Commit Graph

124 Commits

Author SHA1 Message Date
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
MMMiracles b79e7869cd prevents crashing the nanotrasen market with inflated coin prices 2018-12-13 10:57:35 -05:00
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
ShizCalev ddeb5c5af2 Cleans up eye/mouth protection checks 2018-10-30 06:55:25 -04:00
ShizCalev ca57ca7bee Fix being unable to stuff money into IDs (#41006) 2018-10-19 22:17:28 -07:00
ShizCalev b7739a4a23 Standardizes bomb logging (#40474)
Fixes #39976

A good number of things were missing various parts of the logging (going to GLOB.bombers, not going to client logs, not logging to game, ect), or doing incorrect things like passing admin verbs to saved logs.

Unified all the necessary actions under a single proc log_bomber() which handles everything in most use cases. This way the log isn't all jumbled up with inconsistent messages, everything's one format so you can quickly find what you need to bwoink the right person.
2018-10-01 15:03:00 +13:00
ShizCalev 2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
oranges 718682aad6 Remove stray debug message in coin suicide (#39736) 2018-08-16 19:24:27 -07:00
ShizCalev ff532a4ca4 Spellchecks TGStation 2018-06-19 18:57:44 -04:00
ShizCalev c41d6ac965 Standardizes and cleans up some admin messages & logging (#38128)
* Improved logging

* Fixes & emitter logging

* ded
2018-05-30 21:57:06 -07:00
ShizCalev b0387b17da Fixes glass stack explosion act (#37498) 2018-04-30 12:52:11 +03:00
81Denton 849adf62d3 adds grind_results to coins and diamonds (#37403) 2018-04-25 07:04:06 -04:00
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
Grandmother of 50 180f980b79 Changes ore-burning math to avoid decimals (and raise RNG) (#37005)
* Update ores_coins.dm

* I want that to return watson

* Finally a stats course comes in handy...

* Update ores_coins.dm

* Yay mods :)

* pants on head
2018-04-12 13:44:08 +03:00
fludd12 b1c7bccf49 Burning ores (from either fire or lava) now yields materials at a decreased rate. (#36521)
* Burning ores (from either fire or lava) now yields materials at a decreased rate.

* Randomizes the returns!
2018-04-04 12:01:34 -05:00
vuonojenmustaturska f0ce8fd3fa Fixes ore stack sprites (#35802)
* Fixes ore sprites

* Update ores_coins.dm
2018-02-19 12:22:36 -05:00
ShizCalev 4b7297d576 Sheet icon fixes (#35772)
* Fixes sheet inhands

* Fixed transparency

* Ore fixes
2018-02-19 03:36:13 -05:00
ACCount12 f43fcbd1d6 Replaces istype checks for mining tools with tool_behavior checks 2018-02-13 00:09:50 +03:00
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
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
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
ShizCalev 4d342f22d0 Fixes bananium ore sprite 2018-01-18 00:54:41 -05:00
uraniummeltdown 8d5030f3a7 rename all 'clown' to 'bananium' for bananium mineral objects (#34462) 2018-01-15 23:02:18 -05:00
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
kevinz000 caa1e1f400 Massive research refactor; changes research system to techwebs; Decentralized research 2017-11-18 19:55:40 -08:00
Tad Hardesty 5a0bb2f599 Grammar fixes to atom descriptions (#31293)
* Grammar fixes to atom descriptions

- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate

* Remove spaces before newlines and oneline some strings
2017-10-05 16:33:35 -04:00
Firecage 2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
vuonojenmustaturska 6e468720ab Fixes to more Initialize procs (#30641)
* batch 1

/mob/living/silicon/robot/syndicate
/obj/effect/decal/cleanable/blood/old
/obj/effect/decal/cleanable/blood/gibs
/obj/effect/decal/cleanable/blood/gibs/old
/obj/effect/decal/cleanable/ash
/obj/effect/decal/cleanable/ash/large
/obj/effect/decal/cleanable/greenglow
/obj/effect/decal/cleanable/vomit/old
/obj/effect/decal/cleanable/shreds
/obj/effect/decal/cleanable/oil
/obj/effect/decal/cleanable/crayon
/obj/effect/decal/cleanable
/obj/effect/temp_visual/point

* batch 2

/obj/effect/anomaly
/mob/living/carbon/monkey/punpun
/obj/item/queen_bee/bought
/mob/living/simple_animal/hostile/poison/bees
/mob/living/carbon/human
/area/ai_monitored
/area

* batch 3

/mob/living/simple_animal/hostile/blob/blobspore
/obj/item/spellbook
/mob/living/simple_animal/hostile/blob/blobbernaut
/mob/camera/blob
/obj/structure/noticeboard
/obj/structure/piano
/obj/item/clothing/head/helmet
/obj/item/gun/energy/laser/chameleon

