Commit Graph

38 Commits

Author SHA1 Message Date
xxalpha
9f4db8078b Made it possible to paint windows to make them opaque.
Not tinted windows

Changed how painting and opacity work.

Clean timer
2015-11-01 16:26:54 +00:00
phil235
9c3d5ae3c7 Fixes runtimes with augmented_eyesight refund, atom/movable/Bump(), fleshmend, spraycans, PDA messaging, remove_from_storage(), and gun burstfiring. 2015-10-11 17:18:31 +02:00
Razharas
aa87f0a785 Merge pull request #11749 from feemjmeem/suicides-sep12
updated suicide_acts for newspaper, spraycan, and soap
2015-09-24 01:33:27 +03:00
Marc R. Uchniat
9a21b5d73b HE SHALL RIDE ETERNAL, SHINY AND CHROME 2015-09-12 15:18:29 -07:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Ikarrus
7d0e61540c Gang Mode Update
- Fixes round-end message always declaring both gangs lost
- 3gang is now twice as likely to appear
- Purchased spray cans will always be the gang's color
2015-07-08 16:35:11 -06:00
Ikarrus
3814dc208a Gang-Based Datums 2015-07-02 22:18:11 -06:00
Ikarrus
5a7d43aedd Error message for trying use the spray can with the cap on 2015-06-28 11:18:29 -06:00
Jordie0608
3e07dbc5a9 Merge branch 'master' of https://github.com/tgstation/-tg-station into mycomputerismadewithoverlayswhyisntyours
Conflicts:
	icons/obj/chemical.dmi
2015-06-13 20:23:29 +10:00
Ikarrus
78ec879f27 - Ghosts can hear gang messages
- Gang spraycans no longer have a unique name for more stealth
2015-06-12 08:22:42 -06:00
Ikarrus
59d9098d26 Gang Update 2015-06-10 23:05:58 -06:00
Jordie0608
77b2e54de7 code improvement and overlays for fancy storage, dropper, syringe and lighter 2015-06-10 18:58:19 +10:00
Cheridan
2d021ab175 Merge pull request #9226 from Ikarrus/gang5.2
Gang Update
2015-05-01 13:00:51 -05:00
Ikarrus
fceaa8f969 Gang Update
- Bosses can now summon their gangsters to a location with the gangtool
- Gangtools cannot recall the shuttle if the station is too damaged (<70% Integrity)
- Fixed SSshuttle.emergencyLastCallLoc not being handled or stored properly. Fukken Carn breaking my shuttle features.
- Fixed a potential injection exploit in gangtool's can_use()
- Jobbanned players cannot be promoted
2015-04-28 22:25:55 -06:00
xxalpha
832bca822f Fixes world hunger. 2015-04-28 20:13:59 +01:00
Ikarrus
4746fe34f5 Gang Update 5.1
I'm quite satisfied in the current state of gang and I feel that I no longer have any more significant changes to make. Gang 5.1 includes primarily minor tweaks.
- Goal reduced back down to 50%
- Boss icon made more obvious. They're now red Gs
- Better descriptions for distributing spraycans and victory conditions
- Lieutenants receive objectives now
- Increased spraycan use to 20
- Poseur tags no longer pick gang B's tag
2015-04-26 16:02:32 -06:00
Ikarrus
a46d79245c Squashed commits. You can see what they do in the first commit/PR desc 2015-04-25 14:05:30 -06:00
kingofkosmos
72749392d8 span classes removed from visible.messages 2015-04-24 20:50:51 +03:00
Ikarrus
c771d30986 Gang Mode Update 4
**Major Changes**
- Increased win condition to require 66%
- Added a switchblade. A relatively cheap and decently robust melee weapon for gangsters.
- Capped how much influence you can get every income at 50
- Limited gang spraycan use to 15
- Pistol cost increased to 30 Influence
- Promotion cost now scales to how many bosses you already have. The more bosses, the more expensive it will be. It starts off cheap at 20 influence now.

**Minor Changes**
- Tagging a territory now tells you what territory you actually tagged!
- Added an option to silence the verbose territorial updates you get from gangtools
- Capped how much influence you can get every income at 50
- Updated Centcom report on gangs
- Spraycans always show their inhands now, instead of only when uncapped
- Antag panel now shows how much influence each gang has
- Cleaned up gang code in the traitor panel
- Fixed non-gangers getting gang messages when trying to spray on an invalid territory
2015-04-21 23:23:15 -06:00
Ikarrus
9c10cec883 Gang mode changelog and minute tweaks
- Gang mode changelog
- Recruitment doesn't cause an obvious seizure any more
- Removed reduced usage on territory spraycans
- Spraycans will notify you if the area you are spraying at is not a valid one for tagging
2015-04-20 08:31:19 -06:00
Ikarrus
4ff044dc78 Gang v3 has been tested and is now good to go! 2015-04-19 22:26:15 -06:00
Ikarrus
af7131c7ad Gang Update v3
The coding isn't done yet, but the design is. So comment on the design while I smooth out the code.

tldr; Gang mode rewrite to follow my original vision: Slower and longer rounds with less deathmatching, and a resource both teams have to fight over

NEW OBJECTIVE: CLAIM HALF THE STATION AS TERRITORY
- Gang bosses can spawn special spray cans that can be used to tag areas
- Any gang member can tag areas.
- Gang tags must be removed before another one is placed in the same area
- Game mode no longer automatically ends when the boss dies. It now ends when either the station evacs, or one gang claims more than 50% of the station areas
- Boss can promote gangers into his lieutenants, which basically means adding more bosses
- Lieutenants can do anything bosses can except promote others to lieutenant

