Commit Graph

11770 Commits

Author SHA1 Message Date
81Denton
d50c2d7034 Notify ghosts when bombs and C4/X4 get activated (#42081)
This notifies ghosts whenever a bomb gets activated and lets them jump to it.
It's always hilarious watching people try to defuse bombs, or Ricky playing out
hostage situations.
2018-12-27 13:38:42 -08:00
oranges
0768dbdfe8 Merge pull request #41985 from Qustinnus/discomode
[READY]Adds new bar item the "Ethereal Discoball"
2018-12-27 13:32:02 +13:00
Unknown
9a4806a7a5 fix 2018-12-27 00:24:41 +01:00
Jordan Brown
56408bffd1 Fixes kevinz000 2018-12-26 15:40:35 -05:00
Jordan Brown
77034e65ac Merge pull request #41922 from kevinz000/patch-585
Probably hacky as fuck method of blocking CanReach() from reaching into closed bluespace bodybags (cough storage)
2018-12-23 16:00:54 -05:00
Unknown
dcbbfa81f6 reee 2018-12-23 17:49:11 +01:00
Qustinnus
30f22b5f1a yeet 2018-12-23 17:42:40 +01:00
Jordie
c192ece1b3 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 16:45:10 +11:00
coiax
d8dc319b4d Choice beacon explosion changes (#41998)
* Choice beacon explosion changes

🆑 coiax
del: Choice beacons (such as the one the curator, chaplain and people
with the Musican trait have access to) will no longer have pods that
have minor explosive effects.
add: Emagging a choice beacon will cause the pod to be supplied by the
Syndicate, providing the same items, but with a highly explosive
landing.
/🆑

Choice beacons are supposed to be just methods of spawning in a choice
of items, rather than weapons. I've seen traitors use the choice beacon
as a free way of instantly detonating a syndicate bomb they just
deployed, which is cute, but is probably just too powerful for a free
item.

The mild fire/knockback explosion from a choice beacon currently is
enough to set people on fire, burn up items, and throw items around in
your workplace. The focus should be on the items you get, not on the
destructive effects of their delivery.

* Removes emagging
2018-12-23 16:05:48 +11:00
Dax Dupont
e0519c978f Add a sanity check for expand modules (#41982) 2018-12-22 13:34:55 -08:00
skoglol
43400155ec Some plushie grammar fixes (#42003)
Fixed Bubblegum plushie attack verb, Ratvar and Bubblegum plushie
capitalization.
2018-12-22 13:21:24 -08:00
Garen Crownguard
00a141a50b Beepsky Retaliate Fix (#42007)
* beepsky retaliate fix

* similar bugs

* im stupid
2018-12-20 16:05:35 -05:00
nicbn
e2fed2b142 Radial tooltips are now an option for the proc (#42014) 2018-12-20 12:23:59 -08:00
nicbn
8e3a812bf2 You can now click on objects and mobs below flaps and signs (#41866)
* You can now click on objects and mobs below flaps and signs

* Update admins.txt

* Update code/controllers/subsystem/vis_overlays.dm

Co-Authored-By: nicbn <nicolas.nattis@gmail.com>
2018-12-20 12:34:58 -05:00
Qustinnus
954ba5c76b wtf did i fuck up 2018-12-18 23:40:30 +01:00
MrDoomBringer
8092369539 Update code/game/objects/items/etherealdiscoball.dm
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
2018-12-18 22:36:56 +01:00
Jack Edge
e647645aea Fixes "rotting old rotting gibs"
🆑 coiax
fix: Old rotting gibs no longer have the name "rotting old rotting gibs".
/🆑

Whoops, missed that.
2018-12-18 19:27:07 +00:00
Jack Edge
054647c382 Refactors container_type into reagents.flags 2018-12-18 13:47:11 +00:00
XDTM
9f74fef3d5 Allows the antimagic component to react to spells, limits holymelon uses (#41739) 2018-12-17 19:09:35 -05:00
XDTM
c05b0eaef9 Turns TRAIT_NOCLONE into TRAIT_BADDNA for consistency (#41819)
cl XDTM
balance: DNA-damaging methods (changeling draining, mainly) no longer prevent alternative revival methods, but can no longer be circumvented by upgrading DNA scanners.
balance: Any source of husking now prevents cloning on unupgraded cloning scanners, instead of only husking caused by changelings.
balance: Husking now fully prevents revival from several non-cloning methods, including defibrillation, surgery, and strange reagent.
/cl

Why? Consistency! Also, the removal of prescanning/autocloning really simplifies this.

