Commit Graph

67 Commits

Author SHA1 Message Date
Cheridan
ad235cf18f Merge pull request #2563 from Razharas/NewTables
New PR for crafting tables
2014-02-03 08:46:56 -08:00
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
Razharas
785fc6f153 Fixes racks 2014-01-22 03:18:37 +04:00
Razharas
ea54257ab6 Ported cable coils to stacks crudely
Yeah
2014-01-22 02:11:19 +04:00
JJRcop
0e45022798 Resolved more conflicts with drying rack before being pulled
Conflicts:
	code/modules/hydroponics/seeds.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/hydroponics.dmi
Readded missing file changes to icons/obj/harvest.dmi
2014-01-21 13:01:53 -05:00
Pete Goodfellow
af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
Hornygranny
01ce0f5392 Removed copypaste for cyborg metal sheets
Fixed typos
2014-01-17 15:45:09 -08:00
JJRcop
b82af39ed1 dds Drying Rack, Various Plants, Rollies, Pipes, and Torches
Any and all content credit to @Adrinus and @Iamgoofball
I simply re-applied all the changes by hand so it is compatible with current code
 #1893
2014-01-07 15:40:49 -05:00
Aranclanos
233a5b3b9b Fixes runtimes regarding using ointments/bruisepacks/surgery drapes while targeting eyes/mouth/groin or using them on other mobs. 2014-01-06 06:34:17 -03:00
Cheridan
3a11af405c Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/2192
Conflicts:
	code/modules/clothing/head/misc.dm
2014-01-02 10:00:58 -06:00
fleure
be0f52b623 Fixed bruisepacks not working 2013-12-31 17:06:34 +00:00
Cheridan
bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Robson Richards
d3d4c79946 Merges Heal_Damage and Heal_robotic_damage procs
like I should have done in the first place.
Corrects all usages of Heal_damage so it works with the changed version.
Same goes for Heal_robotic_damage
2013-12-29 17:40:12 +00:00
Robson Richards
53bfd06609 Fixes #2180 - Augmented limb healing issues 2013-12-29 16:12:32 +00:00
Cheridan
b9efeaa932 Merge pull request #2014 from kyrahabattoir/ItemNameFixingRound3
Item name fixing round3
2013-12-26 23:14:15 -08:00
Miauw
0338a66c2a Adds fingerprints to a bunch of stuff. De-texts computer build paths. 2013-12-22 18:57:33 +01:00
Kyrah Abattoir
3496dc4e0a Merge branch 'master' into ItemNameFixingRound3 2013-12-10 17:32:45 +01:00
Kyrah Abattoir
7e2b7805cc FIXED: inconsistencies with stack item names.
CHANGE: stacks are gender = PLURAL by default because it fits.
2013-11-24 00:14:46 +01:00
Robson Richards
e71ea3289e Merge branch 'master' of https://github.com/tgstation/-tg-station into 13/10/2013-Limb/organ-stuff
This probably broke everything... :(
2013-11-17 18:09:14 +00:00
Robson Richards
637c3f7f63 Fixes for @Aranclanos
Diseases now have a requires and a required_limb variable
if requires is 1 then it will run a check for required_limb (WHICH USES TYPEPATHS)

Reverts a turret change that git through into the pull for some reason

added some feedback messages in certain places

removed the hulk-like snowflake check that was really crappy anyways

Reworked a part of surgery/surgery_step.dm to use a switch
2013-11-16 18:13:41 +00:00
Robson Richards
6587fe30cd Fixes an earlier attempt at the previous commit
Fixes a comment that was a DIRTY LIAR
2013-11-10 02:04:00 +00:00
Robson Richards
b2b6a9ff84 Fixes Chem healing and Chem damaging of Robotic limbs
Hey @Cheridan NO ISTYPES! :D
Ugh.. I mean "Removes" 10 totally unnecessary istypes
Fixes the healing of robotic limbs so that the message actually doesn't display now.

