Commit Graph

1690 Commits

Author SHA1 Message Date
Cael Aislinn
2f57c45e76 Merge pull request #478 from Malkevin/meltablefloortiles
Recyclable floor tiles
2013-05-03 21:16:10 -07:00
Aranclanos
74fb61eeee Merge pull request #463 from Ikarrus/reactive
[MAP] Reactive Armor as objective
2013-05-03 19:24:58 -07:00
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
5cef64f237 Merge branch 'master' of https://github.com/tgstation/-tg-station into meltablefloortiles
Conflicts:
	html/changelog.html
2013-05-02 15:07:33 +01:00
Cael Aislinn
474722d425 Merge pull request #447 from Carn/DNArework
Resolves #283
2013-05-02 05:46:44 -07:00
Cael Aislinn
29cd502c8b Merge pull request #440 from Giacomand/c4_act
New suicide_act for C4
2013-04-30 04:56:19 -07:00
carnie
ae00173037 Merge branch 'master' of github.com:tgstation/-tg-station into pr/447 2013-04-30 04:07:28 +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
Ikarrus
a3f51ecbeb Adds the RD's reactive armor to possible steal objectives.
Reactive armor now spawns in the RD's locker.
Replaced some tables with racks in the RD's office.
2013-04-27 18:35:12 -06:00
carnie
fea2fc3fef Fixes for admin-spawned dnainjectors: repeat_string has been simplified (it wasn't making NULLED_SE and NULLED_UI to the correct size).
Fix for Overpowered mutations (HULK and TELE) not manifesting. A typo was the cause.
Admin-spawnable injectors always succeed. This code already existed (I believe this is how they used to function), but it did not work as the argument was not passed correctly. This also removed snowflake code for the darkbundle telemut injector.

Thanks to Giacom, wouldn't have found these without him.
2013-04-27 06:40:17 +01:00
Cheridan
6bc2d76003 SPRITE UPDATE & FIXES
-Fixes a bug with the crew monitoring computer vanishing entirely when broken.
-Fixes a bug with baton rechargers not displaying properly when the baton is fully charged.
-Adds a define for a decorative item for the RD's office. :)

-New sprites for mining lanterns, telescreens (with directionals), directionals for noticeboards, and a service bell. Ding ding!

-Deletes plasma.dmi, which was unused. The plasma tile overlays that are used are in tile_effects.dmi.
2013-04-27 00:40:00 -05:00
Aranclanos
a749023328 Same crap, for the fourth time.
Created a new subtype from radios, /obj/item/device/radio/bounced They have no difference except from spawning with their speakers off.

The only reason is to reduce in a 30% the amount of loops in the general channel chat lag.
2013-04-27 09:33:47 +10:00
Tastyfish
ba8d379013 Re-enabled bag item count thing 2013-04-27 09:32:51 +10:00
Pete Goodfellow
53923b4d60 Adds luminosity back to weed nodes. 2013-04-27 09:30:22 +10:00
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
Cael Aislinn
8e86150216 Merge pull request #380 from Petethegoat/effects
[MAP] Effects update
2013-04-26 05:01:41 -07:00
Cael Aislinn
ff14a8e295 Merge pull request #383 from Tastyfish/master
Machine frames, pinpointers, borgs, etc
2013-04-26 03:35:20 -07:00
Cael Aislinn
b8c5854293 Merge pull request #433 from Aranclanos/WhyGitWhy
[MAP] Bounced radios start off to help the lag. Created a new subtype for them.
2013-04-26 03:30:17 -07:00
Cael Aislinn
c66b2da154 Merge pull request #444 from Cheridan/Coins!
COIN UPDATE
2013-04-26 03:12:43 -07:00
Ikarrus
ee19f2fbd7 Medals
-Added a locked box of medals to be placed in the Captain's Office. It contains medals the Captain can award his crew.
-Added pinning medals onto others, provided their jumpsuit is exposed
-Added a message when you try to add an accessory to a jumpsuit that already has one.
-Fixed up emagging lockboxes
2013-04-25 20:08:02 -06:00
Malkevin
798d537cfe Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace 2013-04-25 15:49:42 +01:00
Pete Goodfellow
0b0056d740 Merge branch 'master' of github.com:tgstation/-tg-station into effects 2013-04-24 16:41:02 +01:00
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
Pete Goodfellow
62b848c6ce Removes equip_e - Fixes #423
This updates everything that used equip_e, particularly the strip panel, but also DNA injectors and CPR.

Removed unused mob vars:
 var/obj/effect/organstructure/organStructure
 var/other
 var/proc_holder_list[]

Removed unused alien suit and head slots.
 Removed var/obj/item/weapon/card/id/wear_id from monkeys, and updated ed209s to not use :

Renamed HUMAN_STRIP_DELAY to STRIP_DELAY.

Muddled Topics() around so that mobs are now a bit more OO. Also updated quite a few misc inventory procs to various degrees.

Updated monkey and aliens huds a little bit.

Random movement when confused now happens half the time.

Fixed monkey breathmask onmobs.

