Commit Graph

178 Commits

Author SHA1 Message Date
supersayu
0551f8b7e2 Fixes afterattack() bug with food/snacks.
Fixes issue #678, #972.
2013-07-17 14:53:28 -04:00
Glandouze
278d906e66 Fixed two exploits with the biogenerator and the condi/chemmaster 2013-07-09 21:51:00 +02:00
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
Cael Aislinn
3dfbdfb1b6 Merge pull request #776 from Giacomand/chem_smoke_fix
Fixed chem smoke not waiting for other reagents to mix before reacting a...
2013-06-18 17:54:42 -07:00
Zelacks
cad400a27e tea and ice tea sprites 2013-06-17 00:34:40 +08:00
Giacomand
663d878df6 Fixed chem smoke not waiting for other reagents to mix before reacting and then clearing the contents; often causing instances where that dangerous poly grenade only gives off Sugar. 2013-06-15 19:40:49 +01:00
Cheridan
df681bed40 Food update -
-Removes all the dumb weapon/syntiflesh recipes. Remove syntikebab. Cleans up commented-out stuff that'll never be readded.
-Deletes jar.dm, which I tried to delete months ago but somehow messed up.

-'Imitation' carp meat can now be made with 5 units of carpotoxin and some tofu.
-Some recipes changed slightly.
-Adds berry muffins and booberry muffins.

Cleaned up the carton-based sprites in drinks.dmi to look better.
New sprites for muffins, donut boxes, brain burgers, super big bite burgers, enchiladas, monkey delight, baguettes, fried eggs, wing fang chu, clown's tears, and mystery soup.

I also completely reorganized the food.dmi
(and made my bed and mopped the floors)
2013-06-04 14:45:40 -05:00
Cael Aislinn
871b775100 Merge pull request #655 from Carn/HelpersTidy
*Small tidy-up of various helper procs*
2013-05-31 23:24:38 -07:00
Cheridan
ecee72e76d The Carp Update
Carpotoxin can now be made into a beneficial chemical: Rezadone, which can heal cloneloss without the use of a cryo tube, but requires careful dosage.

New sprites for soybeans; growing/harvested/seeds. Minor tweaks to many seed sprites.
Soybeans can now be mutated into Koibeans, which contain carpotoxin.
2013-05-29 11:44:36 -05:00
carnie
b84d12d949 *Small tidy-up of various helper procs*
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()

*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
2013-05-27 12:21:43 +01:00
carnie
3a70153d01 Merge branch 'master' of github.com:tgstation/-tg-station into DNAfix
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2013-05-20 00:33:42 +01:00
Giacomand
7e4730c1f5 Merge pull request #571 from Petethegoat/chemistry
Replaced most reagent initialisations with the helper proc create_reagents().
2013-05-16 03:41:18 -07:00
carnie
4627e5459c *Fix for syringes
*Fix for one icon_state being the wrong shade (apparently)
2013-05-13 01:48:41 +01:00
Pete Goodfellow
46b8ba8341 Merge branch 'master' of github.com:tgstation/-tg-station into chemistry
Conflicts:
	code/game/objects/items/weapons/tools.dm
2013-05-12 15:09:21 +01:00
Ikarrus
4b1ccb9ec7 Increased object melt chance from meltprob*2 to meltprob*3 2013-05-11 12:14:51 -05:00
carnie
5e7cffcf5c update_icons.dm changes for humans. This ties in with the dna changes and the changes to skin_tone and hair colours
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3

Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone

Modified   code/modules/mob/living/carbon/human/update_icons.dm
Modified   code/__DEFINES.dm
Modified   code/datums/datumvars.dm
Modified   code/datums/limbs.dm
Modified   code/game/dna.dm
Modified   code/game/gamemodes/changeling/changeling_powers.dm
Modified   code/game/gamemodes/cult/cult_items.dm
Modified   code/game/gamemodes/cult/runes.dm
Modified   code/game/machinery/doors/airlock.dm
Modified   code/game/machinery/portable_turret.dm
Modified   code/game/machinery/teleporter.dm
Modified   code/game/mecha/combat/combat.dm
Modified   code/game/objects/items.dm
Modified   code/game/objects/items/stacks/medical.dm
Modified   code/game/objects/items/stacks/sheets/glass.dm
Modified   code/game/objects/items/weapons/storage/bible.dm
Modified   code/modules/assembly/mousetrap.dm
Modified   code/modules/hydroponics/hydroitemcode.dm
Modified   code/modules/mob/living/carbon/carbon.dm
Modified   code/modules/mob/living/carbon/human/death.dm
Modified   code/modules/mob/living/carbon/human/human.dm
Modified   code/modules/mob/living/carbon/human/human_damage.dm
Modified   code/modules/mob/living/carbon/human/human_defines.dm
Modified   code/modules/mob/living/living.dm
Modified   code/modules/mob/living/simple_animal/friendly/slime.dm
Modified   code/modules/mob/mob_grab.dm
Modified   code/modules/power/lighting.dm
Modified   code/modules/reagents/Chemistry-Reagents.dm
Modified   code/unused/_debug.dm
Modified   icons/effects/genetics.dmi
Modified   icons/mob/human.dmi
Modified   maps/RandomZLevels/wildwest.dm
Modified   tgstation.dme