Changeling draining effectively prevents cloning until you transfer the brain to an intact body.
2018-12-17 13:05:02 +13:00
moo
73dee37043 Merge pull request #41944 from coiax/no-free-air
Printed oxygen/plasma tanks no longer contain oxygen/plasma
2018-12-16 17:56:27 -05:00
Unknown
a46e1881c4 done 2018-12-16 18:58:36 +01:00
Unknown
7f586323cc discomode 2018-12-16 18:11:47 +01:00
oranges
8404c7d021 Merge pull request #41925 from tortellinitony/glitter-fix
Glitter can be clicked through
2018-12-16 13:07:40 +13:00
moo
88e17d3ff4 Power Tools (#41933)
cl Toolby
balance: Power tools now perform construction slower than the toolarm implant (but still incredibly faster than normal tools)
balance: This is to promote trusting a player rather than safely printing off an item via techfab.
/cl

Reasoning: As said in the Advanced Surgery PR, The act of trusting an individual who could possibly be able to kill you should supercede the mineral cost difference (we do not balance those) and techweb cost difference (sorta balanced those) between powertools and toolarm implant. This will also mean that the CE now has a vested interest in Science/Medical efforts since he can get better tools, while still making powertools a considerably better item than normal tools (30% increase and less storage slots).

Also said in the Advanced Surgery PR, if construction is insufferable with both number-wise we can look at beefing down the numbers (with the implant still being preferred option).
2018-12-16 13:06:26 +13:00
anconfuzedrock
423982ed7b makes slapping easier (#41914)
cl
tweak: slapping now doesn't require a specific intent or limb to be targetted.
/cl

Slapping was originally designed to function as a thing that happened if you aimed for the mouth and disarmed. since a slapper is its own emote, all the extra conditions do nothing but make slapping sometimes sound better than others. All this will do is make all slaps make the slap noise and not show the hand, as god intended.

* makes slapping easier

* fixes not being able to slap nonhumans
2018-12-16 13:05:28 +13:00
Time-Green
7d479628d7 Goonetics fixes (#41891)
cl
fix: fixes monkey and species mutations not working
fix: fixes not getting gibbed
/cl
apparently

if(10 to 5)

doesnt ever do anything
PRB: no update
2018-12-16 12:59:13 +13:00
coiax
02aba6b205 Microwaves now have a single wire (#41822)
cl coiax
add: Microwaves have a single wire accessible when open, the activation wire.
When cut, the microwave will no longer function, when pulsed, the microwave
will turn on.
add: Stabilized dark purple extracts now cook items in your hands, rather than dropping
the cooked item on the floor.
/cl

Previously microwaves just worked on their contents, now they keep a subset of contents called ingredients, because otherwise it would explode whenever you put a signaler inside.

Someone asked me to do it. It seemed like a neat idea. God knows
what horrible things people will do with this.
2018-12-16 12:56:08 +13:00
coiax
b0d78a8ad2 Bar signs now rename the area, doors and some wall items (#41811)
cl coiax
add: Bartenders can now rename the generic area "Bar" to the bar name of their choice with the use of their bar sign. This will rename air alarms, doors and APCs, so everyone knows what you're calling your bar this shift. (The bar sign chosen is also now a statistic that's tracked!)
/cl

Metastation now only has one bar sign.
Bar signs start blank.
Bar signs no longer require bartender ID to repair.
Emagging now only sets the bar sign (and bar name) to the Syndi Cat, rather than changing the Barsign to syndicate access only and making them impossible to repair.
Only machinery that is normally renamed when the area is renamed will have their name changed, this means only doors originally called "Bar" will be renamed.

Area renames are split into separate procs, so we can use their renaming of machinery features.
2018-12-16 12:55:30 +13:00
kevinz000
1b24b13d80 [READY]IMMERSIVE ROLEPLAY - Mobs now turn towards and are shifted based on grab state towards something pulling them (#41768)
In other words, you can now dance.
@subject217
cl
experimental: Mobs now turn towards anything grabbing them when they move.
experimental: Mobs are shifted towards anything grabbing them based on move state too. You can now dance by grabbing each other!
/cl
2018-12-16 12:51:42 +13:00
MMMiracles
a5f5aee5a2 [READY]New Map: Donutstation V.5 (GOLD) (Platinum Hits) (#41099)
cl MMMiracles
add: A new(old?) map, Donutstation, is now in rotation.
/cl

Map Image
Comparison Image of Original

Progress

Departmental Layout
Atmos
Wiring
Detailing/fluff

    Floor tiling

A faithful recreation of Donutstation, keeping some landmarks of the old map similar while bringing in all the new content and departments that come with it.
2018-12-16 12:47:27 +13:00
coiax
d27c64c3a8 Christmas code changes (#41763)
* Christmas code changes

🆑 coiax
add: Santa can now examine presents to see what's inside.
del: Santa no longer has a mass summon presents spell, because of his
new regenerating bag!
add: Santa's bag regenerates presents as long as Santa is holding it.
balance: You can only find one gift under a christmas tree per round, no
matter how many trees you search.
balance: Santa's teleport does not announce where he's going.
fix: Fixed Santa not having a full head and beard of white hair.
fix: Fixed Santa not being genetically white-haired.
fix: Fixed Concentrated Barber's Aid not growing extreme amounts of
hair.
/🆑

The `box` var has been moved down from `/datum/outfit/job` to
`/datum/outfit`.

Added unlimited christmas tree with presents, for testing.

