Commit Graph

2008 Commits

Author SHA1 Message Date
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
81Denton
b6d03a9e84 Adds three new .38 ammo types (#41155)
cl Denton
add: Added three new .38 ammo types. TRAC bullets, which embed a tracking implant inside the target's body. The implant only lasts for five minutes and doesn't work as a teleport beacon. Hot Shot bullets set targets on fire; Iceblox bullets drastically lower the target's body temperature. They are available after researching the Subdermal Implants node (TRAC) or Exotic Ammunition node (Hot Shot/Iceblox).
tweak: Renamed the Technological Shells research node to Exotic Ammunition.
code: The "lifespan_postmortem" var now determines how long tracking implants work after death.
/cl

Flavor aside, the detective's revolver is little more than a weak Stechkin. I figured that some ammo variety might make it more fun to use:

    TRAC: Only deals 10 damage, but implants a tracking implant once it hits someone. Security can then track the perp with a bluespace locator. It will delete itself after 5 minutes and doesn't work as a teleport beacon.
    Hot Shot: 20 damage and hits the target with 6 fire stacks.
    Iceblox: 20 damage, lowers the target's body temp similar to the temp gun.

Let me know if you think that Hot Shot/Iceblox are too strong - they won't be available early during most rounds because they're gated behind the tech shells node and require plasma to print.
2018-11-12 20:22:48 +13:00
ShizCalev
60133f90ab Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 14:24:12 -05:00
MrDoomBringer
667bc85b37 [should be ready] adds rocket jumping to rocketlaunchers (#41282)
cl MrDoombringer
tweak: you can now rocket jump with rocketlaunchers! Just aim at the ground and fire!
/cl
2018-11-07 22:01:57 +13:00
oranges
95598dfe0f Merge pull request #41169 from subject217/onelinechange
Changes disabler beams from 36 stamina damage to 40
2018-11-07 21:48:17 +13:00
ShizCalev
c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Jordan Brown
3b13859665 Merge pull request #41224 from ShizCalev/rocket-fixes
Rocket launcher fixes, adds suicide_act
2018-11-02 14:19:30 -04:00
Jordan Brown
b101050540 Merge pull request #41253 from ShizCalev/reagent-transfer-logging
Adds logging to reagent transfers
2018-11-02 14:14:28 -04:00
ShizCalev
b4b0dea330 Fixes ammobox shell description typo (#41226) 2018-10-31 12:28:43 -04:00
ShizCalev
8e22a6202e Suiciding with a gun will now say "You pull the trigger", instead of refering to you in the third person. (#41225) 2018-10-31 12:13:12 -04:00
ShizCalev
87faef9019 Adds logging to reagent transfers 2018-10-31 08:36:21 -04:00
ShizCalev
8c88d6bde4 Rocket launcher fixes 2018-10-30 01:38:19 -04:00
ShizCalev
b044fa2462 [s] Gun TK fixes 2018-10-30 01:30:59 -04:00
ShizCalev
fe10959af0 Adds examine messages for helmets & guns with flashlights (and bayonets) (#40998)
cl ShizCalev
tweak: Added examine messages for helmets & guns with flashlights (and bayonets.)
fix: Fixed an issue where you were able to remove flashlights/bayonets that were supposed to be permanently attached to a gun.
fix: Fixed an issue where you were unable to remove flashlights & bayonets from certain weapons.
fix: Fixed a potential issue where adding a flashlight to your helmet would've caused you to lose other action buttons.
fix: Fixed a issue where guns with multiple action buttons would break all but one of those action buttons.
tweak: If you have both a bayonet and a flashlight attached to your gun, you'll now be given a prompt on which you'd like to remove when using a screwdriver on it.
/cl

Shouldn't need to have "pro-gamer tips" in adminpm's just to inform folks that you can remove a flashlight from a helmet with a screwdriver.