Signed-off-by: carnie <elly1989@rocketmail.com>
2013-05-10 18:41:08 +01:00
Ikarrus
9378c020b8 Increased sacid meltprob from 5 to 10 2013-05-06 20:29:01 -06:00
Ikarrus
0c0231779f Updated object melt probability I overlooked. 2013-05-05 19:13:29 -06:00
Ikarrus
521bd5df60 Acid Damage Fix
Redid a portion of how acid damage is applied. People were not being disfigured when sprayed, and contact with acid for some reason had a 15% chance to do ridiculous damage (~30 per spray puff), otherwise it did very little (~6). It should be more consistent now around the ~12 range per spray puff.

Glasses melt too, now.
2013-05-05 19:05:39 -06:00
Cael Aislinn
242fc2813f Merge pull request #449 from TwistedAkai/master
Syringe log: Resolves issue #321
2013-05-03 21:45:09 -07:00
Blaank
dd9d3fce8d Changed a name so the Chemmaster 3000 will close the interface window when the [close] button is pressed. Previously when the [close] button was pressed it would do nothing and the interface window had to be closed via the window controls. 2013-05-02 23:06:42 -05:00
Malkevin
e2b8a45d42 Merge branch 'master' of https://github.com/tgstation/-tg-station into irongrinder
Conflicts:
	html/changelog.html
2013-05-02 15:11:23 +01:00
carnie
ae00173037 Merge branch 'master' of github.com:tgstation/-tg-station into pr/447 2013-04-30 04:07:28 +01:00
Malkevin
e9a5f9df8a Added Plasteel (iron + plasma) and Reinforced Glass (iron + silicon) 2013-04-30 03:16:03 +01:00
Malkevin
a83bbc9404 More grind-able sheets
Metal sheets can now to ground down for iron
Glass sheets can be ground down for silicon
Wood sheets can be ground down for carbon
2013-04-30 02:31:03 +01:00
Pete Goodfellow
c87868b274 Moves /obj/effect/alien to /obj/structure/alien. Does not update the map.
Moves /obj/effect/alien/acid to /obj/effect/acid. Adds a new sprite for acid.
Standardises and updates text styling in code/game/objects/effects/aliens.dm.
2013-04-27 09:30:21 +10:00
Akai Alonkai
b00c9bbc7f Syringe log
Adds syringes to attack logs. No immediate notices because OH MY GOD
SPAM, but more useful than a subverted AI for investigating medical
grief.
2013-04-25 07:05:45 -04:00
carnie
043028db83 Resolves #283
DNA modification uses normally distributed random numbers. Radiation strength dictates the standard deviation of the change in the hex character which is hit (higher output means greater chance for a large change) . Similarly, radiation duration dictates how likely we are to hit the hex-character we clicked on (longer duration means more likely to hit). Irradiation is strength*duration. All balancing is done via multiplier defines so you can rebalance it easily.

DNA blocks and structuring all use defines. Making modification/expansion easier. I'll likely expand this into a datum-based system to allow more interesting features, reduce code further and allow admins to interact with the way dna strings behave.

DNA strings can be spliced together using merge_text().
 e.g. string 1: "Hello World"
 string 2: "Seeya______"
 result: "Seeya World"
 This isn't used except for admin-spawnable SE injectors at the moment.

r_hair, g_hair, b_hair, r_facial, g_facial, b_facial, r_eyes, g_eyes, b_eyes were removed and made into 3 short hex-colors.

Skin tones now support colours other than shades of brown. I've had to restrict it heavily until other stuff is done. Skin tones include Albino Caucasian, Oriental, Mediterranean, etc.

Data disks and DNA injectors were reworked to use associative lists so transferring data is just a matter of doing list.Copy()

var/dna is now defined at /mob/living/carbon level. Only monkeys and humans may have dna currently. Support is there for all carbon-based lifeforms to have dna.

DNA modifier console has almost all controls on one screen.

UIs and UEs can be injected separately (appearance and name, respectively)

dna helper procs like ready_dna() and such were changed to make them more versatile. There is now a hardset_dna() proc as an alternative to ready_dna which can initialize dna with properties passed into it or update an existing dna string (useful for cloning and antag spawning)

Every block of SEs are in randomised positions.

Disabled automatic logging of world.log, as it produced undesirable behaviour.

Mr Muggles and God Emperor of Mankind disks removed.

Floor() removed. (it was completely uneccesary, that is what round() is).

Fixed spelling mistakes in modularchangling.dm (thanks tenebrosity)

Tanning removed from beaches (again)

Experimental: monkeys and humans do not have dna until first attempt to read dna (using check_dna_integrity(mob))
This is mainly due to the way everything is hardcoded into New().

