Commit Graph

856 Commits

Author SHA1 Message Date
dannno c48bf44a47 framework for a future "suicide hotline" job 2015-02-01 19:44:54 -05:00
paprka 0ffba02112 Merge branch 'master' of https://github.com/tgstation/-tg-station into glasstables
Conflicts:
	_maps/map_files/MetaStation.v39K.dmm
	_maps/map_files/tgstation.2.1.3.dmm
	code/game/objects/structures/tables_racks.dm
2014-11-09 14:53:19 -08:00
GunHog dd7bfbff59 Adds a sound for the RPED!
When used to exchange or install parts, the RPED will play a cool
machiney sound! Sound by Cuboos.
2014-11-08 23:49:04 -06:00
GunHog 3d6f946bcf Merge remote-tracking branch 'remotes/upstream/master' into Rapid_Part_Exchange_And_Installation_Device
Conflicts:
	code/defines/obj/weapon.dm
2014-11-08 19:16:49 -06:00
GunHog e859375d3e RPED Installation Complete Fix + Circuit changes
- The RPED now sorts its parts when installing new equipment - It will
always use the best parts contained within.
- Made all the req_component lists of circuitboards actual paths instead
of pure text. Hopefully I fixed everything that broke when I did that.
2014-11-08 19:11:04 -06:00
Aranclanos d56698f991 Exosuit fabricator revamp
Exosuits will now use the designs from RnD to create objects instead of having the object already created on their contents.
Each one of the default items to build are now designs.
Removed access required to use the exosuit fabricators.
Removed an unused mech syringe gun design and replaced with a new one, with no cost.
Added a temporal object, /obj/item/mechavars, to be able to use initalize() for the construction time. This will be later on removed and the construction time will be ported to the design datums.
Some minors issues are still present, due to the amount of files needed to fix these, it won't be part of this commit, but a future one.
Fixes issue #3893
Removed required access to access the setting controls of the RnD console.
2014-11-06 23:45:16 -03:00
paprka 85de5f7cd5 initial commit for table overhaul 2014-11-01 23:57:01 -07:00
GunHog e5b868fb27 RPED Expansion
Ports https://github.com/NTStation/NTstation13/pull/982 from NT.

Summary of changes:
- The Rapid Part Exchange Device (RPED) can now install stored parts
into unfinished machines! Once you have installed a circuit board to the
frame, use the RPED to add any required parts contained inside, then
finish with a screwdriver!
- Identical parts in the RPED are now shown in groups, just like a
mining satchel.
- RPED storage capacity increased. It can now contain up to 50 parts,
fewer if power cells are added as well.  Maximum weight class of 100
(parts except power cells are class 2).
<b>The storage values are up for discussion. I chose the original values
based on the mining satchel.<\b>

Unrelated:
- The admin-only debug research item now includes plasma and engineering
tech.
2014-10-31 10:30:43 -05:00
Remie Richards b54ed5b4e5 Merge pull request #5137 from paprka/holosignoff
Adds holographic janitor signs
2014-10-10 17:41:41 +01:00
paprka 5457503c67 adds holographic janitor signs 2014-10-08 13:48:44 -07:00
paprka d61e4ac943 big commit, handcuff overhaul 2014-10-08 13:19:54 -07:00
Perakp 3f451f9b1b Warning cones can be worn on your head, with original codersprites. 2014-09-19 22:44:59 +03:00
Firecage 1829e70077 Absolute paths for files in the defines folder 2014-08-16 14:00:45 +02:00
KyrahAbattoir fcb2fb9de3 Another lowercasing pass on a bunch of items and furnitures.
Synthflesh should be a plural.
Leg cuffs is better than legcuffs.
LaserTag -> laser tag is not a brand name.
centcom -> Centcom is always capitalised.
2014-07-27 19:14:40 +02:00
Cheridan b02b93ce2a Notifications + Random Stuff
Adds sound notifications for Ninja and Wizard Apprentice spawning -- hopefully means fewer afk antags.

Adds a ghostnotice span class, used in the new notify_ghosts proc. Upon creation, things that require ghostly attention (NarSie, golem runes) give more visible messages to the dead.

Retires the 'moderate' span class, which was only used in tomato throwing? Refactors tomato code (this ended up being the meat of this PR, somehow...)