Added a .unconscious text style, for that nice bold blue text you get when you're unconscious. Only CPR uses it at the moment.

This has been tested fairly extensively, and everything seems to work fine.

-Merged commits ~carnie
Signed-off-by: carnie <elly1989@rocketmail.com>
2013-04-24 04:07:39 +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
Giacomand
d140310251 Changed the default shout. 2013-04-23 10:46:39 +02:00
Malkevin
a8df5726c3 Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace 2013-04-22 22:48:03 +01:00
Cheridan
f48a22a6c8 -changes the deductcharge proc again to get rid of my silly hack. 2013-04-22 15:32:00 -05:00
Cheridan
d82bb638e4 -Fixes me not using the appropriate setter procs for cell charge. 2013-04-22 14:32:46 -05:00
Giacomand
f14f733a41 New suicide_act for C4 which blows up the user and makes them say a catchy phrase depending on their role. 2013-04-22 19:37:11 +01:00
Cheridan
d7406925a8 -Actually fixes the issues with inhands not updating. Thanks to Aranclanos. 2013-04-22 01:03:42 -05:00
Cheridan
189611e6d6 -Fixes the stuff Giacom pointed out.
-Updated some other items to use the hitsound var while I was at it.
2013-04-21 23:26:59 -05:00
Cheridan
1317ea6462 Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-04-21 18:58:26 -05:00
Aranclanos
77181c5514 Same crap, for the fourth time.
Created a new subtype from radios, /obj/item/device/radio/bounced They have no difference except from spawning with their speakers off.

The only reason is to reduce in a 30% the amount of loops in the general channel chat lag.
2013-04-21 08:08:54 -03:00
Tastyfish
208255be6b Merge branch 'master' of https://github.com/tgstation/-tg-station
Conflicts:
	code/modules/power/cable.dm
2013-04-21 00:42:18 -04:00
Malkevin
8eea45c917 Since the captain doesn't spawn in his armor suit anymore I was finding it hard to tell him apart from the HoP at a glance, so I made a new armored vest just for him.
-Created Captain's Carapace item
-Made sprites for the new item (this is my first attempt at spriting, be gentle)
-Swapped the armor the captain spawns in and that in his locker to the new carapace item

https://dl.dropboxusercontent.com/u/95696802/Commits/tortlepowa/carapace.png

Additional minor edits:
-Added flashlight and t-ray to Hazard's vests equipables
-Added Pepperspray to detective coat's equipables (amazing no one noticed this before... heh)
-Copied Detective Coat's equipables over to the Detective's Vest
2013-04-21 05:28:46 +01:00
Giacomand
0fe1b6c1b6 Merge pull request #403 from Petethegoat/issuefixes
Issue fixes
2013-04-20 06:16:38 -07:00
Ikarrus
571a7ec6e0 Merge pull request #396 from Petethegoat/vaultairlock
Adds the deconstructed vault airlock.
2013-04-20 05:51:27 -07:00
Tastyfish
c98abbf6cf Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-04-19 00:44:26 -04:00
Tastyfish
b5a0fbea76 Merge branch 'master' of https://github.com/tgstation/-tg-station 2013-04-18 15:40:35 -04:00
Tastyfish
1c3ad940f0 Re-enabled bag item count thing 2013-04-18 15:33:43 -04:00
Pete Goodfellow
a691679254 Fixed poster duplication when you cut it from the wall. 2013-04-18 19:57:54 +01:00
Pete Goodfellow
75f7a529d1 Removes /obj/item/weapon/wire (it did nothing, it's not cables) 2013-04-18 19:57:24 +01:00
Pete Goodfellow
05897ca80f Standardised welders in tools.dm. Includes text styling and names. Removes redundant procs and code. Adds mob icon updates where appropriate.
Also includes a change to cable cuff removal so that the cablecuff itself is garbage collected.
2013-04-17 23:52:15 +01:00
Pete Goodfellow
0a58830354 Adds the deconstructed vault airlock. Rearranges the icon_states in vault.dmi.
Removes a duplicate sandstone door assembly.
2013-04-17 19:45:36 +01:00
Cheridan
8f02d5fee1 Commitin' the stuff that didn't merge 2013-04-16 23:13:35 -05:00
Cheridan
6731fe8b83 Merge branch 'master' of https://github.com/tgstation/-tg-station
Conflicts:
	code/game/objects/items/weapons/handcuffs.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2013-04-16 23:07:35 -05:00
Cheridan
c429e5883e MAKESHIFT WEAPONS UPDATE
-Removes stungloves and all related code.
-Makeshift stun batons can be made in their stead, along with spears. Spears can be thrown or used one or two-handed.
-Major stun baton revamp. They now accept batteries, which can be removed and replaced.
-Fixes the bug where you could use TK to make a dualsaber from a single saber.
2013-04-16 22:59:01 -05:00
Giacomand
657ac139d2 Merge pull request #351 from Petethegoat/cuffsound
Cuffs now play the sound when they're first used, not when they're finished
2013-04-16 15:36:17 -07:00