Commit Graph

29630 Commits

Author SHA1 Message Date
carlarctg
b64de90572 Corazone renamed to Higadrite, adds replacement chemical for abductors and fixes heart disease (#47776)
* liver

* a

* 《 Verified webedit  》
2019-11-15 17:56:20 -05:00
Firecage
aecaf54d9a Fixes the charge overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles, and fixes the gunlight overlay of the mini energygun. (#47759)
* Fixes the overlays for the m1911 pulse pistol, scatter shot laser rifle, and instakill rifles.

* The mini flashlight overlay of mini energy guns now works properly.
2019-11-15 00:28:21 -08:00
ShizCalev
fc405b418a Fixes powernet avail checks (#47771) 2019-11-15 00:25:54 -08:00
ShizCalev
ce1fc6b9d9 Fixes carp space suit hiding the carp face mask. (#47775) 2019-11-15 00:24:39 -08:00
ShizCalev
21583af604 Adds logging for dispensing food from foodcarts. (#47773) 2019-11-15 00:24:25 -08:00
Shaps
ba135eed28 Lets you tape knives to cleanbots. You know, if you really want to. (#47590)
This PR lets you tape knives to cleanbots. Anyone who steps on the armed cleanbot will get stabbed in the ankle and fall over for a moment. If the person who got stabbed was someone with a title, the cleanbot will steal their title if they aren't already the victim's superior.

There are six "career tracks" for cleanbots, the first three grant prefixes, the last three grant suffixes

Command: HoP -> Captain -> Spec Ops Officer -> Admiral
Security: Officer -> Detective -> Warden -> HoS
Engineering: Atmos -> Engineer -> CE
Medical: MD -> CMO
Research: RD/Scientist (same thing)
Legal: Lawyer

The cleanbot in the above picture has stabbed the Captain, HoS, CE, an MD, the RD, and a lawyer. Busy little fella aren't they?

TODO:

    Make it so they don't show an attack message on top of the stab message (also make them actually target the legs)

Why It's Good For The Game

space roombas cleanbots with knives stuck to them are funny and sound like something a bored assistant would do
Changelog

cl Ryll/Shaps
add: You can now attach knives to cleanbots! Laugh as Officer Stabby sneaks up and jabs the HoS! Sigh because you are now outranked by a cleanbot! Fun for everyone!
/cl
2019-11-15 18:56:13 +13:00
py01
05787f629d fix description of changeling tentacle ability (#47762)
* fix description of changeling tentacle ability

* grammar fix
2019-11-14 17:37:45 -08:00
nianjiilical
bc45b1b079 Properly removes electric limes (#47758)
oops
2019-11-14 18:05:27 -05:00
Emmett Gaines
75c981b66a Converts slowdown from lacking limbs into a movespeed modifier (#47761)
* Converts slowdown from lacking limbs into a movespeed modifier

* Losing arms only slows you down if you have no legs
2019-11-14 21:37:54 +01:00
Firecage
ff42a1590b Ports carbon paper from Bay. (#47691)
* Ports carbon paper.

* Can't fold stacked carbon paper into paperplane.

* Changes some update_icon()'s into update_icon_state()'s

* Does as Action asked.

* Return is returned to the box from whence it came.
2019-11-14 02:56:35 -08:00
IndieanaJones
77a1a0a6aa Update elite.dm (#47769) 2019-11-14 09:42:28 +01:00
oranges
e81528c8a7 Merge pull request #47738 from ninjanomnom/turf-speedmod-movetype
Makes the turf movespeed mod make use of the move type properly
2019-11-14 14:54:45 +13:00
skoglol
b20f151c0c Some ghost improvements (#47700)
* Ghost face direction and restoring ghost name.

