Commit Graph

8437 Commits

Author SHA1 Message Date
TechnoAlchemist
a93bfc39e0 Officer's Sabre Tweaks (#20565)
Allows for quickdrawing the sabre.
Also changes the attack text since it's no longer a rapier, and it doesn't make sense that it can dismember with point lunges and thrusts.
2016-09-23 10:25:25 +12:00
Cyberboss
96087dcf67 Station Blueprints now contain wire legend (#20559)
Added a submenu to the Station Blueprints that lists wire color purposes for the round for NT made items
Does not list duds
Removed WIRE_ELECTRIFY as it was synonymous with WIRE_SHOCK
2016-09-23 10:24:57 +12:00
AnturK
11c149abbf Merge pull request #20600 from Ergovisavi/hurr_durr
Minor anomalous crystal fixes
2016-09-21 12:41:41 +02:00
Cheridan
a930355581 Merge pull request #20572 from AnturK/godisdead
Removes Hand of God gamemode.
2016-09-20 13:46:52 -05:00
AnturK
14886c1bac fixup 2016-09-20 18:52:31 +02:00
AnturK
6700f30012 Repathes structures to fluff, traps to their own path 2016-09-20 17:36:27 +02:00
yackemflam
5d2255e0e5 Syndicate Ninja (#20520)
* Syndicate Ninja

* Update uplink_kits.dm
2016-09-20 21:47:24 +12:00
Xhuis
ea21aa4e00 Highlander Patch (#20211)
* Highlander changes

* Prevents losing your claymore F O R E V E R

* Adds partial bloodthirst sating from attacking

* Reworks bloodthirst

* Forgot to push this

* Adds a disk-capture mechanic

* Changes based on feedback

* Bugfixes

* Makes the pinpointer functional
2016-09-20 21:37:08 +12:00
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
Ergovisavi
72f9b60190 Fixes some issues with anomalous crystals 2016-09-19 20:30:38 -07:00
Hamzah
9496e1631a Limb grower (#20501)
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
2016-09-20 14:53:43 +12:00
Cheridan
8c8e072224 Merge pull request #20569 from feemjmeem/disassemble-meatspikes
allow meatspike frames to be welded apart
2016-09-19 10:22:15 -05:00
Joan Lung
ba6acc2ea0 Reduces the copypaste in cleanable decal code (#20491)
* Only holy water will clean blood runes

* macro!

* holy no longer required

* i am far too unethical and spite driven half the time

* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
2016-09-19 09:45:12 +12:00
AnturK
faa033c5f3 Fixes coordinates in grenade admin message (#20576) 2016-09-18 15:26:15 -05:00
erwgd
a68a0a912b bone dagger now contains no materials (#20575) 2016-09-18 15:25:14 -05:00
Joan Lung
4e534fb030 Merge pull request #20525 from optimumtact/dropdelloops
Prevent infinite loops with DROPDEL items and del_on_death simple mobs
2016-09-18 15:51:49 -04:00
AnturK
93f444fd38 Removes Hand of God gamemode. 2016-09-18 13:32:26 +02:00
Marc R. Uchniat
dc1287a176 allow kitchen spikes to be welded apart 2016-09-17 22:42:27 -04:00
phil235
8e8061e851 Wearing colored glasses colors your vision, if you want to. (#20499)
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).

* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
2016-09-17 16:28:50 +12:00
Joan Lung
8f4d2cf7a6 Merge pull request #20531 from Ergovisavi/crystal_tweaks_twerks
Tweaks for Readability/Usability/Buffs for the anomalous crystal
2016-09-16 21:47:12 -04:00
Ergovisavi
ad575ce0bc Tweaks and usability for the anomalous crystal, as well as buffs for a few 2016-09-15 21:08:00 -07:00
Cheridan
b81b27a9d5 Merge pull request #20508 from phil235/GunVisualEffects
Adds some visual effects when ammo casings are fired and when projectiles hit things
2016-09-15 19:27:04 -05:00
phil235
26120b01c5 Some requested adjustments 2016-09-15 19:03:24 +02:00
AnturK
5099119858 Merge pull request #20502 from ChangelingRain/theressomethingsishouldhavesaidiwastooafraiditwasjustsohardtoletyouknownowitsalltoolate
Fixes a bit of brasscode
2016-09-15 10:40:50 +02:00
AnturK
7520ca70d9 Merge pull request #20504 from tgstation/funky2stepwithacolossusproejctile
Correctly set mob only on the message step trigger
2016-09-15 10:38:54 +02:00
kevinz000
177045c980 [Ready]Electrical Chemistry (Tesla grenades) (#20448)
Teslium is now easier to make, and as with most electronics, no longer mixes with water.

