Commit Graph

12263 Commits

Author SHA1 Message Date
nemvar
ccbb0a91d7 Cleans up some martial art code. (#45502)
* Removes/Moves some weirdly placed variables in martial arts. Splits NO_GUNS and CHUNCKY_FINGERS traits.

* Maybe this should actually compile

* c begone
2019-08-05 16:58:12 -07:00
nemvar
0cb92c724a Fixes that one issue (#45717)
You can no longer pick up sofas
2019-08-05 11:50:22 -07:00
ishitbyabullet
71277af9d3 Improved Cabin Away Mission (#45618)
* The map itself

I hope it won't PR on /tg/station immediately.

* ok lavaland monster dmi thank you

"bruh you added two sprites oh shit im about to m-m-m-malfuncti-" *BOOM*

* cabin building stuff

Still need to merge master.

* Ninja's uniform PR got merged.

Good thing I used, like, only one jumpsuit for the entire map. I hope this merges before someone changes winter coats though.

* lmao

* MrDoomBringer forgot a few things

obj/iced_abductor. that's an ayy lmao moment.

Besides that, the block should work. Just don't destroy it before the round begins otherwise you see this: https://i.imgur.com/K3GGnqy.png

Proof that this works: https://i.imgur.com/MxVO0Og.png

* no more claustrophobic medbay

It doesn't look as good as I want it to. It also feels way too fucking cramped.
2019-08-05 01:37:11 -07:00
Rob Bailey
2c720c6408 No ID insertion for everything except the hop console (fixes the ORM) (#45693)
About The Pull Request

machines and consoles that previously required an inserted ID now check access on worn and inhand ids. They otherwise function identically.
Affected things:
ORM: click claim to claim cash to connected ID (also fixes it)
Mining vendor: uses ID on person or in hand.
medical console: checks worn ID
security records console: checks worn ID
gulag consoles: claim points to worn ID, checks access and point requirements from worn ID

Also some backend refactoring to prisoner management and gulag teleporter consoles

hop console will be next to strip out the shitcode entirely but this at least gets things functional in the mean time, but fully tested this time. It's very late here and I need to sleep. Due to the nature of it it's more elaborate of a rework.
Changelog

cl
tweak: Medical and Security consoles now check access on worn or inhand ID instead of requiring an inserted ID
tweak: mining vendor now reads from ID in hand or on person instead of requiring an inserted ID
fix: ORM is functional again (for real this time)
tweak: ORM claim points button transfers points to worn/inhand ID instead of to an inserted ID, no longer accepts insertions
tweak: Same for gulag consoles
/cl
2019-08-04 22:53:55 +12:00
nemvar
e587b970da Adds parent calls to almost all tool_acts (#45582)
* Adds parent calls to almost all tool_acts

* actually compiles
2019-08-03 22:25:57 -07:00
Tlaltecuhtli
5d2bd62beb fixes traps (#45650)
* Update maps.txt

* Update traps.dm

* Update maps.txt
2019-08-03 11:15:13 +02:00
kevinz000
c6d710d40e VV refactors 2 - Actually not indefinitely WIP (#45217)
About The Pull Request

The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game

Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog

cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
2019-08-03 14:43:26 +12:00
Fikou
556319be53 fixes fucky wucky 2019-08-01 10:54:24 +02:00
Twaticus
c2ce4562fc Inhand sprites for tiles #45611
About The Pull Request

Unique floor tiles now have their own unique inhand sprites. Moved floor tile inhands into their own file.
Why It's Good For The Game

Floor tiles okay.
Changelog

cl
imageadd: inhand floor tile sprites
/cl
2019-08-01 20:46:43 +12:00
RandolfTheMeh
2c3c2907de CE Blueprint Fixes (#45390)
About The Pull Request

