Commit Graph

7533 Commits

Author SHA1 Message Date
ShizCalev
8f060bb5fb Fixes PDA TK exploits 2019-02-08 03:21:36 -05:00
Vile Beggar
d13420801b Properly adds a Janitor ERT (#42659)
* does the thing

* adds the regen thing to the sprayer

* adds a quite important addition to a comment

* capitalizes janitorial response

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds cobby's process suggestion
2019-02-06 15:56:31 -05:00
wesoda25
1cadfc9580 Branches Syndicate Bundle into A and B Categories, adds Mr Freeze Bundle (#42662)
* Update uplink_items.dm

* update item names

* does all that stuff

* whoop forgot a comma

* adds geladi and cryo to mutation injector list

* adds mr freeze, i think

* maybe this will work?

* defines geladikinesis and cryo

* possibly fixes what was wrong

* ohhhhhhhhhhhhhhhhhh im an idiot

* one last thing

* mr freeze gets temp gun

* 20 TC

* Update uplink_kits.dm

* maybe?

* name change

* Update uplink_items.dm

* temp gun didn't have a firing pin
2019-02-05 21:49:21 +11:00
tralezab
c8482c8298 First things first, I'm a craftsman (craftsman) (#42637)
Remodelling is my only passion (it's my passion)
2019-02-03 22:05:46 -05:00
Rob Bailey
69e217d8d9 [READY] I got guns (#41804)
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
2019-02-04 10:27:01 +13:00
Militaires
cecf676684 [Ready] Outputs datum (#41535)
Idea and instructions by @Razharas, many thanks.

This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.

This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.

Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.

New process for adding sounds:

    Create a new datum/outputs subtype.
    If you wish, write down some supporting text; this gives further meaning to the sound.
    Add multiple sounds to the sounds list, and weight them as you wish. (New)
    Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
    playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.

Maintaining implication is that from now on playsound should only be processing datum/outputs

This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.

Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image

Sound rings are completely modular and may be changed to any image.

In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.

cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
2019-02-04 10:25:48 +13:00
wesoda25
05ec39dfba Adds Bee and Mad Scientist Traitor Bundles (#42612)
* BEE BEE BE EBBEBE!!!

* fixes bioterror path + sabotage bundle
2019-02-03 19:30:15 +11:00
py01
1102ee8037 Add sound effect to bola throw hit (#42575) 2019-01-29 23:15:12 -08:00
Time-Green
52b19df321 makes snow tiles not fucking kill 2019-01-28 15:10:58 +01:00
fluffe9911
d78bb9152b Adds the golem Time-Green was too communistic to add (#42475)
* capitalism is the true way

* better sound clip

* there we go

* fixes mine and time-greens copy pasta

* adds the soviet golem to the human file

* capatalist golems now bleed money

* makes it so both capatlist and soviet golems can now use guns

* hec

* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now

* Update code/modules/mob/living/carbon/human/species_types/golems.dm

Co-Authored-By: fluffe9911 <dablank02@hotmail.com>

* re

* better sound clip
2019-01-25 15:38:07 -05:00
YoYoBatty
a3015ac893 Bodypart received damage is run through armor check in certain situations (#42462)
* Refactors the way bodypart damage is applied

* Update bodyparts.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update bodyparts.dm

* Update damage_procs.dm

* Update carbon.dm

* Update twohanded.dm

* Update damage_procs.dm
2019-01-24 16:11:52 -05:00
Kierany9
8113154a22 The PR that fixed Assimilation (#42156)
lots of commits
2019-01-24 12:14:08 -05:00
PKPenguin321
1ab0c127dc [Ready] Adds a new power, Transcendent Olfaction, to genetics (#42414)
* adds Transcendent Olfaction to genetics
codersprite by me

* fixes
made messages work, added a new message
removed duplicate icon

* uses disgust instead of oxy damage

* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.

* makes it compile
2019-01-25 03:35:50 +11:00
Erik
517128a53f Adds a proper TRAIT_RADIMMUNE check to the portable scanner and cloner. (#42489)
* ok

hi

* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning

* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning

* Implemented Suggestions.

* "No Sir, im not a synth, check my DNA!"

* You got it Boss

* Remove a useless Return

Co-Authored-By: Gousaid67 <gousaid67@gmail.com>

* Add a comment, also rerun checks
2019-01-25 03:33:16 +11:00
Time-Green
9861efde71 Cryokinesis and Geladikinesis mutations (#42453)
* Adds cryokinesis and renames the cold resistence file to space adaptation

* adds cryokinesis

* fixes icon conflict

is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?

