Commit Graph

16 Commits

Author SHA1 Message Date
LatD
fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
xxalpha
deb60ae309 Replaced /proc/is_sharp() with /obj/item/proc/is_sharp(). 2015-09-24 03:08:28 +01:00
Xhuis
af31d566b2 Syndicate medical cyborgs 2015-09-17 20:02:48 -04:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
xxalpha
cfb5e724b6 Material container, all items can have materials, wake me up
cant wake up

go to sleep debug
2015-07-01 03:34:47 +01:00
AstralSerpent
ddb9955e53 Removed an unused suicide_act proc belonging to the scalpel. 2014-07-02 09:27:06 +10:00
Jordie0608
dfd2cc4b60 Changed suicide messages to visible_messages and fixed relative pathing 2014-05-13 01:44:29 +10:00
Ergovisavi
57fe8ea3f4 Various mineral/material standardizations, minor mob changes 2014-03-19 18:28:56 -07:00
Hornygranny
9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
Hornygranny
9e14c22747 Reduces throwspeeds on all items to realistic levels. 2014-02-15 19:58:03 -08:00
Jesus Hussein Chris
52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00
Tenebrosity
b77434b1cb Items now have a throwhitsound var
If throwhitsound isn't defined, a thrown item calls the hitsound
instead. If that isn't defined, no sound is played.

Circular saw now calls pierce.ogg as its throwhitsound instead of its
hitsound.
2014-01-23 16:37:54 +13:00
Pete Goodfellow
af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
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
petethegoat@gmail.com
189b6fa491 Some minor surgery updates.
Actually ticked in cavity_implant.dm to the dme.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5769 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-23 22:02:24 +00:00
petethegoat@gmail.com
75a7d34ec9 Committing datum based surgery proper. There's a brief explanation in surgery.dm, if you want to know how it works.
Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps.
Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs.

Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables.

Added a surgical apron, using old sprites by matty.

Updated the map:
Removed the note with spell descriptions from the wizard's den for Kor.
Updated the operating room.
Updated xenobio to have appropriate tools for slime surgery.

Path changes:
/obj/item/brain > /obj/item/organ/brain
/obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix
/obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-14 01:20:58 +00:00