Commit Graph

1847 Commits

Author SHA1 Message Date
Cheridan d048acca23 Merge pull request #965 from Giacomand/ai_tracker
New Uplink Item: The AI Detector
2013-07-21 10:41:46 -07:00
supersayu 941631b664 Removes the spacevine-attack code 2013-07-18 23:22:32 -04:00
supersayu 528dd9c31a Grab fixes and scythe tweaks
Fixes the grab timer; there will now be a delay between grab upgrades.
Fixes grab process so you no longer have to spam click before it disables itself.  Fixes issue #577

Fixes issue #253:
Prevents grab and throw when the affected mob is buckled.
Prevents tabling a mob when that mob is buckled.

Prevents you from dropping scythes on a table or rack if there is a space vine in that square; it will now auto-attack the vine instead.  Also auto-attacks vines if you click the floor under them.
2013-07-17 15:50:33 -04:00
supersayu 3ac2af0e06 Fixes exploit for passing plastic flaps with a locker.
Fixes issue #254
2013-07-17 14:54:34 -04:00
Giacomand 0603a090ad * Optimized how the multitool found AI cameras by using the camera chunks. 2013-07-15 10:12:52 +01:00
Giacomand 3c811c6150 New Uplink Item: The AI detector is a multitool that will turn red when an AI camera is 7 or less tiles away from the multitool. The AI detector will cost 1 TK. 2013-07-15 09:38:45 +01:00
Cael Aislinn e5344a1f94 Merge pull request #914 from Giacomand/health_ana
Updated the health analyser interface to be more usable.
2013-07-13 03:44:06 -07:00
Cael Aislinn 722d15a43e Merge pull request #916 from Aranclanos/DensityBlockingWindows
Windows attacks not being blocked by grilles and other density objects fix.
2013-07-13 03:40:22 -07:00
Cael Aislinn 1120f6475c Merge pull request #918 from Aranclanos/MopWaterCheck
Mop cleaning with fuel fix.
2013-07-13 03:39:15 -07:00
Cheridan 41351f27b0 Merge pull request #947 from Incoming5643/dice
Adds additional new dice
2013-07-12 19:39:08 -07:00
Cheridan 606c9df901 Merge pull request #940 from Malkevin/atmostechanalyzers
Atmos Analyzers added to Atmos
2013-07-12 01:01:19 -07:00
Cheridan 76ecdc817d Merge pull request #892 from Aranclanos/Grenades
Grenades: small standardization and mob sprite updates.
2013-07-12 00:51:03 -07:00
Cheridan e27d004050 Merge pull request #906 from Giacomand/blueprint_fix
Blueprint areas will now have dynamic lighting.
2013-07-12 00:23:18 -07:00
Cheridan 5687bf3c65 Merge pull request #935 from Giacomand/radio_drag
You can now drag your radio to you to open the interface.
2013-07-12 00:04:55 -07:00
Incoming 67ee2fd661 tweaks to the dice:
*the dice now all have different colors, to make them easy to tell the difference between them at a glance.
*the d2 has been swapped out for a d00, though you can still create a d2 if someone demands it.
*the generic pill bottle full of dice has been replaced with a proper dice bag.
*actually throwing a die will now cause it to roll until the throw ends, at which point it will state the result of the throw. The old method still works as well.
*most new dice have had their sprites edited to be smaller.
*minor grammer corrections.
2013-07-11 17:31:59 -04:00
Giacomand 3471ee8404 Updated the message you get after trying to analyze the floor. 2013-07-10 07:09:05 +01:00
Giacomand 33e8976274 Removed the nuke code. You cannot nuke the station anymore.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
2013-07-10 01:49:06 +01:00
Incoming 4fe39dd49b Adds additional dice!
Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.

This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.

Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
2013-07-09 19:31:01 -04:00
Malkevin 7ef7c1a55c Atmos Analyzers added to Atmos
-Atmos Techs spawn with an analyzer in their pocket
-Added 3 analyzers to the atmos tech's wardrobe
-Added Analyzers to the autolathe.