* fixes a typo and lowers instability of cryokines by 5

* Apply suggestions from code review

Co-Authored-By: Time-Green <timkoster1@hotmail.com>

* maybe reverts line ending?

* unfucks flags?

* probably unfucks line endings

i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
2019-01-23 15:20:56 -05:00
Trilbyspaceclone
555f0bda23 Fixes power tool drill fitting in boots/wallet (#42476)
* Update wallets.dm

* Update pockets.dm

* Apply suggestions from code review

For when people forget how sister code works

Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
2019-01-23 14:32:04 -05:00
Tlaltecuhtli
010d61da04 [ready]rcd upgrades (#42388)
* rcdstuff

* e
2019-01-22 22:32:22 +11:00
PKPenguin321
a918476cf4 Two new electric powers for genetics (#42437)
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!

* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages

* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
2019-01-22 22:06:29 +11:00
Time-Green
b245f1ed5a Adds the golem Qustinnus was REALLY too afraid to add (#42402)
Stalinium is currently unavailable, so it's an admin only golem
cl Time-Green
rscadd: Adds glorious soviet Russia golem
/cl
2019-01-22 15:30:46 +13:00
Jordan Brown
70a4fbf858 Merge pull request #42460 from anconfuzedrock/matterofthecart
Makes compressed matter cartridges tiny
2019-01-21 13:14:50 -05:00
anconfuzedrock
a17b4ec96f compresses compressed matter 2019-01-20 13:45:46 -05:00
Tad Hardesty
5c6f0edce6 Fix mousetrap boxes having no illustration 2019-01-19 23:02:54 -08:00
oranges
18200016d9 Bibles no longer runtime when changing bible style (#42411)
The correct icon states are restored, meaning yoru bitching necronomicon
can look cool now
2019-01-19 06:47:37 -07:00
kevinz000
7370de6961 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-01-19 11:17:42 +13:00
Jordie
529b287312 Merge pull request #42320 from 81Denton/dusted
[Ready] Improves various supermatter messages
2019-01-18 23:22:30 +11:00
coiax
881e8c1ab9 Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 15:24:30 -05:00
Dax Dupont
4f9d04bc32 This is a family friendly codebase (#42385) 2019-01-17 11:35:23 -05:00
tralezab
0633947862 Fix grammar in time desynchronizer (#42372) 2019-01-16 20:41:47 -08:00
granpawalton
4c8d35cbbe allows proffesion belts to hold their appropriate holosign (#42376) 2019-01-16 17:08:07 -05:00
Mickyan
ca84639286 Allows coloring objects with spray cans (#42327) 2019-01-16 16:43:04 -05:00
Jordan Brown
2af87bcd0d Merge pull request #42354 from tortellinitony/cig_refactor
Cigarettes extinguishing and vapes refactor
2019-01-16 13:58:08 -05:00
Qustinnus
e1d360ff05 [ready] Golem DLC pass 2018 (Adds new golem types) (#41951)
* Bronze golem

* adds creation

ad

* removes shit adds shit

* temp

* fff

* bone, leather and cardboard

* fff

* boneyard

* temp

* ahahahha dumb moron

* adds durathread golem sprites

* reee

* ass

* Auto stash before merge of "golemgang" and "origin/golemgang"

* fix

* uuh

* d

doned

* remove dupe
2019-01-16 13:42:20 -05:00
duckay
9cf3c5bbf8 Assistant Traitor Item: Part Electric Boogatwo (#42297)
* toolbox pls

* rstar

* Update uplink_items.dm

* contents, force

* i

* toolbox now costs 2 tc

robuster

* "toolbox"

* grammar mistake

* bust < bash

* description is better

A old, blue toolbox, it looks robust.

* changed bash skulls to bust heads

because i just watched the space station 13 video again

* yuh

* asdf

* throw!

