace
2016-10-03 13:35:56 +13:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
TechnoAlchemist
85b9baff24 Modifies some reagents(Gets rid of the stims in tinlux), adds bio bag to mining lockers, comments out prepare code, allows bio bags to be stored in belts. Allows for shaving mushrooms to spawn. 2016-09-30 12:47:11 -07:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
Incoming
5eacff1038 Merge branch 'master' of https://github.com/tgstation/-tg-station into hold_it
# Conflicts:
#	code/modules/clothing/under/ties.dm
2016-09-30 13:00:49 -04:00
TheCarlSaganExpress
b88a4572a4 Changed to \the 2016-09-30 00:45:12 -04:00
TheCarlSaganExpress
1a554d8bd2 Removal and grammar fix 2016-09-29 22:38:38 -04:00
Joan Lung
aaa55ad081 Merge pull request #20696 from ExcessiveUseOfCobblestone/smokelogcondense
Condenses Smoke Notification for Admins
2016-09-29 15:00:29 -04:00
Cheridan
e43b06f750 Merge pull request #20591 from ChangelingRain/proofofconceptantagdatum
"Working Datum Antagonists"
2016-09-29 13:33:59 -05:00
Joan Lung
dafccd0f1a Merge pull request #20726 from phil235/PreliminaryDamageRefactor
Some preliminary changes before the damage refactor PR.
2016-09-29 10:07:51 -04:00
AnturK
7ce4f1293d Merge pull request #20734 from CyberbossJHCB/NothingToSeeHere
Showers now clean hands + bloody gloves fix
2016-09-29 10:46:31 +02:00
phil235
0c7cd2e2e8 tiny tweak. 2016-09-29 01:46:24 +02:00
phil235
194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
Joan Lung
aaefef46b8 Merge pull request #20732 from optimumtact/justhrefthings
Fix multiple href exploits from incorrectly scoped locates
2016-09-28 19:00:44 -04:00
Joan Lung
fde8904309 Merge pull request #20714 from phil235/EffectToStructure
Changes a few children of obj/effect to be children of obj/structure.
2016-09-28 18:12:52 -04:00
oranges
18b1b9c328 Space carp ensure they still exist after animation sleep (#20710)
This stops a runtime where the space carp Swell was called and
get_turf(src) resolved to null
2016-09-28 11:01:43 -05:00
oranges
8b7eb11df9 Fix multiple href exploits from incorrectly scoped locates
Also adds a helper to flatten a keyed list to it's contents as it
turns out that byond cannot locate in a keyed list
2016-09-28 06:55:45 +00:00