Commit Graph

595 Commits

Author SHA1 Message Date
Fikou
dc009f4c20 Reinforcing the mining hardsuit now upgrades its sprites (#56288) 2021-01-20 22:11:24 -08:00
Ghom
cd1d49112c Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars. (#55574)
Fixing a little visual issue with certain hoods, fake mustaches and similars making lizard snouts magically disappear when worn.
2020-12-20 16:28:52 -08:00
Fikou
fc241bf8ae berserker hardsuit now has mining suit levels of explosive protection (#55549)
you wont gib from gibtonite because you decided to take some loot anymore
2020-12-17 14:19:04 -08:00
CRITAWAKETS
c07574ae77 Adds in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
2020-12-11 00:10:33 +00:00
Fikou
aa9c58f1f8 Reworks the champion's hardsuit (#55337)
fixes hiero staff recall mesage not working
Reworks the champion's hardsuit
changes:
name: champion's hardsuit -> berserker hardsuit
armor: (MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80) -> (MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
doesnt have ert stripping time so its shorter
it cant hold the pka or cutter on itself, but it carries knives, resonators, spears and the crusher
adds berserk mechanic: with every hit you take thats not from yourself, you get berserk charge equal to the damage dealt to you divided by 4, if its a projectile attack this value is multiplied by 1.5, so a 20 damage melee hit gives you 5 charge, while a 20 damage projectile gives you 7 charge
use berserk ability with 100 charge to go berserk
you move a bit faster, you hit 2 times faster, you get a cool color and your melee armor is massively increased for the duration (about 10 seconds?), but you cannot shoot guns during the effect
2020-12-06 23:47:12 -08:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ghom
4c31b0e116 CanUseTopic() refactor. (#54747)
* CanUseTopic() refactor.

* Forgot about default_can_use_topic. Tested and working.

* Update bin.dm

* no-nonsense.
2020-11-25 13:12:12 +01:00
NightRed
fb51b24d21 Humans have more complicated body temperatures (#54550)
This changes how carbon/humans stabilize body temperature, and changes how damage and wounds are applied based on temperature.

Humans now have a core body temperature along with body temperature. The core temperature is used for natural stabilization and what viruses like fever and shivers target by raising or lowing the core temperature of the mob.
The standard body temperature still exists and acts exactly the same for most items at this time but is now treated as surface temperature in humans.

Damage from body temperature for humans is now based on the core temperature instead of body temperature now.
Humans will now receive burn wounds when the body (surface) temperature is to high for to long.

This causes you to see alerts for the area temperature before you take damage in most cases improving visibility of dangerous situations.
2020-11-24 22:37:36 -08:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
ArcaneMusic
05f7634c9e Hardsuit Thermal regulators have proper chat feedback. (#54930)
Thermal regulators now have a few to_chat messages letting you know if your hardsuit's thermal regulator is on or not, as well as letting you know when the cell has run out of charge, or when the cell is dead when attempting to toggle it on.

Improves feedback for using hardsuits, as not being able to tell when the suit is keeping you warm or not can be deadly, especially if the icon toggle stops working for any reason.
2020-11-19 12:25:16 -08:00
TemporalOroboros
edd6500d78 /obj/screen --> /atom/movable/screen (#54403)
Repaths screen objects to /atom/movable
2020-11-08 23:07:15 -03:00
necromanceranne
f3fdb19c60 Speargun: Now actually a gun! Again! (#54289)
Turns the speargun from the syndikit bundle into a bolt action rifle instead of a pnuematic cannon.

The spears the rifle fires embeds using the new bullet embedding system by Ryll. The spears do a lot of fucking damage.

The new bundle includes:

The Ballistic Harpoon Gun

The weapon is a single shot rifle that can be loaded with harpoons. The rifle, being bolt action, requires pulling back the bolt, loading the new harpoon, then locking the bolt every time you wish to fire the weapon. This is more busy work than the pnuematic cannon version, but more reliable in functionality without any messy business with throwing.

The harpoons do 60 force, have a high wound chance against unarmored targets and very high embed chance, with a 100% against unarmored targets. They also have considerable armor piercing at 50, letting you nearly entirely shoot through a ballistic vest.

The weapon is essentially a powered-up single shot mosin or a significantly more powerful improvised shotgun filled with slugs.