Also added some missing handle_atom_del / Destroy logic, as well as moving the clothing can_flashlight & flashlight vars down to helmet level (since they were the only things that utilize them anyway.)

also why the fuck was the helmet flashlight var just called F. hnnnngg
2018-10-27 13:10:37 +13:00
Unknown
9788d93b59 wow 36 to 40
so this is your power... impressive...
2018-10-26 12:47:32 -07:00
kevinz000
0f86befdd1 Crawling people who aren't full-stunned (able to use items or move) now get hit by projectiles (#40931)
Oof, how did I think this was a good idea..
2018-10-25 00:38:10 +13:00
bawhoppen
18db7e0cc9 Fixes l6 saw having ridiculous ammo caliber (#40908)
* Fixes ammo caliber

* Fixes reference L542
2018-10-15 08:59:13 -04:00
kevinz000
3e7184c975 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-11 11:22:21 +13:00
TheDreamweaver
0761b69b19 Rebalances KA cooldown modifier (#40756) 2018-10-08 10:46:08 -04:00
81Denton
07deee0f0e Changes honkmother staff projectile name (#40606) 2018-10-04 03:03:07 -04:00
imsxz
7b0395d572 Undoes some unneeded nerfs to plasma blasts (#40578)
cl imsxz
balance: plasma cutter turrets have their old damage again
balance: plasma blasts have their dismemberment back
/cl
unneeded nerfs
2018-10-03 10:01:02 +13:00
ShizCalev
2fa1ac1349 Replaces istypes with the proper tool_behaviour checks. (#40414) 2018-10-01 03:10:31 +03:00
ShizCalev
b8ee1125f3 Fix rocket launcher unloading bug (#40580) 2018-09-29 19:00:37 -07:00
ShizCalev
b1b56e6a5e Adds RPGs to Nuke Ops (#40372)
* Gives Syndies RPGs

* Makes the rocket reusable

* fixed minor sprite issue

* SRM Rocket renamed to HE rocket
2018-09-27 12:47:23 +03:00
ShizCalev
549982ae2b fixes syringe gun exploit (#40476) 2018-09-26 12:33:24 +03:00
subject217
646b21471c fixes a typo (#40465)
.10mm -> 10mm
2018-09-25 12:57:09 +03:00
AnturK
ceebf2de40 Fixes bullet stuff. (#40467) 2018-09-25 12:27:00 +03:00
Barhandar
751e7c71b7 Fixes plasma cutters not using charge when used as welder, and adds flashing (#40423)
* Plasma cutters now require charge (100, 10%) to be used as a welder.

* Plasma cutters now flash you, same as experimental welders.

Plasma cutters now use charge proportional to time spent welding (25 to start and 25 every 10th welding tick - 50 per scrubber/vent/girder, 175 per regular wall, etc).

* Cell use sanity. If you somehow popped the cell out of plasma cutter you have bigger problems.

* Annnd PCs are back to not using charge for most tasks (exceptions: plasma tiles, airlock wire shielding...) because everything calls amount=0 and zero amount means use() isn't called.

They still flash you, though.

* Comments + a bit more sanity.

* Actual sanity. Also did a rebase, let's see how much stuff that wrecked.

* Oops apparently you indeed cannot stack inline conditionals or it requires some special syntax.

* Plasma cutters now use a minimum of charge_weld charge again. Also known as "who says I can't override your stupid zero-amount calls?".

* And here's the rebase problems. Reverted accidental sanity revert.
2018-09-23 18:27:36 -04:00
imsxz
463a92626c the correct plasma cutter balance change (#40431)
:cl:imsxz
balance: plasma cutter blasts no longer have a pressure penalty, but do 1/4 their old damage
/🆑

Call this an "i ded pls nerf" situation but god damn the only things i've felt more bullshitted by than plasma cutters are the fuckin RNG getting a grenade exploded out of my hand and playing vs unsynced borgs as a rogue AI. Nothing else feels quite as unfair as getting demolished by 15 people all holding 2 advanced plasma cutters, meanwhile the god damn stations actual armory of lethal gear is collecting dust because they're entirely outclassed by cutters against quite a few common threats.

