Commit Graph

55 Commits

Author SHA1 Message Date
Time-Green
016d739f96 Loot crates no longer explode after unlocking (#42957)
* loot crates no longer explode after unlocking

* Adds a comment
2019-03-01 10:45:03 -05:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
Fox McCloud
057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ShizCalev
bfde5ac057 [s] Fixes altclick exploits (#35456)
* Fixes altclick exploits

* Removed free spam, fixes monkey altclicks

* replaced named args with proper defines

* More cleanup and fixes

* Better yet

* Another exploit fix

* pet carrier fix
2018-02-11 16:06:12 +13:00
Dax Dupont
f658044e9b Adds the fake honking emag to the arcade. (#35457)
* Adds the fake honking emag to the arcade

* duuu

* Henk

* it's fake now

* Merge branch 'master' of https://github.com/tgstation/tgstation into prank

* How the fuck would replacing wirecutters with an emag even work

* saddsadsdsadsdsaadgfdsgghf

* k
2018-02-10 19:03:51 -05:00
vuonojenmustaturska
c4fd8715a5 Return of ore stacking, various changes to lavaland bombs to facilitate reduced lag (#35291)
* Ore Stacking

* honk

* honk

* component memes

* honk2

* fix overlay off-by-1, sheet singular names

* Give the ores more descriptive names since sheets also have

* whoops debug memes

* atom editor memes

* fixes

* snowdin fix
2018-02-05 22:27:35 +01:00
Kyle Spier-Swenson
8c4885cf6e Revert "Ore Stacking (#33062)"
This reverts commit 8e1ac5720d.
2017-11-28 22:56:54 -08:00
kevinz000
8e1ac5720d Ore Stacking (#33062) 2017-11-28 21:27:34 -05:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
kingofkosmos
086d636b17 Alt-clicking descriptions when examining (#30988)
* Adds what alt-clicking does into examine-messages.

* whoops fix

* AI holopad examine remove

* Fixed cigarette pack alt-clicking.

* Spear alt-click-message set to show only if explosive lance.
2017-09-29 15:51:31 +13:00
AnturK
292638c209 Specifies one format of variable declaration for the codebase. (#30926)
* Removes occurences of var name

* Contributing note

* note fixup
2017-09-22 13:43:52 -04:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
coiax
b3a52289ef Posters refactor (#24548)
* Posters refactor

- Posters now use a simple type-per-poster definition, rather than some
large global lists requiring sprite numbers to be the same as entries in
a list.
- Putting a specific poster on a map now simply means putting the
specific type that you want, rather than var editing (often
unsuccessfully).
- There are random all-posters, random contraband posters, and random
official posters for mappers too.
- Ripped posters are now their own type.
- The potential to make additional classes of posters has been left
open, I'd like to move a bunch of the advertisement posters to their own
catagory, and clean up the "official" category to be more obviously
on-brand.

* Updates DeltaStation

* Changed the maps of Metastation

* OmegaStation posters updated

* Updated Pubby posters

* Map merged?

* Updated away mission and ruin posters

* Removes vars from garbage
2017-03-03 11:16:19 +13:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
Screemonster
60180cb0fd Makes the antitamper mechanism prevent tampering 2: electric boomaloo (#20893)
* Sanitises input on abandoned crates

* Makes anti-tamper mechanisms detect tampering.

* Makes explosion trigger on take_damage() instead.
2016-10-21 15:30:46 +13:00
phil235
a935952791 Fixes being able to open abandoned crate with fire or bombs or stuff. 2016-10-19 02:22:47 +02:00
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
Screemonster
cba00b0749 Sanitises input on abandoned crates (#20570)
A few fixes on crates.

The crates now inform players that all the digits in the code must be unique rather than forcing them to dive into code comments to know this rather important thing about cracking them, and perform a sanity-check on the input to reject any guess with repeating digits without wasting an attempt.

The multitool will return the last attempt along with the cows and bulls, purely to save players having to use an external notepad or whatever to keep track of what they've entered.