They're a little redundant with PDAs having in built atmos analyzers but as an atmos tech I find them clunky to use for wide areas and prefer hand analyzers due to them not taking away focus. Ironically atmospherics had none of these scanners nearby.
2013-07-07 23:58:16 +01:00
Giacomand 076261336c You can now drag your radio to you to open the interface. 2013-07-07 23:49:45 +01:00
Giacomand 0396077d83 Merge pull request #878 from Ikarrus/kaboom
Syndicate Bomb Tweaks
2013-07-05 06:07:44 -07:00
Giacomand 77357d153e Merge pull request #876 from Aranclanos/LightingCigarsOnPacket
Cigarette packet attack() on mobs fix.
2013-07-05 06:04:22 -07:00
Aranclanos 6294888222 The mop will now check for water to clean the floor. This will stop people from cleaning the floor with fuel, avoiding the slippery floors. 2013-07-04 12:07:02 -03:00
Aranclanos fa5049ca85 Windows have a new proc, can_be_reached(), it will check if there's an object blocking the way on the turf if a mob clicks on the window. It will make some pretty dir checks and then use CanPass(). And before it starts, it checks if it's a full tile window too. 2013-07-04 10:33:52 -03:00
Giacomand 2496684ff2 Burns to Burn, to be more consistent. 2013-07-04 13:36:05 +01:00
Giacomand ce0b115b5d Updated the health analyser interface to be more usable.
Cleaned up the code.
 Removed the copy and paste of the PDA medical scanner.
 Removed monkey gamemode checks.
 Removed the unused PDA detective scanning code.
2013-07-04 13:31:06 +01:00
Giacomand 1dacc17070 Blueprint areas will now have dynamic lighting. 2013-07-03 21:08:50 +01:00
Cael Aislinn 7321eb7fbd Merge pull request #855 from Giacomand/closet_fix
Closet/Crate/Bin MouseDrop fix. Fixes #854.
2013-07-02 17:03:32 -07:00
Cael Aislinn 91fb84cb14 Merge pull request #858 from Giacomand/smoke_runtime
Quick fix to a smoke runtime.
2013-07-01 21:11:20 -07:00
Cael Aislinn c2485da992 Merge pull request #883 from Jibbajabbafic/original
Resolved #881 - Added appropriate shoes to wizard and marisa outfit.
2013-07-01 09:28:18 -07:00
Aranclanos 4fb864ed1b Made a new proc for grenades, update_mob(), it will be called in all the different prime() procs. This will drop the grenade of a mob and update his sprite, using the proper inventory proc. It will be only triggered if the loc is a mob.
Standardized all the grenades files.
2013-07-01 02:08:20 -03:00
Tenebrosity cd0febfac5 Fixes issue 720. Makes the end construction steps sound better. 2013-06-30 10:43:47 +12:00
Jibbajabba 1ffec09e03 Resolved #881 - Added appropriate shoes to wizard and marisa outfit. 2013-06-29 15:46:34 +01:00
Giacomand 54669a8f38 Merge pull request #853 from Aranclanos/EngiborgFlamethrowers
Engiborg flamethrower/welder fix.
2013-06-28 04:43:16 -07:00
ikarrus a28537116c Syndicate Bomb Tweaks
Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.

They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
2013-06-27 22:05:03 -06:00
Aranclanos dae4d37ebe The attack() of cigarette packets is now updated to the storage procs and stuff. It will pick the first object of the contents instead of creating a new cigarette and generating issues. 2013-06-27 23:34:46 -03:00
Giacomand 2360cff577 Quick fix to a smoke runtime. 2013-06-25 22:43:36 +01:00
Giacomand 29faa3c1fc There is a check for an object's turf, in the closet's mouse drop proc. Fixes #854.
Removed unnecessary checks.
Added missing icons for the bins.
2013-06-24 17:09:48 +01:00
Aranclanos b09e81276c Fixes engiborgs deleting their own welder by creating a flamethrower.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.