That said, this PR isn't the best change, but neither was tlal's or the other guys. In my opinion, the simplest change that would keep their original purpose(godlike mining tools) while toning down their combat ability would be to just keep their damage really low in general and keep them exclusively made for their mining abilities.

reason kinetic accelerator is fine and not in jeopardy of nerf PR: mostly limited, theres reasonable ways to print more but you cant get them by the hundreds with. 40 brute damage/1.6s with no pressure penalty, 70 brute damage/1.6s generally. Can't be dual wielded effectively.

reason adv cutters are retarded: first mining load can generally print 50-60 adv cutters, more if RND bothered to upgrade anything(most miners end up upgrading their own shit if science doesnt). 28 brute/1s generally, 56/s when dual wielded.

in 3 seconds, an adv cutter can do 168 damage, KA can do 140 at best. Combine this with the fact that you can easily supply every crewmember+crewmembers dog with 2 adv cutters each, shit like blob/xeno(near space most of the time) and other large threat antags that end up getting obliterated by this garbage that they cant even prevent because god knows at least 3 people are dual wielding them already and probably the cargo staff too.
2018-09-24 10:14:20 +12:00
ShizCalev
5e7dcad6af Fix grenade launchers reporting incorrect live rounds (#40371) 2018-09-23 00:29:16 -07:00
ShizCalev
20c9a3b85e Fix missing cell runtimes (#40405)
lacked sanity check
2018-09-22 22:13:16 -07:00
ShizCalev
9d8d32360b Fix firing pin runtime (#40407) 2018-09-22 22:11:22 -07:00
Time-Green
a48aa3eb0a Fixex bugs with locker wand (#40323)
No more deleting or gibbing people
2018-09-20 14:15:33 -04:00
kevinz000
fe3df7231d removes beam rifle zoom smoothing (#40332)
* Update beam_rifle.dm

* sometimes complexity is not better

* Update beam_rifle.dm
2018-09-19 12:59:08 +02:00
vuonojenmustaturska
ab739294e1 Saboteur borg module (syndicate engiborg) (#40163)
* wip

* SPRITES

* wops typo

* make it available

* add borg chameleon module (wip)

* we ready boyes

* bump cost

* disable filter for now

* henk

* add to polymorph pool

* borgs don't generally throw their modules

* this too
2018-09-13 13:33:35 +02:00
Tlaltecuhtli
026ac56aa1 .38 no longer insta stuns (#39891)
cl
balance: .38 no longer insta stuns, it still deals 25 brute
/cl
2018-09-09 20:39:01 +12:00
81Denton
197efc0028 Turns laser techshells into scattershot shells (#40127)
* Turns laser techshells into scattershot shells

* Changes projectile to 6 weak laser beams

* removes armor penetration from scattershot laser projectile
2018-09-07 14:46:23 -04:00
AnturK
d14a829803 Change projectile firer var to any movable (#40100)
Fixes turret logging runtimes.
Also some related projectile changes.
2018-09-05 23:03:30 -07:00
ShizCalev
98a6b39cca Clean up mixed space & tab usage (#40121) 2018-09-05 22:51:20 -07:00
AnturK
1e64aa6329 Fixes runtimes with circuits and pins. (#40117) 2018-09-05 22:20:30 +03:00
Emmett Gaines
a8951e1c73 Removes an unused gun var (#40064) 2018-09-03 18:09:52 +03:00
XDTM
3f32f8c110 [Ready]Logs when speech is forced by an external factor (#39964)
* Logs when speech is forced by an external factor

* makes say args uniform

* fix
2018-09-03 11:38:16 +02:00
kevinz000
a205c4d5df fixes beam rifles opening lockers (#40043) 2018-09-02 21:32:30 -04:00
Time-Green
d0712a9741 [READY]Staff of the Locker (#39687)
Adds a magical locker staff.
It goes through people, capturing anyone being hit by it and putting them in a welded locker

The locker decays in about 5 minutes, to prevent the hallways flooding too much.
Escape time is only a minute.
Explosions are less effective on people inside

Why: It's a bulky wand, and great if you want people to just fuck off. You can either leave them or do something horrible to them.