* name wont reset

* Overrides canface
2019-11-13 17:52:00 -08:00
py01
8ea6a88d99 changeling tentacle runtime fix (#47705) 2019-11-13 16:50:06 -08:00
SteelSlayer
75d28e7255 Adds immersion and realism to internals tank suicides (#47714)
* Adds immersion and realism to air tank suicides

* makes the suicider unrevivable

* new inflate_gib proc, adds it mint toxin

* want
2019-11-13 16:47:52 -08:00
Couls
26a61a489c ports TGMCs click hack for non-hotkey players ports classic keybinds from TGMC (#47670)
About The Pull Request

Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes #47672 fixes #47659

much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game

lets the non-hotkey players walk and talk again
Changelog

cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl
2019-11-14 09:22:33 +13:00
Emmett Gaines
d8d1abadd1 Grab movespeed modifier (#47728)
* Migrates grab move delay to a movemod

Doesn't work until all grab state changes are hooked in

* Replaces grab_state sets with proc

`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives

* Catches a missed increment and fixes a bug
2019-11-13 03:30:28 -08:00
EdgeLordExe
daebb4e401 [READY]Addition of new explosive chems (#47536)
* boomies

* updated some recipes

* Update code/modules/reagents/chemistry/reagents/medicine_reagents.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/reagents/chemistry/reagents/medicine_reagents.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

All of these are just grammar fixes

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>

* Changes to the behaviour of TaTP, hydrogen peroxide and acetone oxide, changed acetone peroxide to acetone oxide.

* forgot to // the debug code i used

* further nerfs to potassium and water explosion. Inital nerf wasnt enough. it still had a gibbing potential

* fixed an error

* fixes shit pointed by nemvar owo. Also deleted hexamine, it is replaced by phenol in all of the recipes

* Makes RDX interesting. Explodes uniquely with teslium and liquid electricity.

* oranges said no organ healing chems. so i removed the healing of Penthrite.

* qucikfix

* refixes spelling, thanks wesoda and bobbah for pointing it out

* Apply suggestions from code review

cobby's suggested changes

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Fixes shit pointed out by cobby

* Update code/modules/reagents/chemistry/reagents/other_reagents.dm

cobby fix

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Minor change to how rdx works

* Fixed shit i thought i already fixed

* minor error fixed

* again, minor error on my part fixed

* puts penthrite in C2. Removes heart stabilizing effect of corazone.

* minor addition of annotations

* minor fix?

* again minor fix , trying to figure out the merge conflict

* still figuring it out

* github forces me to change the description of corazone into a previous state which is inacurate

* well lets fix it

* fixes the description

* minor fix.. again

* last fix i hope

* removes unnecessary comment
2019-11-13 03:28:32 -08:00
spookydonut
dd6fa5eded More spawn/sleep removals (#47634)
* remove more spawns

* more

* more

* varsets

* oops

* unfuck this
2019-11-13 03:07:59 -08:00
Firecage
9543ab6b1c Plants in Gaia'ed hydro trays are no longer taken over by weed… (#47722) 2019-11-13 03:03:56 -08:00
SteelSlayer
f0a06e2e9c Some species mutation tweaks/fixes (#47701)
* Species mutation tweaks

* organization

* yes
2019-11-13 02:59:46 -08:00
Mickyan
b67fc6e485 Adds a simple framework for mob taming, rideable cows (#47347)
* moo

* chances

* addressed some reviews

* duh
2019-11-12 16:30:59 -08:00
oranges
28e3d6fd8e Revert "Lowers instaflesh's toxicity (#47623)" (#47746)
This reverts commit 7122b4e6f4.
2019-11-13 12:13:27 +13:00
Anonmare
7122b4e6f4 Lowers instaflesh's toxicity (#47623)
About The Pull Request

Instabitaluri's toxicity keeps it from being an effective medication choice as the toxicity is simply too high to be worth it, as toxin damage is simply more painful to treat than brute/burn is.
Why It's Good For The Game

Makes instabitaluri a more attractive medication option and worth the price tag it has in the nanomed.
Changelog

cl
balance: Nanotrasen have refined instabitaluri's formula to be less toxic to living tissue.
/cl
2019-11-13 12:03:49 +13:00
Krysonism
738b4fcae7 Da bottle update. Empty glass bottles, bottle crafting, hooch & moonshine bottles. (#47696)
* bottle bottle bottle