The Quiver

Now a bag that goes on your belt. It holds up to 40 harpoons for your harpoon gun. This change was done because the harpoons cannot be retrieved, unlike the magspears, which were simply hacky ninja stars and could be pulled out with surgical tools/wirecutters. Previously you had 20 magspears, which because of their retrievable nature lasted a little longer than you would expect.

Sprites

New back sprites for the harpoon gun, ensuring nobody is missing it when you have it. Additionally, the Mosin Nagant now has it's back sprite as a suit storage sprite.

New sprite for the quiver.
2020-11-06 22:45:20 -08:00
Ghom
247488d2fe Converting the EMP protection component into an element. (#54617) 2020-10-27 21:48:22 +08:00
Azarak
0b880161d8 Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
2020-10-25 23:49:57 -04:00
Qustinnus
74755a5a3a Audio falloff re-work, and increased audio range. (#54362)
imo; the ss13 audio-scape is quite barren, you can only hear most things if you can see them, which in my opinion doesn't make much sense. This changes that so you can hear further away, but falloff is much higher, so in reality you will only hear things relatively quietly when they're out of sight.

This PR increases the hearing distance of most sound by 9, excluding sounds such as antag items that are meant to be used stealthily

This PR also replaces Byond's inbuilt falloff system with something I made, (And thanks to potato for helping me throw together a formula for it). This fall-off system makes sound fall off more naturally, with sounds being full volume within a certain range, and then softly falling off until they are completely quiet. This makes for a smoother transition between "This sound is full volume" and "I dont hear this sound".

Co-authored-by: ff <ff>
2020-10-20 17:14:16 -07:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
81Denton
fcf3c58b36 Merge pull request #53521 from ATH1909/hardsuitbuff
The gem-encrusted hardsuit no longer slows you down while you wear it.
2020-09-09 23:24:37 +02:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
ATH1909
28f8e6f071 h 2020-09-07 02:53:36 -05:00
NightRed
52a0183e80 Cleans up extinguish_mob and prevents perpetual fire (#53252) 2020-09-02 19:48:50 -03:00
TiviPlus
ca366c3ea1 Bools and returns super-pr (#53221)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-28 14:26:37 -07:00
msgerbs
d8882e3b61 Misc grammar fixes to plasmaman suits and jaws of life (#53179) 2020-08-25 19:19:25 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
nemvar
d72afc6895 Merge pull request #53042 from GuillaumePrata/Plasmamen---Command
Adds Plasmamen Command and Centcom suits.
2020-08-21 21:47:34 +02:00
Rohesie
25f670f8de Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
2020-08-19 13:24:20 +12:00
GuillaumePrata
4ae64beacc Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:49:31 -03:00
GuillaumePrata
2c7bafee5c Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:49:11 -03:00
GuillaumePrata
ba8add5efd Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:48:54 -03:00
GuillaumePrata
a8032bf439 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:48:26 -03:00
GuillaumePrata
3a596ef98e Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:48:06 -03:00
GuillaumePrata
52718e62dd Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:47:28 -03:00
GuillaumePrata
8f3d21e051 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:46:57 -03:00
GuillaumePrata
17fbf40a02 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:45:56 -03:00
GuillaumePrata
8808970c88 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:45:16 -03:00
GuillaumePrata
e42f9038b2 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-08-18 20:44:56 -03:00
GuillaumePrata
3988353531 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:08:47 -03:00
GuillaumePrata
ee922c137f Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:08:24 -03:00
GuillaumePrata
d68a8dc1c0 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:08:11 -03:00
GuillaumePrata
35b643a3ab Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:08:02 -03:00
GuillaumePrata
acfc2b5cca Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:07:52 -03:00
GuillaumePrata
03e859e99c Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:07:42 -03:00
GuillaumePrata
2621721437 Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:07:29 -03:00
GuillaumePrata
9e1f18239d Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:07:17 -03:00
GuillaumePrata
c3d81d224f Update code/modules/clothing/spacesuits/plasmamen.dm
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
2020-08-18 18:06:59 -03:00
GuillaumePrata
a4716bcd37 Update Plasmamen Helmets 2020-08-18 15:17:36 -03:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
Ryll Ryll
dfcd304dcc Dismemberment wound tweaks, zombies are easy to wound/dismember, tweaks to head vulnerability (#52534)
* adds wound armor to helmets + such, nerfs standard head resist

* dismember + wound species balance, retitle traits
2020-07-30 01:18:57 -03:00