Reorganizes some item definition/procs.
2014-07-01 23:16:02 -05:00
ikarrus 4905beb67e Removes hacky code in favour of a process() check for the nuke disk's location
Instead of having a lot of hacky checks to prevent the disk from leaving the Z-level, it will be checked periodically by process() if Z > 2
2014-05-30 22:01:20 -06:00
Hornygranny af2e792036 2oop4u 2014-05-27 12:07:53 -07:00
Hornygranny 6b7d3f49a9 muh OOP 2014-05-27 10:40:15 -07:00
Alex 3c2bff9fbc Merge pull request #3521 from phil235/BeartrapIconFix
Beartrap  fixes
2014-05-14 10:46:55 +01:00
Jordie0608 4078973a5c Unidentinization 2014-05-13 02:18:21 +10:00
Jordie0608 dfd2cc4b60 Changed suicide messages to visible_messages and fixed relative pathing 2014-05-13 01:44:29 +10:00
phil235 7f37c303e2 fix 2014-05-06 23:24:16 +02:00
phil235 1457506878 simplifying 2014-05-06 23:10:22 +02:00
phil235 0a163bcc43 target as mob -> mob/living/target 2014-05-03 17:01:16 +02:00
phil235 f3b6de4b61 fix missing 'proc' 2014-04-26 00:40:46 +02:00
phil235 ff4b6cd9e1 trying to reduce duplicate code. 2014-04-26 00:33:39 +02:00
phil235 a122e156c4 Fix legcuffing when stepping on two traps.
Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.
2014-04-25 00:07:28 +02:00
phil235 999e9eab15 missing parenthesis 2014-04-24 21:56:22 +02:00
phil235 ee6a8baed4 Some fixes for beartraps 2014-04-24 21:41:56 +02:00
Razharas cb5eaf0b10 Tweaks and giggles 2014-04-11 01:36:38 +04:00
Giacomand f2bfa3f5d4 Renamed maglite to seclite.
Refactor'd can_hold and cant_hold to use type paths instead of strings.
Removed an undefined object from the medical belt's can_hold list.
2014-03-29 11:10:35 +00:00
MrPerson 6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Razharas 1eebd507ed Added better sprites 2014-03-02 04:59:14 +04:00
Razharas 876950a3cd Issues fixings
Yep
2014-02-24 15:53:24 +04:00
Razharas 8353c74168 Tiny refactoring
Yep
2014-02-24 07:55:11 +04:00
Razharas b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Razharas e299b62400 Merge pull request #2817 from Sugarette/spellcheck
Spell check of origin_tech variables in items that no one deconstructs anyway
2014-02-20 16:25:57 -08:00
Sugarette b48583a587 Merge pull request #3 from Sugarette/master
Wonder if it works
2014-02-18 22:07:56 +03:00
Hornygranny 2134add41b Items with throw_range over 7 reduced to throw_range 7. This does not affect players as there's no way to extend your vision range. 2014-02-17 15:44:07 -08:00
Sugarette be3589a0be Fixed origin_tech in manipulator items 2014-02-17 10:28:01 +03:00
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
hornygranny e0d0cedf36 passed over everything with throwforce 2014-02-13 18:06:50 -08:00
Tenebrosity 6f202788ea Fixes #2396 and #2395
- Banana peels are now grown weapons
- Banana peel slip duration is now based on their potency
- Clown spawns with a 50 potency banana, which is both regular sized and
produces a skin that's nice and slippery~
- Fixes nettle and deathnettle inhands not disappearing upon use
- Makes nettle and deathnettles use the hitsound variable instead of the
playsound proc directly. Now their hitsounds will scale in volume based
on damage done.
- Makes the banana mortar shoot potency 65 banana peels. Because
otherwise it'd shoot laughably tiny and short in slip duration potency
-1 ones.
- Moves corncobs to be grown weapons and updates their paths. Now their
size will scale based on the size of the corn that spawned them.
- Updates banan paths :)
2014-02-06 13:47:39 +13:00
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
fleure ad49512b4e Merge pull request #2440 from Petethegoat/suicideformat
Updated all suicide_act()s to use a new span class, 'suicide'.
2014-01-20 11:11:23 -08:00
Pete Goodfellow fd4df85045 Changed legcuffs to use slowdown instead of forcing the user to walk. 2014-01-19 20:17:23 +00:00
Pete Goodfellow af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
Cheridan 58159a00ad Merge pull request #2105 from RobRichards1997/20/12/2013-Poker_Tables
Poker tables
2014-01-06 14:35:03 -08:00