* newline
2019-11-12 17:54:49 -05:00
py01
dcf7afb39d swarmer runtime fix (#47707)
* swarmer runtime fix

* swarmer code cleanup

* code review fixes
2019-11-12 14:21:41 -05:00
skoglol
cd017535f4 move delay fix (#47702) 2019-11-12 11:37:00 -05:00
zxaber
d8d83ede3c Adds mech thruster equipment (#47554)
* changes

* changes to detach and destroy

Remove code from detach(),
Add code to Destroy()

* added a trailing new line

I guess this is needed now or something
2019-11-12 17:22:06 +01:00
Emmett Gaines
d4eb990905 Makes the turf movespeed mod make use of the move type properly 2019-11-12 10:18:35 -05:00
Emmett Gaines
a66d42a0bd shuttle fluff change (#30752)
Shoot me if I turn this into another major rework

Adds Donk Co. branding to the shuttle consoles
2019-11-12 09:35:46 +13:00
Tad Hardesty
6bedaca6ce Add period to cable bridge description (#47689) 2019-11-11 11:51:49 -05:00
XDTM
196568e0d1 Timestop prevents speech (#47695) 2019-11-11 11:51:09 -05:00
actioninja
31827f4170 file lineend 2019-11-10 19:21:26 -08:00
RyverStyx
67c16e8af2 Grilling Shorts for Cook and Chefdrobe (#47586)
About The Pull Request

Sprited Grilling Shorts and added them to the Chefdrobe for cooks. These shorts offer no additional stats and are purely an alternative cosmetic for the Chef job.
Why It's Good For The Game

Grilling Shorts are a fun new outfit that chef's and cooks can wear to match their snazzy sandals. They offer no advantage and function as a normal uniform. It is purely for a cosmetic difference.
Changelog

cl
add: Added grilling shorts.
add: Added grilling shorts to chefdrobe.
/cl
2019-11-11 09:19:42 +13:00
XDTM
83469db1e4 Renames the nanite race sensor to species sensor (#47641)
* Renames the nanite race sensor to species sensor

* webedit
2019-11-10 01:34:23 -08:00
spookydonut
3287a48e57 Remove some unused code fragments (#47633)
this is some ancient code that was added in the past as part of 
features that then didnt get removed when those features were 
replaced/removed
2019-11-09 09:35:54 -08:00
Shaps
e42c0591b8 Clean up admin moreinfo (#47681)
Agendered spessmen are no longer highlighted on the (?|F) more info 
thing. Also deletes a useless list in preferences file I forgot to 
remove a while ago.
2019-11-09 09:30:31 -08:00
skoglol
778df118e5 Fix shock propagation, add it to fireman carry (#47666)
The electrocute_act refactor made the shock propagating stop working, 
this fixes that. Also adds it to fireman carry, belatedly.

Shocks are fun. More shocks are more fun.
2019-11-09 09:29:10 -08:00
ATH1909
fd502017e5 Fix strange reagent on non-carbons (#47655)
Fixes a bug that was caused by strange reagent assuming that the mob 
that it reacts with is a carbon when it is not, in fact, a carbon.

This bug was causing strange reagent to make dead simplemobs (and other 
non-carbon living creatures, such as cyborgs) that met the conditions 
for revival convulse, but not actually return to life.

As far as I'm aware, strange reagent is supposed to be able to bring 
non-humanoids back to life as well. If it wasn't supposed to do that, 
why would it allow them to convulse?

The only thing that strange reagent needed its target to be a carbon 
for was the regeneration of organs. After its target's organs get 
regenerated, strange reagent then returns to calling it by its 
non-carbon name (M instead of H), suggesting that non-carbons were 
intended to supposed to get past the organ regeneration stage.