* batch 4

/obj/machinery/airalarm
/obj/effect/decal/cleanable for reals
/obj/item/stack/rods
/obj/effect/decal/cleanable/crayon for reals
/obj/screen/parallax_layer
/obj/item/device/instrument
/obj/item/ore
/obj/item/coin

* batch 5, getting tgstation ready for halloween

/obj/machinery/meter/turf
/obj/machinery/capture_the_flag
/obj/effect/ctf/dead_barricade
/obj/structure/firepit
/obj/item/clothing/head/helmet/knight
/obj/structure/spacevine
/obj/effect/hallucination/simple/xeno
/obj/effect/hallucination/simple
/mob/living/simple_animal/shade/howling_ghost
/mob/living/simple_animal/hostile/retaliate/clown/insane
/obj/structure/bookcase
/mob/camera/aiEye/remote/base_construction
/obj/machinery/computer/camera_advanced/base_construction
/obj/item/device/wisp_lantern

* batch 6

/obj/item/device/warp_cube/red
/obj/item/device/shared_storage/red
/obj/item/melee/ghost_sword
/mob/living/simple_animal/hostile/mining_drone
/mob/living/brain
/obj/item/device/mmi/posibrain
/mob/living/carbon/human/interactive
/mob/living/carbon/human/interactive/angry
/mob/living/carbon/human/interactive/friendly
/mob/living/carbon/human/interactive/greytide
/mob/living/carbon/human/interactive/robust
/mob/living/carbon/monkey/angry
/mob/living/simple_animal/hostile/guardian/assassin
/mob/living/simple_animal/hostile/syndicate/mecha_pilot/no_mech
/mob/living/simple_animal/hostile/syndicate/mecha_pilot
/mob/living/simple_animal/hostile/mimic/crate
/mob/living/simple_animal/hostile/mimic/copy

* batch 7

/mob/living/simple_animal/hostile/megafauna/colossus
/mob/living/simple_animal/hostile/megafauna/bubblegum
/mob/living/simple_animal/hostile/asteroid/goldgrub
/mob/living/simple_animal/hostile/asteroid/gutlunch/gubbuck
/mob/living/simple_animal/hostile/asteroid/hivelordbrood
/mob/living/simple_animal/hostile/statue
/mob/living/simple_animal/hostile/wizard
/obj/machinery/power/smes
2017-09-13 02:47:17 -04:00
Ian Turk 7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Joan Lung 9c323d97a5 Cyborgs grabbing ore works consistently (#29577)
* Cyborgs grabbing ore works consistently

* i am very chaotic but I fix my shit
2017-07-31 14:09:27 +02:00
Xhuis a3178652d6 Ore satchels no longer have infinite capacity 2017-07-20 12:37:26 -04:00
Ashe Higgs 6624d353e5 Picking up ores by crossing them no longer spams your chat box (#29323) 2017-07-18 21:24:21 -03:00
ShizCalev 45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
oranges 70905ba312 ore coin crossed runtime fix
Make sure it checks for the proper type and not the parent type as AI's
can actually move around the map
2017-06-13 02:06:13 +00:00
kevinz000 aedc90be50 Update ores_coins.dm 2017-06-07 16:12:24 -07:00
kevinz000 365330c9e6 Update ores_coins.dm 2017-06-07 16:11:57 -07:00
kevinz000 94758b7c18 Update ores_coins.dm 2017-06-04 19:10:07 -07:00
kevinz000 5da9822c32 Update ores_coins.dm 2017-06-04 19:05:41 -07:00
oranges d66900aaff This doesn't do anything (#28020) 2017-06-04 12:28:58 +02:00
Leo 3b9b4e0755 Changes a bunch of hrefs to the proper defines (#26760) 2017-05-02 01:19:51 -06:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
AnturK 55208b2627 Fixes coin flipping (#25518) 2017-03-27 15:42:03 -03:00
Lzimann e123aac805 Fix new qdeletion on coins 2017-03-22 17:08:23 -03:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
coiax 2f521b1f5f Ore satchel auto empties into ore box when dragged (#22228)
🆑 coiax
add: Whenever you automatically pick up ore with an ore satchel, if you
are dragging a wooden ore box, the satchel automatically empties into
the box.
/🆑

Because convinience. Streamlining. Less pointless clicking.
2016-12-18 19:53:27 +13:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
uraniummeltdown e9f9b5a600 You can now collect ore by walking over it with satchel equipped (#20735)
* addressed a few problems

* it finally works perfectly

* all good now

* better code
2016-10-12 15:30:39 +13:00
bawhoppen 7830992c11 Makes shuttles superficially buildable (#18974)
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.

Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.

Also this PR makes ORM code better and allows people to easily add new alloys

Sprites by WJ
2016-07-14 21:25:49 +12:00