Commit Graph

203 Commits

Author SHA1 Message Date
nemvar
cfbd9d77b5 Update lighting.dm (#44164) 2019-05-30 10:48:10 +02:00
nemvar
0005bcbbd4 You can now recolo(u)r lightbulbs (#44122)
* COLOR = COLOUR

* Update lighting.dm
2019-05-25 09:53:31 -04:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
Vile Beggar
18802ff4e2 Tweaks lights to spark less (#42696)
* makes lights spark less

* applies cobby's suggestions from review

Co-Authored-By: VileBeggar <edmir995@gmail.com>
2019-02-08 16:32:38 -05:00
Tad Hardesty
143907226f Fix compile error in ethereal light handling 2019-01-17 22:02:02 -08:00
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
hazamaitsuru
717bf9f117 Remove power cells from light fixtures (#42243)
* Light fixture power cells can be removed

* Cells are removed by hand

* Because cell removal is now possible, cell swapping has been removed

* tk

* requested changes made

* requested changes made
2019-01-08 09:54:44 -05:00
Qustinnus
9d28bd7244 Crushes some Ethereal bugs and adds bloodbags for them (#41745)
cl Floyd / Qustinnus
add: Bloodbags for ethereal filled with liquid electricity
fix: Ethereals cant clone lightbulbs anymore
fix: Fixes runtime in Ethereal charge handling
/cl
2018-12-09 23:09:24 +13:00
coiax
4b799f7c88 Powered broken lights occasionally emit sparks (#41660)
* Powered broken lights occasionally emit sparks

* Less demanding

* SECONDS define

* Slower and defines
2018-12-02 09:40:03 -05:00
Qustinnus
b9f5dbac6b Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-29 10:09:56 +13:00
4dplanner
c84a92f4ce Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 10:25:04 +01:00
81Denton
acfe2a2c01 [Ready] Light bulbs shatter and hurt players when stepped on, spill plasma if rigged (#40625)
* v1

* Fixes code, lights spill plasma if rigged

* Yeah let's not do that
2018-10-05 02:10:47 -04:00
ShizCalev
06049ceae8 Fix new lights not respecting nightshift status (#40617) 2018-10-01 17:15:27 -07:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
Denton
53342e8fc9 Stops light bulbs from burning heat resistant hands 2018-09-10 21:36:27 +02:00
vuonojenmustaturska
a1ad24904e Stops various machines from processing needlessly (#39132)
* Stops lighting from processing needlessly

* showers too

* space heaters

* broken/unpowered vending machines

* fucken status displays

* rechargers
2018-07-15 17:01:29 -04:00
Tad Hardesty
5f650ac7ac Replace area-wide fire overlay with reddening the lights 2018-06-08 14:17:16 -07:00
Jordan Brown
6d0179f57b Merge pull request #38116 from AutomaticFrenzy/patch/anchored
Refactor machinery to default to being anchored
2018-06-01 12:27:38 -04:00
vuonojenmustaturska
c65a99f130 Move NODROP_1, DROPDEL_1, ABSTRACT_1 and NOBLUDGEON_1 to item_flags where they belong (#38171)
* (mostly) nodrop

* (mostly) dropdel

* (mostly) abstract

* nobludgeon

* things i missed

* forgot one

* unintended changes

* energy handcuffs
2018-06-01 11:36:31 +02:00
Tad Hardesty
2f212e16a3 Remove redundant anchored=TRUE from machines 2018-05-27 19:23:37 -07:00
kevinz000
8023d94b20 tesla_act refactors and balancing (#37369)
experimental: Tesla damage has been reworked to structures and objects have been worked with a linear scaling.

experimental: All tesla weapons now no longer need to hit a mob to arc lightning; however, they will no longer stun, and only hit each target once.

tesla_zap vars are now a single bitfield.
2018-05-23 13:40:03 +12:00
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
Tad Hardesty
4a8c989d74 Fix grammar in lightbulb shatter message (#37207) 2018-04-15 23:43:25 -04:00
kevinz000
f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
ShizCalev
602de792fa Fixes backup light rounding - #36060 2018-03-02 16:43:19 -05:00
deathride58
56896dfc8e Makes light fixtures actually glow in the dark while on (And adds the necessary groundwork for other above lighting plane stuff) (#35879)
* adds an above lighting layer, adds lighting overlays