Gets rid of the z in the list of possible digits, and rewrote the cows-and-bulls check so the original bug that caused 0 to return a cow shouldn't happen any more.
2016-09-20 16:08:28 +12:00
KorPhaeron
adb89ae2b1 Lavaland Nerf 2016-09-05 19:37:17 -05:00
Cheridan
5defa30696 Merge pull request #20062 from ChangelingRain/takepainstohurtnobodywhereyoucanwhereyourmerepresenceisapainleavewhereyourwordsaredaggerscloseyourmouthwhereyoursightisarakinglashcloseyoureyes
Adds several KA mods and allows mining borgs to install any KA mods
2016-08-24 13:26:54 -05:00
Joan Lung
54c1d0ef35 MODS MODS MODS GET EM NOW 2016-08-23 15:26:19 -04:00
Joan Lung
7355d91718 Adds a damage AoE KA mod 2016-08-23 10:37:20 -04:00
NikNakFlak
b43ac4eb9c whoops 2016-08-22 15:25:25 -07:00
KorPhaeron
eb39ca8e6e Kinetic Accelerator Mods (#19942)
* KA Mods

* Better examing

* Removes excess returns

* WHY indeed

* Updates projectiles properly

* Removes or replaces old hyper KA stuff

* Nerfs cooldown mod
2016-08-19 21:04:25 +12:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
bgobandit
28e99253c5 Alt-clicking abandoned crates no longer makes them explode. (#17433)
* Alt-clicking no longer explodes abandoned crates.

* humies only

* canusetopic to satisfy the kor
2016-05-09 15:00:14 -05:00
phil235
68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
phil235
0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
KorPhaeron
d06a1ea62e New Mining Loot (#16718)
New Mining Loot
2016-04-09 05:21:06 +01:00
KorPhaeron
ab263f6d90 Abandoned Crates 2016-03-18 20:54:20 -05:00
c0
08bdcc3024 Plant Refactor 4 2016-03-07 12:46:12 +03:00
c0
a690abcf92 Plant Refactor: Seeds 2016-03-04 02:35:51 +03:00
Bjorn Neergaard
401fe06e1c Fix two small errors 2016-02-08 00:01:54 -06:00
Bjorn Neergaard
ddab6823d3 Fix up crates
All shipable crates are proper children
All crates support a manifest
Crates rely on parent code shared with closets when possible
2016-02-07 01:20:37 -06:00
Razharas
f7ae437e74 Delete the crate instead of doing nothing
Delete the crate instead of doing nothing
2016-01-18 12:32:31 +03:00
Razharas
f727857c19 Fixes loot crates and animal attacks
Fixes loot crates and animal attacks
Fixes https://github.com/tgstation/-tg-station/issues/10412
2016-01-17 19:32:42 +03:00
SouDescolado
4a7cb6a066 Fixes abandoned crates minigame
Replaces the user input 0 with "z"(Code side only. Player can still use
0). Wont return 0 as "cows" anymore.

Remove useless variable
2016-01-06 10:43:54 -02:00
Cheridan
762568255d Merge pull request #13102 from bgobandit/newmininggear
Various mining additions, fixes, nerfs and buffs (ready for review/merge).
2015-11-26 18:11:26 -06:00
bgobandit
f435f18d6b fixed gunhog's shit, added new KA/res to asteroid rooms, added mesons to mech scanner 2015-11-24 07:18:54 -05:00
bgobandit
47dcbc2fd0 Various mining additions, fixes and rebalances. 2015-11-18 19:14:28 -05:00
Incoming
1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
bgobandit
261494e659 Made some changes and repathing for posters. 2015-09-04 18:30:58 -04:00
c0
691f6fb66d Surgery & Organs Rework: Phase 2 2015-08-06 09:56:54 +03:00
c0
04f7b3f2de Surgery, Implants and Organs rework: Phase 1 2015-07-31 22:18:31 +03:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
MrStonedOne
f06abf3e2f fixes compile error
One pr added a path to an item(#10018) but another pr changed that path(#9932).
2015-06-26 16:06:37 -07:00