Being able to revive cyborgs is admittedly an... odd side effect, but I 
think that this is within reason (or at least a feature instead of a 
bug), since strange reagent can revive fully augged people and androids 
anyway. I could add a(n) !iscyborg() check, but honestly, I think that 
we should let the chemists have some fun. I mean, what's the worst that 
could come from allowing cyborgs to treat strange reagent like an 
emergency cyborg reboot board? About the worst thing that I can think 
of is a medical cyborg teaming up with an engineering, mining, or 
standard cyborg to resurrect a dead cyborg without human assistance, 
but honestly, if a medical cyborg manages to get its grubby mitts(?) on 
some omnizine and holy water without human assistance, find and notice 
the dead status of another cyborg (who actually left behind a "corpse" 
(which cyborgs don't do if they're blown)), and actually coordinate 
with another cyborg with a welder to bring a dead cyborg back to good 
enough condition to be brought back with strange reagent, I think that 
that amount of effort should be rewarded.

It already regenerates your organs so that you don't instantly 
die/start dying again when it revives you, so I feel like it should 
also regenerate your blood level for that same purpose/reason (in other 
words, it should regenerate your blood level so that you don't 
instantly die/start dying again when it revives you).
2019-11-09 09:23:32 -08:00
Arkatos1
73022d0435 Medibots will now keep tending your wounds continuously (#47663) 2019-11-09 09:19:18 -08:00
Loomin
d5c114a27d Fix Handholding with simple mobs (#47648)
No erp with Ian please
2019-11-09 09:17:50 -08:00
skoglol
c8289281e5 Fix ejecting from lathes through RND console (#47635)
Qust forgot to change this when he added the materials datums.
2019-11-09 09:15:54 -08:00
SteelSlayer
5f1f517212 Antag hud fixes (#47674) 2019-11-09 11:50:30 +01:00
skoglol
769b34fcd8 Adds missing newline in master (#47673)
* Adds missing newline in master

* no tab
2019-11-08 17:53:12 -08:00
Emmett Gaines
4057c7b22c Migrates most machinery update_icon procs (#47284)
* Migrates most machinery update_icon procs

* Removes chargelevel

* Migrates newscaster's overlays
2019-11-08 17:29:23 -08:00
Potato-Masher
ccc4300f89 OldStation (Beta/Charlie/Delta) QoL Improvements (#47576)
* Beta/Charlie/Delta station QoL improvements

Atmospherics is now actually a considerable part of Beta station with basic scrubber setup.

Missing atmos pipes added, air alarms are all now unlocked rather than just some, a slight increase in available metal and glass, removed access requirements on engineering external access airlocks, one extra fuel canister, and added light switches and trash cans due to the lack of disposals.

Delta: Added an autolathe to RnD, removed most instances of multiple resin floors on one turf/resin floors in walls, reduced resin spread to be just in the AI chamber, and one extra scrubber in the AI chamber to deal with the miasma buildup after long rounds.

* Minor changes to atmos and added a camera assembly crate in AI chamber

Moved the external filling station port pipes so they are not inside walls, fixed a missing floor decal. Added a camera assembly crate in the AI chamber for making a basic camera network in the event one would like to repair the AI.
2019-11-08 22:28:00 +01:00
Arkatos1
2179dd5c1f New mime spells icons (#47607)
* File, first few spells

* Changed path, more icons, clean dme

* Cleanu and tweaks, finger guns
2019-11-08 22:23:32 +01:00
Rob Bailey
ea8292e437 Fixes the laptop vendor, tgui-nextifies it, and adds it to every map. (#47540)
* Lapvendors for Everyone

work

final lapvend

adds lapvend to maps

rebuild

slight ui tweak

small text changes

final

* rebuild
2019-11-08 22:22:33 +01:00
skoglol
f41bff2e55 Fixes butchering (#47657)
* Fixes butchering

* list()
2019-11-08 22:19:47 +01:00
Emmett Gaines
041322f222 Cleans up some destroy procs related to remote_materials (#47601) 2019-11-08 22:15:50 +01:00