Santa's restriction against opening presents is now done by
TRAIT_CANNOT_OPEN_PRESENTS. Santa's ability to see inside presents is
done by the TRAIT_PRESENT_VISION, which also determines if Santa's Bag
will regenerate presents every 30 to 60 seconds.

Santa no longer starts with a breath mask and O2 tank, but instead has
an internals box. Santa no longer has a no-access gold ID, he can
teleport from room to room!

Gifts determine what type is inside them on initialization, rather than
when unwrapped.

- Reasoning -

Unlike last year, there are various possible methods of accessing
christmas trees spawners, allowing for an unlimited number of anything
presents. Cutting down the presents to one per round regardless of tree
count will avoid this.

Santa should be able to see what he's giving, because then he can reward
the naughty and nice children with different gifts.

* Missed a merge

* Adds present investigate logs, and visible messages

* Use the body+mind checking of mob.has_trait

* Less globals, more static vars on types; also event renaming
2018-12-16 12:44:53 +13:00
Jordie
360ba11499 Merge pull request #41916 from coiax/infinite-closets
Adds infinite closets, admin-only utility spawns
2018-12-14 11:14:11 +11:00
Jordie
3885664fd5 Merge pull request #41923 from kriskog/closets
Adds missing secure locker accesses
2018-12-14 11:07:05 +11:00
coiax
745ca0760b [S] You can no longer get infinite power cells from the EXPERIMENTOR (#41903)
🆑 coiax
fix: Fixes an exploit where you could get admin-only infinite power cells
from the EXPERIMENTOR.
/🆑
2018-12-13 14:38:14 -05:00
Jack Edge
d93a0de984 Printed oxygen/plasma tanks no longer contain oxygen/plasma
🆑 coiax
fix: Printed oxygen or plasma tanks at the protolathe are now empty.
/🆑

The discrepency in behaviour was because the new /empty types were
using Initialize, which for some reason wasn't working.

However, when I ported the whole of /obj/item/tank into using
Initialize() it works fine, and all the empty tanks are empty
as intended, (and the ones that should have gas, do have gas).
2018-12-13 18:38:19 +00:00
tortellinitony
9ddb46009b Glitter can be clickthrough 2018-12-12 11:53:49 -05:00
skoglol
79171a9b33 adds missing locker access 2018-12-12 15:58:41 +01:00
kevinz000
9dc5a63dc8 Woops! Global procs because the callback is a static. 2018-12-12 05:06:26 -08:00
kevinz000
73ebe50d9f Update bodybag.dm 2018-12-12 04:49:51 -08:00
coiax
5639f3e10c Pair pinpointers, come in matched pairs, and always point to the other one (#41870)
No changelog, because it's only admin/event accessible.

Would come in handy in tracking your date for the Winter Ball.
2018-12-12 20:26:00 +13:00
Jack Edge
22188bcf8d Adds infinite closets 2018-12-12 01:29:27 +00:00
moo
c8cbc8d89e Merge pull request #41549 from tralezab/patch-12
[READY FOR REAL] New Spell: Soul Tap!
2018-12-11 12:20:25 -05:00
kevinz000
10d846022a [READY]MultiZ stuff - tile atmos, movement backend, falling backend, etc etc - Electric boogaloo (#40428)
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/

    Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)

//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.

MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
2018-12-11 22:09:59 +13:00
tralezab
52a3400de4 Merge remote-tracking branch 'upstream/master' into patch-12 2018-12-09 15:17:16 -08:00
coiax
277c8c078c Gibs now rot and generate miasma (#41782)
* Gibs now rot and generate miasma

🆑 coiax
add: Gibs will now rot if not cleaned, and produce small amounts of miasma, approximately
equal to a quarter of a corpse.
/🆑

Miasma is fun. Gives the janitor more of a reason to do work. It will only become
dangerous if you have a lot of gibs in a small space. So better keep those Hopline shutters
open.

* Rot component, for things that rot

* Whoops

* No longer processes, so doesn't need to stop
2018-12-10 00:29:42 +11:00
oranges
92ac971f7b Merge pull request #41858 from subject217/flapsonceagain
T/F plasticflaps.dm
2018-12-10 00:07:47 +13:00
HideAndSeekLOGIC
04276d13f9 [READY] Allow creation of the various types of emergency oxygen tanks (#41672)
[Changelogs]:

cl HideAndSeekLOGIC
add: Added emergency oxygen tanks and extended capacity emergency tanks to the autolathe and protolathe
add: Added them to the Industrial Engineering tech node
tweak: Only Cargo and Engineering can print extended capacities; the rest are available for everyone.
/cl

There is currently no way to produce these tanks and there is currently no reason why this should be the case. This PR fixes this problem.
2018-12-09 23:52:30 +13:00
oranges
c11827f36d Merge pull request #41861 from 81Denton/nice
Adds comments to landmarks
2018-12-09 23:29:15 +13:00
oranges
8be10b0033 Merge pull request #41841 from XDTM/LayersBegone
Prevents stacking projected forcefields
2018-12-09 23:27:49 +13:00