The sprites are codersprites, except for the locker, please forgive me
2018-08-30 20:10:26 +12:00
tralezab
9d003c09f4 DIY (#39916) 2018-08-27 06:13:49 -04:00
Garen Crownguard
291583440f screwdriver_act signal (#39877) 2018-08-27 05:56:45 -04:00
Tad Hardesty
0cc3e86bb8 Fix overcharging energy guns crashing the server (#39885) 2018-08-24 12:38:13 +03:00
kevinz000
9bac5b319d Update beam_rifle.dm (#39884) 2018-08-24 12:35:40 +03:00
XDTM
d9e691f393 [Ready] [Reviewed] Nanites 2 (#37922)
* Adds programmable nanites to robotics

* Oh yeah i might want to actually PR the files

* nanite injectors, nanite printer, nanite analyzer

* We're back

* remove some reagent stuff

* more removal

* those too

* cool icons!

* might pass travis now

* lotsa code

* tgui fixes/misc fixes

* WE'RE FUNCTIONAL BOYS

* some ui stuff

* Misc fixes, cloud update, access nanites

* activation check

* stuff

* preparing for new chamber sprite

* Physical backups, sensor nanite programs

* techweb sensor nanites

* fix

* include

* fix again

* revert

* blinding nanites

* minor change

* minor tweaks

* makes minor shocks interfere with nanites

* fix

* split trigger file into the others, for consistency

* cleanup, added mindshield nanites to techwebs

* include n all

* how'd that even happen

* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program

* cost tweaks

* better term

* new icon! by MrDoomBringer

* icons/tweaks

* tgui build

* boards

* fix

* fixes implants not updating mindshield status

* move implant hud to living

* new remote sprite

* scanner sprite

* biotype checks

* some nerfs

* new open chamber sprite

* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors

* correction

* nerfs antistun nanites

* fixes scanners and minor tweaks

* fixes revs with mindshield

* oh yeah haha

* Fixes wonky techweb

* Moves pyro program to weapon node

* Adds defib program and some investigate logging

* mistype

* fix

* fix2

* save your files before committing

* emps can desync from cloud

* pretty outdated

* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.

* UI fix

* more fix

* okay fix for real

* tested and working

* Extra Settings rework, sensor nanites vastly better

* non-unique glitches

* Public chamber, extra settings rework, new sensors, speech program

* Mute and mind control nanites

* mind control into hazard

* better description

* fixes

* fixes relay nanites

* fixes TK access

* mind control costs less

* UI update

* removed pointless code bit

* tgui build

* compiles

* dammit

* paralysis keeps victim upright

* Adds sounds to consoles

* some feedback for some subtle effects

* new chem lore

* Viral nanite customization

* fix

* tgui build

* Added mitosis nanites

* removes glitched nanites from techwebs

* Added flesh eating nanites, poison nanites, hallucination nanites

* ,

* #traviscoding

* Adds memory leak, renames nanite roam node to nanite smart

* Voice sensor + some techweb desc tweaks

* hallucination and Hear() fix

* changes signal registering to the new method

* 75% done, i think

* should be all

* more fix

* more changes

* okay should be fine now

* ninja

* inheritance

* i don't care about originality!

* line endings

* line endings 2

* maybe

* fixes program installation

* new review

* line endings?

* line endings??

* line endings???

* wait do i even use this

* fixes public nanite chamber cloud id

* maint overlay for chambers

* args doesn't work well here

* antiabuse checks

* compile tho

* fixes locked remotes

* disk renaming

* skull echo nanites

* self scan program

* Condenses a lot of sensors into a few generic but customizable versions

* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.

* forgot to save

* empty

* metastation nanite lab

* Removes duplicate APC

* fix for nanite chamber

* Raise max programs

* UI Tweaks, aggr. replication rebalance, minor fixes

* let's not do that again

* Fixes nanites meta merge conflict

* Merge conflict v2

* fuck this HDD is slow

* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.

* Adds virus symptoms that interact with nanites

* Fixes spreading nanites being more infective the more protection the victims have

* Review plus public chamber tweak

* . = ..()

* ball

* cloud

* . = ..()

* always press save all before committing

* missed a couple
2018-08-20 14:46:04 +03:00
ShizCalev
b2e02687e2 Fix guns not checking if the knife can bayonet (#39783) 2018-08-19 17:03:51 -07:00