Changelog.html updated
Signed-off-by: carnie <elly1989@rocketmail.com>
2013-04-24 09:37:30 +01:00
Nodrak
53c28eb47b Changes the text sent to the feedback server to not use spaces as they can't be parsed properly. 2013-04-17 18:45:31 -04:00
Pete Goodfellow
e4bce0bb14 Replaced most reagent initialisations with the helper proc create_reagents(). 2013-04-15 15:40:33 +01:00
Cheridan
782403ddbd Pepper Spray Update!!
-Capsaicin can be turned into Condensed Capsaicin via chemistry.
-Alters the effect of pepper spray slightly. Changes it from a paralyze(KO) to weaken(stun like batons, etc), and adds slight lingering confuse effect.
-Adds teargas grenades(pepper spray smoke chem grenades), currently obtainable in Weapons crates and Riot crates.

Supplypacks:
-Adds a roll of film to the bureaucracy crate, and made it a little cheaper.
-Removes the beanbag crate entirely, it redundant. Just print out the beanbag shells at the autolathe.
-The previously-overpacked Riot gear crate comes with 1 less set of equipment, but with more handcuffs. Made cheaper to compensate.
2013-04-09 14:58:41 -05:00
Ikarrus
c5ea514f33 Plasma can now mutate virus symptoms up to level 6. 2013-04-06 15:54:16 -06:00
Ikarrus
0b9928236c Revert "-Added hypospray inhands https://dl.dropbox.com/u/831776/hypo_item.png"
This reverts commit c00686667a.
2013-04-06 15:49:38 -06:00
Ikarrus
c00686667a -Added hypospray inhands https://dl.dropbox.com/u/831776/hypo_item.png
-Plasma now reacts with viruses to generate symptoms up to level 6
2013-04-06 15:33:20 -06:00
Giacomand
ae0058b23c * Fixes diseases using the data of the same reference, meaning disease data won't overwrite everything.
* Created a new reagent proc called on_new(). It will be called after a disease is created in add_reagent().
 * Made vaccines copy the data they use, instead of referencing it.
2013-04-06 13:58:26 +01:00
Cael Aislinn
a8528510d5 Merge pull request #202 from Giacomand/Pandemic_Href_Fix
Pandemic Href Exploit Patch
2013-04-02 17:24:17 -07:00
Giacomand
0eadef42f9 * Fixed an exploit with the Pandemic which could let you create any disease you want. 2013-04-02 21:27:44 +01:00
Pete Goodfellow
2f57e16541 Merge branch 'master' of github.com:tgstation/-tg-station into janicart 2013-03-30 17:34:00 +00:00
Pete Goodfellow
29e92f59cd Adds an exception for the janitorial cart to spray bottles. 2013-03-30 04:18:03 +00:00
Giacomand
147d67464d Merge pull request #158 from Cheridan/master
minor chems update
2013-03-29 01:52:34 -07:00
Cheridan
a61e46ce7f -Adds Giacom's remove_all_type reagent proc, and replaces the nasty if chain in antitoxins/adminordrazine with it. 2013-03-28 10:35:36 -05:00
Aranclanos
3b4de0f276 Slimes will now save fingerprints, they had the flag FPRINT missing.
Injecting chemicals to a beaker, slime extract, etc. will now save your fingerprints on the target.
2013-03-28 08:30:58 -03:00
Cheridan
c795b05d97 Minor chems update.
-Spraybottle chempuffs will now pass over tables.
-Further reorganization of chemistry reagents. Organizes toxic chems into subtypes. This cuts down on copied code and allows us to do fun things in the future, like machines that filter poisons and such.
2013-03-27 19:08:45 -05:00
Cheridan
642ae0610b Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-03-17 19:41:24 -05:00
Cheridan
4dec216887 -Adds a confirmation message to the Empty Spray Bottle verb.
-Reorganizes all the copy-pasted reagents in Chemistry-Reagents.dm. Cuts out about a THOUSAND lines.
-Sleep toxin is made more subtle. No blurry screen, but you might yawn some. Chloral no longer has an instant KO effect, but your vision will become blurry and you'll be unable to run once injected. It is metabolized faster as well.
2013-03-16 19:40:44 -05:00
Benjamin Read
74f1c14fe2 *Fixed this buggyness and now it compiles. 2013-03-15 10:53:56 +11:00
Benjamin Read
3032c1b765 *Cleaned up grammar here and there
*Made unpopped popcorn do a tiny bit of damage (using 0.1 units of sacid)
2013-03-13 13:47:52 +11:00
Benjamin Read
80734523fd *Moved chocolatebar/attack_self() to super
*Moved chocolatebar/proc/Unwrap() from super.
2013-03-13 00:16:41 +11:00
Benjamin Read
bd142ae236 -Basic new 'fluff' system on eating.
* allows for random verbs per item while eating, and for items to be wrapped and require unwrapping before eating.

* this resolves the hunger message bug

* chocolate utilizes the unwrapping method using an all new sprite

* multiple items have been assigned custom verbs

* beet soup switch condensed
2013-03-12 09:42:09 +11:00
Kortgstation@gmail.com
39145b95b0 Added admin logging to cutting power cables. It was incredibly easy to release the singularity/depower the station without leaving any record at all.
Added admin logging for people shooting fuel tanks to detonate them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5829 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-09 02:21:01 +00:00