* fixes wonkiness with broken and burned lights

* decreases overlay alpha a tad bit

* i gotta test this - removes new() override from mutable_appearance

* readds /mutable_appearance/New() for legacy behaviour
2018-02-24 00:46:43 -05:00
kevinz000
8ebc63d2f2 Randomized Station Time + Night Shifts 2018-02-20 21:59:44 -08:00
Jordan Brown
d282c60c7d Quote the armor lists (#35668) 2018-02-16 01:25:42 -05:00
ACCount
c6e607dc17 Refactors use_sound and changes the way tools play sounds (#35521)
* Adds list support to usesound, ports drills to usesound

* Adds more tool sounds, changes usesound usage to play_tool_sound

* fix
2018-02-12 17:16:47 +02:00
ACCount
100c4b6114 Adds new helper: use_tool, shakes things up in tool code (#35095)
* small changes

* Adds a use_tool helper and changes some tools to use it

* Ports most tool operations to use_tool

* Converts more tool operations to use_tool and tool_act

* Changes some things to default_unfasten_wrench

* Improves tool_behavior support in mech construction

* Code review memes

* Fixes all instant use_tool calls failing

* Code improvements

* merge fixes
2018-02-06 11:02:53 +01:00
MMMiracles
6c2db52ab3 Snowdin 2.0 (#35000)
* wrah wah wah waaaah

* fences, new mountain turfs, sprites, top-side finished, misc stuff

* quick fix

* cut my life into pieces, this is my last resort

* lots of work done to the underground segment, more fluff bits and topside work

* removing depreciated bits and tgm conversion

* step_off

* damn these dirty VARS

* changes n stuff

* wanna build a plasmaman?

* decals commit fix

* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen

* tgm conversion

* new barricade sprites, final map edits before testing

* mountain wall fix

* Update snow_storm.dm

i ate too mucha pasta
2018-02-05 17:09:34 +02:00
ShizCalev
3c345d99de Fixes lightfixture placement issue 2018-01-31 09:04:51 -06:00
YPOQ
ce33950b3d Fixes emergency lights having null brightness (#34796) 2018-01-23 20:01:03 -05:00
MrDoomBringer
20a6c0cdd7 Adds ~70 more suicides (#34522)
Does what it says on the tin, probably a terrible idea
2018-01-23 20:38:31 +13:00
deathride58
579a42184d removes magic numbers from the set_light var in lights (#34714) 2018-01-21 22:13:33 -05:00
Ashe Higgs
7988048a1c Fixes emergency lights literally never working 2018-01-19 23:09:24 -05:00
Ashe Higgs
d447acdc6e All-In-One grinder results are now defined by type, not by huge lists (#33181)
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.

This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.

I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
2017-12-15 10:48:25 +13:00
Jordan Brown
118d9605b0 Merge pull request #33376 from Xhuis/patch-3
Flickering no longer enables emergency lights
2017-12-09 16:16:40 -05:00
Xhuis
da9b9659c0 GOTCHA 2017-12-08 13:38:41 -05:00
Ashe Higgs
193ef1c91f Update lighting.dm 2017-12-07 17:13:01 -05:00
Ashe Higgs
c39e5ccca0 Flickering no longer enables emergency lights 2017-12-07 17:05:06 -05:00
AnturK
0072ab76f2 Fixes light breaking 2017-12-06 10:07:09 +01:00
Jordan Brown
feae1796c0 Fixes lighting update recursion (#33258) 2017-12-04 12:02:42 +01:00
Ashe Higgs
fe816daca1 Adds emergency lights, built into light fixtures (#33213)
* Adds emergency lighting

* Checks for the cell during construction

* Adds AI/APC control of emergency lights

* Malfunction ability

* get_area(src)

* Loop checking, processing to come when clarified

* that DOES remind me to do this!
2017-12-03 13:53:58 -05:00
FrozenGuy5
5294c48be1 Adds alot more initialize() part two 2017-11-12 10:56:33 +00:00
FrozenGuy5
de0d93467e Adds alot of initialize() in lots of files 2017-11-11 20:58:15 +00:00
KorPhaeron
989f0275e7 You can smash the bulbs in floodlights (#31690)
* You can smash the bulbs in floodlights

* Floodlight breaking but properly
2017-10-15 11:55:19 -06:00
ShizCalev
9c59171afe Fixes empty light fixtures showing as working in DM 2017-10-11 16:53:23 -04:00
AnturK
87e8825dd4 Fixes some tempremoves 2017-10-09 14:20:17 +02:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00