Commit Graph

287 Commits

Author SHA1 Message Date
ManeaterMildred
c352312867 Added costs for the Mech Ion Rifle and the Mech Rocket Launcher. 2014-01-13 19:15:39 +01:00
Razharas
0725b8ccef Fix of mech fabricator
Fixes #2248
Fucking text paths are poisoning my contributions
Thanks Obama
2014-01-06 09:17:30 +04:00
Cheridan
5426868c53 Merge pull request #2178 from errorage/2013_12_29_scalable_ui
Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
2014-01-03 14:23:08 -08:00
Razharas
80b592d0b3 Resolving conflicts
God hates git
And so do i
2014-01-03 21:12:14 +04:00
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
Razharas
10ee52bbb6 Merge branch 'HopeThisFixsIt' into MachinesOverhaulANdR&D 2013-12-30 03:05:40 +04:00
errorage
c89f3b83d0 Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
2013-12-29 12:04:37 +01:00
Cluwnes Honk
a8eeb943cd Succesful fixes
Fixes instances of "succesful" and "succesfully".
2013-12-27 15:40:01 -08:00
Razharas
fb93b9ae4f Mech fabricator tweak
Now upgrading laser part to best quality doesnt reset time coeff back to
initial level
4% cost reduction per laser quality level(8% total) -> 15% cost
reduction per manipulator quality level(30% total)
4% time reduction per manipulator quality level(was broken) -> 25% time
reduction per manipulator quality level(50% total)
Made right part of fabricator window a bit wider, more convinient this
way
2013-12-25 02:15:58 +04:00
Razharas
908f28dab6 More machinery and type path fixes
Not parts are in null and not in machinery
2013-12-23 22:30:38 +04:00
Razharas
18eab51794 Fixes mechs click through windows and what not
I ded plz fix
2013-12-20 18:05:06 +04:00
Aranclanos
0fdcd42592 Merge pull request #2054 from Cheridan/Nuke
Nuke Ops Tweaks: Flamer and Mechas
2013-12-19 13:37:32 -08:00
Aranclanos
f1677efdea Merge pull request #2040 from Razharas/master
Some logging and fingerprints
2013-12-17 21:03:36 -08:00
Aranclanos
53a02296df Merge pull request #1989 from Perakp/dnaDecon
DNA scanner and cloning pod deconstruction
2013-12-17 20:44:16 -08:00
Razharas
358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Cheridan
b68eadfb14 Nuke Op Tweaks
In response to feedback:
Dark Gygax no longer has the scattershot. Instead, it has a modestly powerful carbine loaded with incendiary rounds, solidifying its role as a hit-and-run and squad-support platform.
The Mauler now has the scattershot in addition to its existing arsenal, to give it that edge against crowds that you'll need at those higher populations.

Included with the new mecha weapon is a minor code refactoring of mech guns... There shouldn't be any noticable changes to the user. mech code is awful, guys
New sound effect for mecha launchers (Having the same sound effect for projectile launching and exploding drove me nuts.).

Nuke op flamethrowers now start with a full tank.
2013-12-16 23:56:49 -06:00
Giacomand
ceec829294 Tons of typo fixes and renames Centcomm to Centcom. Manual merge of #1950. 2013-12-13 21:14:23 +00:00
Perakp
b8a7957a22 Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
2013-12-07 08:55:07 +02:00
Giacom
952f0aadb7 Merge pull request #1912 from KazeEspada/clusterbang
Clusterbang launcher improvements.
2013-11-28 11:46:10 -08:00
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
Krypt0n
fa25945eb7 Directly set the location of the Object 2013-11-25 15:47:11 +01:00
Kyrah Abattoir
a977871182 code/game/mecha/* lowercase & improper pass 2013-11-18 23:32:10 +01:00
Aranclanos
2295080ea3 Merge branch 'medmech' of https://github.com/fleure/-tg-station into medmech
Conflicts:
	code/game/objects/structures/crates_lockers/closets.dm
2013-11-09 15:14:48 -03:00
AlexanderUlanH
f31f7092c8 [MAP] Mining fixes and a remap
I don't even know what's going on oh god
2013-11-06 23:26:46 -05:00
Cheridan
22e59767cb Merge pull request #1686 from Jordie0608/WakeUpTheKing
Fixed up Scanning Module naming
2013-11-06 19:43:10 -08:00
Fleure
aaf68d2a12 Included additional structures to escape from 2013-11-05 00:26:30 +00:00
Cheridan
4c14b424d6 -Adds an exclusion list to uplink datums. Previously, if you wanted to exclude an item from just one mode, you would have needed to list ALL other modes; hindering maintainability and generally being a pain.
-Mauler primary weapon replaced with the machine gun. I would prefer to replace this with a single-shot heavy cannon at some point in the future.
-Adds Gygax as a light exosuit option.