* uplink now notes that it increases in damage
2019-01-15 12:13:36 -05:00
Jordan Brown
bf880ffde2 Merge pull request #42298 from coiax/spot-the-satchel
Fixes smuggler's satchels not being visible with t-ray
2019-01-15 09:27:08 -05:00
coiax
d8f84ca966 Desc/iconifies various pills, admin floorpill bottles (#42229)
* Renames aranesp, desc/iconifies various pills, admin floorpill bottles

* Unrenames
2019-01-14 17:32:40 -05:00
Denton
87ae58ef08 Merge remote-tracking branch 'tgstation/master' into dusted
at least it's not a map merge conflict
2019-01-14 21:29:05 +01:00
tortellinitony
7863c4a393 Add extinguishing to cigarettes and lighters. Makes vapes use container flags. 2019-01-13 13:00:48 -05:00
Jordie
9b1e965e1e Merge pull request #42306 from coiax/beer-googles-buff
The signature barman booze sliding is now granted by their beer goggles
2019-01-12 17:55:08 +11:00
Jordie
443aec87b2 Merge pull request #42302 from coiax/random-items-into-spawners
Changes the type pathing of some "random" items
2019-01-12 17:46:16 +11:00
Denton
ffc1c52e73 Improves various supermatter messages 2019-01-11 13:52:40 +01:00
Jack Edge
7e49d1d022 The signature barman booze sliding is now granted by their beer goggles
🆑 coiax
tweak: Bartenders now gain their ability to "booze slide" from their
beer googles, rather than from a granter book in their backpacks.
/🆑

Less action button clutter, the ability to disable it if required (at
the cost of style), still keeping it possible for non-roundstart bartenders
(provided of course, you have the shades for it), as well as a less
janky way of checking than just looking through someone's action
buttons.
2019-01-10 19:23:28 +00:00
Jack Edge
6945a367c3 Changes the type pathing of some "random" items
🆑 coiax
code: Randomly coloured gloves and randomly coloured glowsticks now have
slightly different typepaths, but otherwise function the same.
/🆑

Essentially, these items just acted AS spawners by qdeling in Initialize
(or at least hinting) and spawning a new totally seperate item.

There is nothing that uses the auto-equipping of random gloves, so I
removed it.
2019-01-09 22:50:52 +00:00
Jack Edge
4a2433317c Fixes smuggler's satchels not being visible with t-ray
🆑 coiax
fix: Smuggler's satchels can now be found with t-ray scanners, as
intended.
/🆑

Fixes #42296.

I used a trait because currently this is the only object that I'm aware
of that uses partial invisibility (because it wants to be visible to
ghosts), and it seems a waste to dedicate an entire obj_flag to one
item, or put a hardcoded typepath.
2019-01-09 19:31:53 +00:00
coiax
00b53b276a Improves quality of flavoured cigarettes (#42181)
* Improves quality of flavoured cigarettes

* Menthol cigs taste equally of smoke and mint while still buffing
2019-01-09 14:00:54 -05:00
Denton
a8e55f5ce4 Restricts magspear throw_range 2019-01-08 17:42:16 +01:00
coiax
ffd160a495 Readds non-persistent contraband filled smugglers satchels (#42228)
* Readds non-persistent contraband filled smugglers satchels

* Ten random satchels are placed each round
2019-01-07 21:16:47 +11:00
Militaires
37f6d2fa1d corrects Hippocrates bust description (#42244)
* corrects Hippocrates bust description

* cited >> referred to
2019-01-07 19:26:56 +13:00
81Denton
cd3d97c1a6 Reworks spearguns, adds Syndicate bundle, carp clothing adds carp faction (#42102)
* Reworks magspears, adds Syndicate bundle, carp clothing adds carp faction

* 20 magspears

* Replaces bandolier with quiver

* Slightly increases throwforce to OHKO space carps
2019-01-07 19:19:45 +13:00
coiax
074b2f942e Die of fate tweaks and fixes (#42073)
* Die of fate tweaks and fixes

🆑 coiax
fix: Rolling a 6 with a die of fate now reduces your speed as intended.
fix: Rolling an 8 with a die of fate will cause the explosion to be
around the roller, not the die.
tweak: Die of fate effects now make loud visible messages so it's
obvious what has happened.
admin: Dice can now be "totally rigged" with admin edits to
unconditionally always roll a certain value, rather than just some of
the time. A new "cursed die of fate" has been added to demonstrate this
effect.
/🆑

- new proc `do_smoke` that does basic smoke effects, to avoid the same
pattern for making smoke effects.
- Dice rigging has been split into two vars, "rigged" for the severity
of the rigging (not rigged, basically rigged, totally rigged), and
rigged_value for the value it's trying to rig to.

* Stealth die of fates

* Code review II?
2019-01-07 19:17:45 +13:00
oranges
e7393d7d2d Merge pull request #42205 from 81Denton/ghost-sounds
Reduces sound volume for some ghost notifications
2019-01-06 21:40:40 +13:00