Fixes #45341 so that blueprints can no longer be used when not in-hand, and turfs now properly compile a list of the blueprint items it should hold by delaying when it retrieves this information, as objects such as manifolds and wires didn't initialize with their proper sprite.
Changelog

cl
fix: The CE's blueprints can no longer be used if not in-hand, and its scanning function has been fixed.
/cl
2019-08-01 10:24:20 +12:00
Rob Bailey
e8030fecf6 Merge pull request #45581 from Twaticus/inhand-bedsheet
Inhand sprites for bedsheets
2019-07-31 03:00:49 -07:00
Rob Bailey
ea6c11d1b9 Merge pull request #45537 from bgobandit/spellingiseasyidk
Various spelling, grammar, and text changes.
2019-07-31 02:40:02 -07:00
Rob Bailey
6a26744d83 Clothing /under repath (#45548)
About The Pull Request

repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game

improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog

cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
2019-07-30 19:20:21 +12:00
Rob Bailey
fcb98515e6 Merge pull request #45534 from nemvar/istype(src)
Removes some istype(src) stuff
2019-07-29 18:55:21 -07:00
Rob Bailey
e9b6356241 Merge pull request #45540 from blessedmulligan/telewelder
Welders only blind the user if they're close
2019-07-29 18:53:54 -07:00
tralezab
e94b6139cf Fixes some issues with balloons (#45554)
* Ok, this was just embarrassing

* uno

* dos

* tres

* cuatro

* wait, these vending machines are crazy similar...?
2019-07-29 18:51:41 -07:00
TWATICUS
1f0dc52435 Merge remote-tracking branch 'Upstream/master' into inhand-bedsheet 2019-07-29 06:11:36 -04:00
TWATICUS
7025d515b7 h
h
2019-07-29 06:11:07 -04:00
spookydonut
88eca69eb5 converts some spawns into timers (#45429)
* converts spawns into timers

* linter

* change per review
2019-07-29 02:23:15 -07:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
Dennok
48258b68c9 Spending of tank don't change distribute_pressure. (#45434)
Tank still give max of available pressure.
2019-07-28 18:01:57 -07:00
Garen Crownguard
58b5819be0 Fixes infinite loop when you catch a cult bola (#45492) 2019-07-28 17:58:35 -07:00
nemvar
877cfc7b21 Fixes crab 17 qdel problem. (#45523)
* QDEL_IN

* No longer keeps racking up timers.

* Moves it to init, because why not?
2019-07-28 17:22:51 -07:00
nemvar
dabbd79ca9 Filthy override 2019-07-28 18:46:05 +02:00
Dennok
213b86ca22 Shuttle-buttons (#45444)
connect_to_shuttle add shuttle id to connected machine id
Buttons from one shuttle dont controls machinery from another by default
2019-07-27 20:19:56 -07:00
blessedmulligan
36da801edd welders no longer flash the user if the user somehow manages to not be adjacent to the welder 2019-07-27 21:43:09 -05:00
bgobandit
a53d7d38d4 what has become of my life 2019-07-27 21:54:12 -04:00
nemvar
f7c9751d69 Removes some istype(src) stuff 2019-07-27 22:55:49 +02:00
py01
d96ff5beff Flashbangs auto-stun in radius 1 (#45381)
* flashbangs stun in radius 1

* changes flashbang rad 1 effect
2019-07-27 04:41:04 -07:00
nemvar
26eea3c056 Extremely critical documentation. (#45504) 2019-07-27 02:39:02 -07:00
Tad Hardesty
9db90154a0 Fix some circuit board examines (#45488) 2019-07-27 02:35:43 -07:00
spookydonut
18558f4ae4 Fixes #44694 (#45472) 2019-07-27 02:34:54 -07:00
Dennok
97328e9ab3 RCD update (#45357)
Add simple circuits to rcd
2019-07-27 02:11:23 -07:00
nemvar
449e5d38e6 This turns butchering into something that resembles a component. (#45299)
* This turns butchering into something that resembles a component.

* Changes how the recycler works.
It no longer uses butchering in disgusting ways.

* I guess this works? It's not pretty though.

* How the fuck...
2019-07-26 23:57:37 -07:00
skoglol
718973fb9f Removes the assimilation/hivemind gamemode (#45316)
* Initial pass

* comment.