Credit to ACCount12 for digging around and finding some nifty code
that my brain never thought of
2013-11-10 01:55:40 +00:00
Robson Richards
78ee2d0c32 Updates code/game/objects/items/stacks/medical.dm - Woopsie. 2013-11-01 19:50:09 +00:00
Robson Richards
a9b725db2f Lot's of stuff, Read full Commit log
Cybernetic limbs
Multi-location operations
Limbs have sprites now (They never dropped before so it was irrelevant)
No Organic healing of Robotic limbs (But the message is still there, fixing soon)
No "organic" diseases in Robotic areas
No more operations in robotic areas - Cheer's Pete for the surgery system being so nice
Healing Robotic limbs with welders (brute) and cable (burn)
Probably other things I forget
2013-11-01 19:44:07 +00:00
supersayu
799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00
Robson Richards
50c5e7ee74 Cleans up the new cyborg floortile, Thanks for spotting it Aran! 2013-09-24 15:55:06 +01:00
Robson Richards
4995b64c18 Moves the plasteel/cyborg into plasteel.dm, works the same, Convenience 2013-09-21 17:27:39 +01:00
Robson Richards
6dba8dec10 Gives Engiborgs Floortiles
Rechargestation is set to replenish them aswell
2013-09-21 15:51:19 +01:00
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
Aranclanos
0ce01d1583 Adding Linda. 2013-08-10 06:15:14 -03:00
Incoming
a99d04f88c Removed some redundant code 2013-07-22 18:34:57 -04:00
Incoming
ef1f2d9d75 Did what I could to make the die/shard code for this not as shitty, as implored and largely written by Aranclanos 2013-07-21 00:44:43 -04:00
Pete Goodfellow
b27b66a344 Fixes #672 Shards cut you when you put them into your bag
Moves the shard define into glass.dm
The "You step in the broken glass!" message only appears if you aren't wearing shoes.
Other misc changes and fixes.
2013-05-29 20:27:57 +01:00
Pete Goodfellow
828e364363 Merge pull request #589 from Ikarrus/borgnerf
Cyborg Budget Cuts
2013-05-28 13:10:08 -07:00
Ikarrus
6932c4e32d Requesting a re-merge of another change that has mysteriously disappeared, https://github.com/tgstation/-tg-station/pull/485
Originally merged by @Giacomand
2013-05-23 20:19:04 -06:00
Ikarrus
b0e8d18e30 -Rewrote unequipping modules for cleaner code
-Cyborg rods now properly regenerate in while charging
-cyborg rods can no longer be used to generate metal
-Removed roman numerals from the icon
2013-05-15 22:23:07 -06:00
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
Malkevin
3d1a96975f reverting last commit.
Wt.remove_fuel is 0 for a reason
2013-05-04 02:07:20 +01:00
Malkevin
f8fa1fce09 Welding rods/shards/floortiles now costs welderfuel 2013-05-04 01:44:31 +01:00
Malkevin
a010b11b83 Recyclable floor tiles
Adds the code to weld floor tiles together to make sheets, just like rods except it takes 4 tiles instead of 2 rods.
2013-04-30 02:59:20 +01:00
Cheridan
46920eeb39 COIN UPDATE
-Removes the unused/dumb access stuff from space cash.
-Fixes a bug where dice would vanish if you used a hand labeller on them.
-Moves space cash/coins/mint sprites into their own file, economy.dmi. Moves mineral sheets into mining.dmi.
-Coins are flippable! Features unique flipping sprites and sound effects, and two-headed coins.

-Oh and better sprites for wooden closets too.
2013-04-23 19:50:05 -05:00
Pete Goodfellow
b02c459505 Adding google code commits r5836 to r5849. RIP in peace google code. 2013-03-11 04:26:54 +00:00
aranclanos@hotmail.com
3a2673a284 Changes for all the different update icons procs of humans and monkeys, they now update their own sprite and hud icon (if it's a proc of a slot item) without having to call for update_icons().
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)

TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.

JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.


Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-04 05:01:07 +00:00
petethegoat@gmail.com
a1ac5f0e66 Renamed /datum/organ/external to /datum/limb.
Updated all files.

Removed the skeleton and skin organs.

Updated WIP surgery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5689 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-11 18:52:33 +00:00
d_h2005@yahoo.com
2bcc351de4 -Moves the seed-making code in the extractor to its own proc. This is used in the new portable seed extraction bags, which can be found in the hydroponics lockers.
-Makes grass a normal grown object, tiles are made via attackby. Removes the specialized code needed to handle harvesting floortiles.
-Adjusts seed sprites in the .dmi to be consistent, and adds code to randomize their position on the map.
-Adds biotech level 1 to wood tiles to match grass tiles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5622 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-28 04:22:41 +00:00
petethegoat@gmail.com
11b17c4442 Committing suomynonAyletamitlU's storage item standardisation commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11746
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.

Updated all maps.

I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.

Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit	> /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box	> /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit	> /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit	> /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit	> /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit	> /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket		> /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps	> /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox		> /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit		> /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed	> /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit	> /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox	> /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes	> /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit		> /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox	> /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit	> /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit	> /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs	> /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag		> /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel	> /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag		> /obj/item/weapon/storage/bag/trash

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 19:11:56 +00:00
petethegoat@gmail.com
ef8369409e Committed Cael Aislinn's proposed commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11641
- Xenos suit and helm (completely obscuring, and almost indistinguishable from drones) (admin spawned only for now). 
- Facehuggers now have different icon states for being thrown and after impregnation. 
- New death, unconscious and sleeping icons for aliens. 
- New icon (and projectile type) for neuroxotin. 
- New infection overlay images for telling aliens about pregnant humans (3 icons, showing the progression of the infestation). 
- New system for handling alien impregnation (alien embryos are an object inside the mob, instead of a disease). 
- Players can be operated surgically to remove the alien embryos (targetting the chest: scalpel, surgical saw, hemostat, retractors. If the embryo is nearly fully developed, it might come out alive though. 
- Corgis can now get impregnated. 
- There is a short animated overlay of a chestburster when it comes time to burst chests. 
- Alien larva now have three different icon sets, depending on their growth (25% they are bloody and pale, 25% - 75% they are pale, 75% onwards they are deep red).


Fixed up table smashing, and added rack smashing in the same way.
Added new north/south facing for the large alien queen.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5493 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 16:30:45 +00:00
johnsonmt88@gmail.com
e7ebfae317 Another whack at the defines folder:
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm

Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-01 01:25:02 +00:00
aranclanos@hotmail.com
5f90ea1a0f Runtime fix for moving around your hands a light tile. The new() proc of the light tiles missed some vars that the parent proc uses.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5434 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-31 08:42:11 +00:00