NEW RECRUITMENT TOOL: PENS
- Recruitment pens replace flashes
- Looks exactly like a pen. Stab people to recruit them.
- Recruitment is silent but obvious to the perceptive (Causes a brief seizure)
- Cooldown between uses that gets longer as the gang gets larger

NEW TOOL: GANGTOOL
- Replaces the recaller device. Can still recall the shuttle.
- Provides overview information about the gang (membership size, income amount and time)
- Can spawn pistols and ammo
- Can spawn additional recruitment pens
- Can spawn additional gangtools (For personal use, or promoting a single ganger to lieutenant)

NEW CURRENCY SYSTEM: NAME IS WIP
- Gangtools purchase items with new currency with the placeholder name "Supply Points (SP)"
- Supply points are collected every 5 minutes. The more territory a gang has claimed, the more points they get.
- Supply points are accumulated per-gang. Having more gangtools does not intrinsically give you more points to use.
2015-04-19 01:00:17 -06:00
Sawu
850673c684 Fixes Spraycans bugs
* Fixes Spraycans being used at a range
* Fixes Spraycans not consuming ammo when used as a stun.
* Changes the stun mechanic, so people with eye protection are only blinded, without it they are stunned fully.
2015-04-11 14:27:25 +10:00
Sawu
6103b2a5e1 Fixes Spraycans not coloring faces correctly
* Changes Spraycans and lipstick to use a fully tintable overlay.
* Lipstick now comes in more colors and (codewise) can be changed with one var.
* Spraycans now color the face overlay correctly, racism for everyone!
2015-04-08 15:02:32 +10:00
Sawu
bfd0436324 See #7217
* Spraycans are given to Revheads
* Spraycans act as instant use crayons.
* Spraycans can be used on walls.
* Spraycans can be used as ghetto pepper spray, but leave the target with a coloured face (can be removed with space-cleaner)

(Old pictures, there is now only one can that changes color)

![can1](https://cloud.githubusercontent.com/assets/3829126/5812999/c3992e38-a0c9-11e4-8620-3e1ecbc97630.PNG)
![can2](https://cloud.githubusercontent.com/assets/3829126/5813002/c92d56d0-a0c9-11e4-8592-6ae15f594ca8.PNG)
![cap3](https://cloud.githubusercontent.com/assets/3829126/5825994/88a9260a-a143-11e4-8cd7-cd4491b0db2a.PNG)
![can4](https://cloud.githubusercontent.com/assets/3829126/5828055/28766ffc-a154-11e4-8bfb-f8475c84c6a4.PNG)
2015-03-31 02:26:05 +11:00
TZK13
18e4cec460 Adds a new body outline graffiti for crayons, gives the detective a white crayon, changes the sprite for the mime crayon, and puts a waistcoat in the detective's closet. 2015-01-03 13:44:23 -06:00
Lo6a4evskiy
b5f0753c8f Prevented from using popups away from crayon, popup now updates properly, mime colours are properly shown. 2014-09-28 14:02:08 +04:00
Lo6a4evskiy
8ab6bf0c15 Super Awesome Crayons! 2014-09-24 22:19:12 +04:00
Lo6a4evskiy
82e1ce9141 Choosing graffiti instead of drawing random one 2014-09-16 20:57:24 +04:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
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
Giacomand
11bca59614 Refactored the code to remove most icon operations for changing an icon's colour. I had to manually set all the icons, which are subject to colour change, to be have a white/grey icon, so that the colours added properly, and then have them coloured in the code. This means the icons for runes, the reagent beaker overlay, smoke and etc will all be white. They now all use the new 500+ color variable.
The only noticeable gameplay difference is that you can't choose your graffiti's shade.
2014-01-15 21:30:55 +00:00
AstralSerpent
73d4b247a2 Changes some stuff Giacom provided input on. Thanks Aranclanos and Kaze Espada for the help. 2013-10-06 07:21:19 +11:00
AstralSerpent
113d6c0193 Crayons can now be grinded down for coloured crayon powder, which can be used and combined to override reagent colours. 2013-10-05 17:23:17 +10:00
supersayu
a993ce62db Bugfixen and minor changes. Fixes #136.
Adjusts the click code to not use client/Click().  The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn().  I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.

Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat.  This may also be responsible for the above, but I don't know.

Inserts proximity (aka flag) checks in all afterattack() procs.  The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true.  This led to beakers, soap, crayons, etc, all being usable at all ranges.

Removes the NODELAY flag, which was unused.  Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.

Removes the hand_* procs, previously used by restrained actions.  Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.

Adds a special case of the Adjacency() proc for doors.  This fixes #136, airlocks being unreachable due to border fire doors.  However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
2013-09-17 18:19:14 -04:00
supersayu
0aa3ce39e4 Bugfixen
Modifies Adjacent() for items, to allow items to be accessed properly inside each other and the user.  This fixes a few bugs seen in testing.
Sets a maximum telekinesis range (in case you were using cameras).

The telekinetic grab now does nothing at all in melee combat.  This prevents double messages where you attack them with the object telekinetically, and then also attack them with the telekinetic grab.

Crayons had a bug where they were drawing at all distances.  This is because in old click code, afterattack() only happened at range when you had the USE_DELAY flag, which is no longer true.  Proper behavior is to use parameter 3 (proximity_flag), which is 1 when adjacent or 0 if inaccessible.
2013-09-17 18:19:10 -04:00
johnsonmt88@gmail.com
d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00