-Map edit, adds the nuke op TC consoles and updates the ops staging area.
2013-11-03 21:06:39 -06:00
Cheridan
637e7f72c9 Nuke Op Population Scaling and Content Update
to be edited
2013-11-03 16:41:57 -06:00
Jordie
e6b7abed53 Fixed up Scanning Module naming 2013-11-01 17:23:49 +11:00
JJRcop
3bf7f78b29 Made mech attack_tk return 2013-10-29 19:36:25 -04:00
Aranclanos
a2981e5f9c Merge pull request #1589 from SuperSayu/clickstuff3
Mecha, hud, and click fixes
2013-10-25 09:16:54 -07:00
Fleure
e3169ee8b9 Adds container resist proc 2013-10-24 21:30:01 +01:00
supersayu
799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
Aranclanos
dd281bb6b2 Merge pull request #1561 from RobRichards1997/11/10/2013-Limbs-are-Objects
Changes Limbs into Objects [Merge/Give Feedback]
2013-10-22 00:41:09 -07:00
Aranclanos
0a1baa0f34 Merge pull request #1586 from Giacom/mechas_suffocating
Fixes suffocating in mechs.
2013-10-20 14:38:18 -07:00
supersayu
0764cac389 Mecha HUD hiding
Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
2013-10-16 01:33:41 -04:00
Giacomand
1cdef4d588 * Fixes suffocating in mechs.
* Tidied up the atmos mech code a little.
2013-10-15 23:01:34 +01:00
Mloc-Argent
c3c99307e9 Fixes #1543
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-12 17:23:21 +01:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00
KazeEspada
27bc778449 Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-23 13:37:00 -07:00
Cheridan
5c2b2865e0 Merge pull request #1410 from Petethegoat/fixes
Issue fixes
2013-09-21 10:10:09 -07:00
Aranclanos
9891245e23 Merge pull request #1384 from Cheridan/Access
Access Cleanup
2013-09-20 01:25:32 -07:00
Pete Goodfellow
3a7f90ee79 Fixes #1288. 2013-09-19 15:54:24 +01:00
KazeEspada
cbb041637b Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-17 16:43:19 -07:00
supersayu
4c44e7cd89 Glove update
Integrates gloves into click code.  Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand().  It can also occur when you click on something at range, so be sure to check the proximity flag.

Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.

Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
2013-09-17 18:19:13 -04:00
KazeEspada
630a691c6d Cleans up computer code severely. fixes issue #1004. Aliens and Monkeys can now smash computers. However, this only applies to computers with buildable circuit boards. Computers without boards are now impervious to attack and deconstruction(can't steal atmos computers or slash up the escape shuttle computer).
Hologram computer has been moved to unused. It has some interesting ideas, but it needs sprites and fix up.
2013-09-17 13:22:39 -07:00
Cheridan
d06b8c42b7 Access Cleanup
HONK! Access and Mime Access merged into Theatre access. They were used interchangably in most cases, with the exception being the Honker mech which is a joke item anyway.

Airlock Electronics now require only maintenance access instead of engine access.
2013-09-16 09:36:36 -05:00
Cheridan
67c6b8ebaf Merge pull request #1329 from KazeEspada/Honkinlizards
Fixes Honks(finally).
2013-09-10 23:01:36 -07:00
KazeEspada
6f89258007 Fixes two ancient bugs.
Fixes HONKs having a unique equipment selection menu that caused bugs. Replaced by the one that all mechs use. Fixes bug #103.

Makes a var on supply packs that determines whether they get deleted or garbage collected. If the supply pack contains an object that references others it must be deleted. Mulebot #3 can finally rest in peace. Fixes bug #137
2013-09-08 18:04:43 -07:00
Cheridan
723959fa65 Merge pull request #1294 from AnturK/mechfix
Mech recharge fix
2013-09-04 09:12:35 -07:00