I'm not entirely happy about this.
2013-06-24 04:34:49 -03:00
AlexanderUlanH 62110ccc12 Fixes various runtimes
Runtimes created when trying to apply radiation to a mob destroyed by
monkeyizing, trying to add different components to lists of salvage,
attacking non-carbon mobs with lighters, and blending monkies in the
food processor.
2013-06-22 17:35:29 +01:00
Giacomand c9dc4c45b5 Merge pull request #823 from sararar/master
Fixed issue #704
2013-06-21 19:08:38 -07:00
Giacomand be2980a791 Merge pull request #813 from Malkevin/empcrate
Securer secure crates
2013-06-21 19:05:18 -07:00
Giacomand b9c9ac43f0 Merge pull request #743 from caelaislinn/pda_ling_fix
Resolve PDA use while parastung exploit
2013-06-21 18:49:35 -07:00
KazeEspada 67da9e7c93 Merge pull request #819 from AlexanderUlanH/projectile
Changed atom's bullet_act to call the projectile's on_hit, and changed most bullet_acts to call on_hit as well. Removed some now-unnecessary snowflake code.

These changes will make projectiles which should effect non-mobs, such as the gyrojet and the ion rifle, work properly. Inanimate objects can now be empulsed with the ion rifle, whose projectiles used to dissipate on hitting anything but a mob. Gyrojets now explode on most objects, as opposed to just on walls and mobs, and the snowflake code that made them work on walls is no longer necessary. The code for pulse rifles' breaking walls has been moved from a check in turf to a check in pulse beams, and has been expanded to include structures, allowing them to (slowly) break girders. For coders, it means that on_hit is a reliable proc for the effect of a bullet's hitting an object.

While it does mean a number of needless procs of on_hit, it's not too much more proccing than is already done by the gun code, and the removal of the snowflake code that was used to mask the issue, such as the two checks every time a shot hit a wall, should mostly if not more than offset the extra procs
2013-06-21 17:19:42 -07:00
Cael_Aislinn 8aec1fffa1 added additional checks to pda/proc/can_use, added additional calls to can_use in pda.dm where appropriate
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-06-21 12:27:13 +10:00
AlexanderUlanH 4f66da54f1 Fixed some more
Fixed gyro rounds not exploding on windows and grilles.
2013-06-20 21:14:02 -04:00
sararar ffa7b2f2e7 Issue #704. added a fix so that g# will now work on the space piano. tested and works.
Signed-off-by: sararar <sarajfarr@gmail.com>
2013-06-20 13:13:50 -04:00
Cheridan 5a83f85c83 Merge pull request #804 from Ikarrus/tplog
Traitor Panel Improvements
2013-06-19 21:08:14 -07:00
AlexanderUlanH 2fcf26667c Overhauled Projectiles
Changed atom's bullet_act to call the projectile's on_hit, and changed
most bullet_acts to call on_hit as well.  Removed some now-unnecessary
snowflake code.

These changes will make projectiles which should effect non-mobs, such
as the gyrojet and the ion rifle, work properly.  Inanimate objects can
now be empulsed with the ion rifle, whose projectiles used to dissipate
on hitting anything but a mob.  Gyrojets now explode on most objects, as
opposed to just on walls and mobs, and the snowflake code that made them
work on walls is no longer necessary.  The code for pulse rifles'
breaking walls has been moved from a check in turf to a check in pulse
beams, and has been expanded to include structures, allowing them to
(slowly) break girders.  For coders, it means that on_hit is a reliable
proc for the effect of a bullet's hitting an object.
2013-06-19 23:24:00 -04:00
Giacomand 35ad4210d4 Merge pull request #682 from Petethegoat/taperecorder
Updated Taperecorders
2013-06-19 15:39:12 -07:00