Commit Graph

411 Commits

Author SHA1 Message Date
Joan Lung
551ede6d35 Kills all remaining text pronoun macros (#21916)
* Kills all remaining text pronoun macros

* review your own code

* oh right one further

* more

* \
2016-12-04 21:32:31 +01:00
Mervill
0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill
c2e2440953 Merge branch 'master' into w_class
Conflicts:
	code/game/objects/items/weapons/twohanded.dm
2016-12-02 21:44:24 -08:00
Jordie
ca6ffdba40 Merge pull request #21866 from Mervill/slashes_deux
Remove slash from end of type refs/defs
2016-12-03 15:56:10 +11:00
Mervill
09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
Joan Lung
a5ae025549 Replaces "specflags" with "species_traits" (#21851)
* Replaces "specflags" with "species_traits"

* this will do
2016-12-01 21:16:33 +13:00
Mervill
01d4232570 Remove slash from end of type refs/defs 2016-11-30 19:23:15 -08:00
Mervill
b5578df27d corrects some defs without leading slash (#21843) 2016-11-30 20:05:14 +13:00
XDTM
64358135f1 Several things 2016-11-28 21:44:09 +01:00
kevinz000
87dbd65811 [READY]] FLIGHTPACKS (AKA cooler, better, and technological wings with a unique gimmick!) (#20860)
* vroom

* wew

* a

* b

* morestuff

* .

* a

* .

* .

* basicsprites+extend/retract

* ...

* .

* thanks travis

* woops

* thankstravisv2

* redundence

* ishouldstopmakingsomanygoddamncommits+empdamage

* stuff

* ..

* ion_trails

* fixes_conflict_1

* fix

* compilesnow

* .

* fuck

* WIP: Multi Step Assembly

* thismightfixitthismightnot

* shoe-attachment

* noselfremoval

* wooops

* tweaksandcrashing

* runtimes

* runtimesfuntimes+crash update 1

* thisprobablywontcompile

* stillwip

* githubPLEASEWORK

* fixes conflicts 3/3

* REFACTORSUNTESTED

* fixingconflicts2

* fixingconflicts3/3

* updates

* stuffs

* ...

* stillWIP

* stufffs

* .

* ..

* runtimesfuntimes2

* stuffs2

* conflictfix

* ...

* fuck

* fix

* bah merge conflicts

* knockback_testing1

* conflictfixing...

* mergeconflicts

* plop

* socloseyetsofar

* tweaksandfixes

* conflicts

* fix

* fixes

* fix

* woops

* woops2

* hotfix

* ...

* flufftextandfixes

* test

* ..

* fix1/2

* stuff

* finallysomeoneteachesmehowtofixthisshit

* FIX

* why

* .

* bitflagsshitflags1

* bitflags-shitflags2

* bitflags-shitflags2

* bitflags_shitflags_4

* autofloating

* minerbuffgetthepun?

* notouchingfloors

* ...

* .

* f l o a t

* kek

* kek

* fixes

* fixes2

* sprites
2016-11-25 13:26:43 +13:00
kevinz000
231eae7b4f [READY]Removes the 1 brute damage from organs (you can now hit people with tongues without killing them) (#21522)
* Update organ_internal.dm
2016-11-14 07:08:32 -06:00
Shadowlight213
0c6afbe596 Fixes multihands (#21423)
* Fixes multihands

* Improve multihand attachment

When a new bodypart limb is attached if the hand_bodyparts list is not large enough to accommodate it, it will be resized.

* Whoops

* Whoops again

* I'm doing this to annoy
2016-11-10 09:31:58 +13:00
uraniummeltdown
ea81370dce Cortical Borers (#21118)
Adds cortical borers, a midround antag originally from Bay. The code here is from yogstation, baystation and paradise station.

Borers are little brainslugs that when adjacent to a human can infest them. They can supply you with useful chemicals such as medicines and meth, and can revive you from the dead if they have maximum chemicals. They can also take over your body, putting them in control of you while you become a "captive mind". A captive mind can take back control by doing Resist. Health analyzers show borers in people, while medHUDs show borers in control. If you have Sugar in your body the borer can do nothing, it gets kicked out of control if it's controlling and becomes docile. Organ Manipulation surgery on head to remove the borer. If the brain of the body gets removed (decapitation, brain removal surgery, gibbing) the borer falls out of the host and loses control if they were controlling. Changelings can remove borers with Anatomic Panacea or Lesser Form (or Last Resort). Borers can reproduce and have an objective to escape on the shuttle with X hosts alive.
2016-11-10 09:25:41 +13:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
Cheridan
72e08593f1 Merge pull request #21295 from Iamgoofball/patch-142
You can cauterize with a laser gun now.
2016-11-01 09:12:24 -05:00
phil235
2dc956bea0 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/gamemodes/clock_cult/clock_scripture.dm
#	code/game/gamemodes/clock_cult/clock_structures.dm
2016-10-31 19:59:00 +01:00
AnturK
373cfd8303 Fixes dental implant runtime (#21256)
* Fixes dental implant runtime