* stray ,

* stray define begone
2019-07-27 00:08:53 +02:00
Dennok
6d9d92b7ac Tabbles and racks can be disassembled only on non help. (#45433)
* Tabbles disassembled on harm

* Change harm to non help intent
2019-07-26 02:21:29 -07:00
tralezab
64550884fa [READY] Ian's Birthday Holiday (#45356)
* ian's birthday

* missing )

* hop shirt + bday cake is on front desk

* confetti 1/2

* confetti 2/2

* corgi balloon, hop gets a knife to cut the cake

* forgot knife + inhands + mapping

* oranges review, old var removed

* oranges request ;)
2019-07-25 23:23:53 -07:00
FantasticFwoosh
c85080e490 Fixes fake basalt tiles costings (#45445)
Stack recipie now relies upon 'glass ores' to craft, which when the tile is dug returns 2 sand, the same amount to craft one fake volcanic tile, ending the exploit.
2019-07-25 23:12:40 -07:00
Twaticus
2f7f8104fd h (#45426)
h
2019-07-25 02:51:39 -07:00
nicbn
44a07d712d BoH bombing rework II (#45174)
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.

So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.

For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).

Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog

cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
2019-07-25 21:18:01 +12:00
carlarctg
6abe1f5930 Removes outdated science airlock from RCD. (#45347)
* purges outdated science airlock

* Revert "purges outdated science airlock"

This reverts commit 5b25a561fb11cfb873c735a5fa4e7ad45c5e6caa.

* removes science airlock from RCD

it dont useful
2019-07-25 02:17:37 -07:00
Qustinnus
ef7a99dfa6 Tendrils properly drop loot when hit by extreme explosions. (#45339)
cl floyd
fix: Tendrils properly drop loot when hit by extreme explosions.
/cl

also fixes that explosions apply damage weirdly

Fixes #44979
2019-07-25 16:24:27 +12:00
Qustinnus
1d4a485ff1 Crab 17 now automatically goes away after a while, but has stronger defense (#45364)
* crab17

* comment
2019-07-24 21:16:17 -04:00
nemvar
709e2f55b0 Fix a bug where the monkfrock didn't frocking spawn (#45408) 2019-07-24 18:03:31 -07:00
py01
3920d39df4 Sprites for missing backpacks/satchels (#45389)
* placeholder sprites for some backpacks

* fixes a changed icon

* backpack sprites
2019-07-24 16:12:47 -07:00
SgtxRootbeer
63d32fb1bd Removes trekchems, adds new catagory 2 chems. cobby-approved. (#45105)
* Add files via upload

* Update Sleeper.dm

* Update borghydro.dm

* Update robot_upgrades.dm

* Update buffs.dm

* Update medbot.dm

* Update snacks_other.dm

* Update snacks_other.dm

* Update medicine_reagents.dm

* Update medicine.dm

* Update chem_synthesizer.dm

* Update hypospray.dm

* Update snacks_other.dm

* Update snacks_other.dm

* Add files via upload

* Update snacks_other.dm

* Delete ambrosia.dm

* Delete cannabis.dm

* Add files via upload

* Update buffs.dm

* Update medicine.dm

* Update medbot.dm

* Update Sleeper.dm

* Update medbot.dm

* listen, i know what this looks like

* yes, i did this in the webeditor

* Update medicine.dm

* Update medbot.dm

* Update borghydro.dm

* Update Sleeper.dm

* Update robot_upgrades.dm

* Fixes metabolism rate

Don't tell cobby I did this one on my phone

* Updates metabolism rate for real

* fixes spelling errors

* Add files via upload

* Update medicine_reagents.dm

* Update medicine_reagents.dm
2019-07-24 12:18:11 -04:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
Rob Bailey
79ae4aaa5a fixes grilles not updating cables (#45318)
About The Pull Request

Fixes cables not updating nodes when grilles are destroyed
Changelog

cl
fix: Cable nodes now visually update after grilles are built and destroyed
/cl
2019-07-24 15:39:31 +12:00
nemvar
9d074515b3 The way silicon radios and cells get created is now more sane. (#45371)
About The Pull Request

See title. Fixes #45370
Why It's Good For The Game

I don't think duplication of powercells and a bunch of duplicate code is really needed. This is more easily maintainable and just not shit in general.

EDIT: oh forgot to mention that this causes syndiborgs to have 500 more max charge by default. If anyone is extremely triggered by this, I can change that. But since those things aren't finely tuned anyways, I don't think this is a big deal.
Changelog

cl
code: Changed how sillycones get their cells and radios.
/cl
2019-07-24 15:25:04 +12:00
oranges
56b8dff600 Merge pull request #45372 from nemvar/borgupdateiconsuit
The prebuilt robot suit now looks correct.
2019-07-24 15:22:52 +12:00