tesla_act and tesla_zap both now have arguments to specify whether they explode machinery. By default only the tesla engine will explode machinery. This means that Tesla Revolvers will no longer cause a large area to implode if there is no one nearby the target of it to shock. This also means that tesla-grill bolts will no longer blow things up.
2016-09-15 12:59:23 +12:00
oranges
438b46cc17 Prevent infinite loops with DROPDEL items
We unset the flag just before calling qdel, preventing infinite loops
where the objects Destroy calls dropped, which is the case for a
number of items
2016-09-14 23:48:25 +00:00
Joan Lung
313ecf3843 Merge pull request #20498 from phil235/RewriteMegaphone
Megaphones no longer have special say code to handle their effect.
2016-09-14 16:35:01 -04:00
phil235
9124c65198 Adds some visual effects when ammo casings are fired and when projectiles hit things. 2016-09-14 02:57:47 +02:00
oranges
80b7d727d0 Correctly set mob only on the message step trigger
This was causing a runtime by trying to find client on atmos that were not mobs
2016-09-14 10:55:06 +12:00
Joan Lung
ee9814465c Fixes a bit of brasscode 2016-09-13 17:11:57 -04:00
Cheridan
3e3102038d Merge pull request #20476 from ChangelingRain/takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Removes the horrible anim() proc and a bunch of spawns
2016-09-13 12:10:10 -05:00
Cheridan
2a0168abdb Merge pull request #20434 from ChangelingRain/idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Moves all beam icon states to beams.dmi
2016-09-13 11:55:24 -05:00
phil235
441a88c488 Megaphone no longer have special say code to handle their effect.
The megaphone is no longer used by clicking it and entering a message, you simply keep it in your active hand and talk normally.
Remove the insults feature of the emagged megaphone. The span of the emagged megaphone is now big and red.
2016-09-13 18:27:55 +02:00
AnturK
4709b5229b Merge pull request #20475 from optimumtact/throwat
Fix a bunch of incorrect throw_at proc definitions that caused a runtime
2016-09-13 15:41:00 +02:00
oranges
ccea988320 Stunbaton throw now only stuns living mobs (#20474)
Other type paths do not have the required Stun and Weaken procs and
therefore cause runtimes
2016-09-13 15:40:21 +02:00
Joan Lung
0067bd1332 Adds brass, used to construct various brass objects (#20419)
* Adds brass, used to construct various brass objects

* brasshole

* give em the brass

* give em more brass

* DYNAMIC

* VAR MURDER SPREE

* brassy

* acceptaphil

* this is super against my general preferences but eeeeeh sure okay i guess
2016-09-13 12:16:28 +02:00
oranges
6fbcc6e26b Fix a bunch of incorrect throw_at proc definitions that caused a runtime 2016-09-12 22:09:52 +00:00
Joan Lung
9c6fdc97f6 Makes mineral doors marginally less shitty (#20429)
* Makes mineral doors marginally less shitty

* TESTING IS FOR LIZARDS

* TYPING IS ALSO FOR LIZARDS
2016-09-13 09:19:21 +12:00
Joan Lung
179b0b532d Merge branch 'master' of https://github.com/tgstation/tgstation into idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Conflicts:
	code/game/objects/structures/grille.dm
	icons/effects/beam.dmi
2016-09-12 17:14:39 -04:00
PKPenguin321
f2b6543c1b tesla grille nerf (#20412) 2016-09-13 09:07:47 +12:00
TechnoAlchemist
eec3391270 Allows for sabre renaming. (#20367)
* Allows for sabre renaming.

* That's not supposed to be there

* Applies unique_rename to all /weapons

* fixes my stupid asshole
2016-09-13 09:05:30 +12:00
Joan Lung
f10ac32b69 Merge branch 'master' of https://github.com/tgstation/tgstation into takingbackanemptythreatmorethanyoucouldeverknowtakeitbackwithnoregretsiwasbetteroffwheniwasonyoursideandiwasholdingon
Conflicts:
	icons/mob/mob.dmi
2016-09-12 15:10:29 -04:00
phil235
443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Joan Lung
6bc1981246 may this also die 2016-09-12 10:43:14 -04:00
Joan Lung
1616b7a237 Removes the horrible anim() proc and a bunch of spawns 2016-09-12 09:25:59 -04:00
nullbear
2a58dd54a9 Adds explosion helper proc w/ diminishing returns (#20319)
* Adds new explosion proc

Adds a new proc for calling explosions, which uses 'power' instead of a
set of ranges.

Power (1 - 100) is based on minimum explosions size (0, 0, 1) to maximum
explosion size (5, 10, 20)

Formula keeps explosions within a 'sane' range. So while it is possible
to bypass maxcap using this, it will require a LOT of work.

I've done some balance testing, and a halfcap (2,5,10) can be made using
a double bluespace beaker of water and potassium. A (3,7,14) can be made
using black powder, and the largest bluespace grenade explosion can be
made using nitroglycerine, at (6, 12, 24) which is only slightly larger
than maxcap.

You can check out https://www.desmos.com/calculator/pgfz0gqqxf to see
how the explosive power affects range. T is 'units of explosion' and P
is a multiplier. Multipliers for explosive reagents are: water/potass =
1/10, black powder/meth = 1/6, nitroglycerin = 1/2.

* Clarity Changes

Renames dynamic explosion proc for clarity.

Makes dyn_x explosions scaleable with DYN_EX_SCALE variable.

Adds debug dyn_x verbs, and a dyn_x drop_bomb proc to fun admin verbs.

* Adjusts formula

better efficiency and readability.

Adds debug proc for changing explosion scale.

Adds a comment containing common power/explosion sizes.

* oops
2016-09-11 20:46:26 +12:00
Remie Richards
8dd507995a Fixes conflicts, dang it people if(src != user.l_hand && src != user.r_hand) is shit code, shiiiiiiiiiiit. 2016-09-10 20:42:34 +01:00
Remie Richards
c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
Joan Lung
fbe2430ff8 Moves all beam icon states to beams.dmi 2016-09-10 13:09:44 -04:00