* oranges is right
2016-10-31 19:51:54 +01:00
Iamgoofball
2885eab9f3 You can cauterize with a laser gun now.
it's a laser it makes sense
2016-10-30 17:21:39 -07:00
Cheridan
091e101b77 Merge pull request #20869 from Shadowlight213/gaswalkers
Moves breathing from species to the lung organ
2016-10-21 11:34:19 -05:00
phil235
1ce672c630 fixing stuff about atom_colours. 2016-10-21 01:30:42 +02:00
Shadowlight213
e7f9c7e7e0 removes breath mix vars from species
creates lung subtypes
2016-10-19 19:47:44 -07:00
Shadowlight213
865ca10c04 Merge branch 'master' of https://github.com/tgstation/tgstation into gaswalkers 2016-10-19 16:34:00 -07:00
phil235
029bc65b93 Merge branch 'master' of https://github.com/tgstation/-tg-station into Color_washing
# Conflicts:
#	code/game/atoms.dm
#	code/game/gamemodes/nuclear/nuclearbomb.dm
2016-10-19 01:56:02 +02:00
phil235
240f3a4c49 Adding var/list/atom_colours to /atom .
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.

Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
2016-10-19 01:51:30 +02:00
swindly
6fe50ae243 names pill action button and fixes icon 2016-10-18 19:27:17 -04:00
Joan Lung
4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
phil235
f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
Shadowlight213
108cdb21ce removes nobreath checks in lungs 2016-10-11 23:03:44 -07:00
kevinz000
cb295db91a remake (#20762) 2016-10-11 09:41:43 +13:00
Joan Lung
ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
oranges
16e23f2692 Merge pull request #20868 from lzimann/nonull
Hopefully fixes arm replacement not working
2016-10-10 11:25:33 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Shadowlight213
e6fe683c13 Finalization and cleanup 2016-10-08 15:49:21 -07:00
Lzimann
fd305f8a03 Fixes arm replacement not working 2016-10-08 19:44:32 -03:00
Shadowlight213
94be2408ee Merge branch 'master' of https://github.com/tgstation/tgstation into gaswalkers 2016-10-08 13:13:05 -07:00
Incoming5643
b675eda70f Properly sets hands to use held_index so the code knows they're hands. (#20790)
* Probably fixes #20457

* adds remie compatibility code with multiarms

* Nested setting of variable status: Still doesn't work.
2016-10-05 00:12:37 +02:00
Joan Lung
bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
Joan Lung
dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
phil235
2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Cheridan
b84064412b Merge pull request #20690 from Incoming5643/why_did_this_take_months
Fixes weird limb updating bug
2016-09-27 11:29:50 -05:00
Incoming
418d45fa9d Fixes weird limb updating bug where once a limb became no_update it could never properly update again 2016-09-26 00:48:32 -04:00
Joan Lung
5c18e0d05e Merge pull request #20654 from Incoming5643/why_did_this_take_months
Lizard Sprites and Digitigrade Limbs: Day 0 fixes
2016-09-24 19:36:42 -04:00
AdamElTablawy
90ee0f1042 fixes a capitalization issue and changes desc of cursed heart (#20636) 2016-09-24 19:54:28 +12:00
Incoming
0a9a658ae6 Day 0 fixes 2016-09-23 19:08:52 -04:00
Incoming
4a14898e22 Merge branch 'master' of https://github.com/tgstation/-tg-station into why_did_this_take_months
# Conflicts:
#	code/modules/client/preferences_savefile.dm
2016-09-22 00:12:55 -04:00
Incoming
7cddb690b9 Fixes known bugs and cowtows to silly style guides 2016-09-22 00:06:56 -04:00
Lzimann
eaabbede28 Merge branch 'master' of https://github.com/tgstation/-tg-station into RemieRichards-prostheticsssss
# Conflicts:
#	code/_onclick/hud/human.dm
#	code/modules/surgery/bodyparts/dismemberment.dm
2016-09-21 19:47:47 -03:00
Shadowlight213
d6c93bc4f5 First commit on moving breathing from species to an organ. 2016-09-20 14:06:12 -07:00
kevinz000
8a83df0d3b Arm Combat Cybernetic Implants (because toolset arm shanks weren't enough) (#20544)
* combat_cybernetics

* flashlight-arms

* surgery

* thiswillprobablyfixit...

* nopethatdoesntwork

* revert

* nerf

* prayingtornjesusitcompiles
2016-09-20 21:36:11 +12:00
Incoming
f5b68cf2c4 Fixes remie issues (not counting the ones I pointed out myself) 2016-09-20 00:30:08 -04:00