Commit Graph

1088 Commits

Author SHA1 Message Date
MrStonedOne
83eca75951 Removes unneeded lighting checks. 2016-08-22 08:56:53 -07:00
KorPhaeron
100275b85f Kinetic Accelerator Overhaul 2016-08-13 18:06:28 -05:00
Remie Richards
81d2298992 Drone Phone! (#19722)
* Drone Phone! A PDA application that allows certain people (Janitors, Engineers, Atmos Techs, Roboticists, HoPs, RDs and Captains) to ping drones to alert drones (low, med, high, crit priority) about their area.

* Removes arg from previous implementation

woops
2016-08-10 12:18:15 +12:00
oranges
74b35d4247 Improve ruin overlay code for tape device (#19667) 2016-08-03 02:50:48 -05:00
Fox-McCloud
146d14a26e Refactor Uplink Refunding 2016-07-24 09:21:37 -04:00
unknown
534f230ded Fixed camera bugs being unable to show camera view.
Fixed voice changers being unusable.
2016-07-19 21:58:19 -04:00
NikNakFlak
5e897cc18a HOW DID I MISS THIS (#19338) 2016-07-16 07:27:20 -04:00
coiax
6449b65d30 Adds fireplaces, eswords are hot, cardboard is flammable (#19118)
Makes needed improvements to proposed fireplaces

- Fireplaces now use world.timer
- Fireplaces no longer prompt input() for inserting logs, it just
takes as many logs as possible
- Paper and paper bins can be thrown on the fire, thirty paper is worth
one log of burn time.
- One log gives 15 seconds of burn time, the fireplace can hold up to 5
minutes of fuel.
- Ignitable items now use a /obj level proc to generate their messages,
currently using this are cigarettes, candles, fireplaces
- The fireplace can be put out with an extinguisher
- Cardboard cutouts are now flammable
- The fireplace is only "warm and cozy" when lit
- Paperbins qdel their stored papers when destroyed (probably did that
already, but no harm in making sure)
- Also removed some returns hanging around

* Added new proc for lighting stuff

- Adds ignition_effect(atom/A, mob/user) to obj/item, which is called
when you're attempting to light things with that object. By default it
does nothing and prevents ignition, but if the object is hot, it returns
a message. May do other things for different stuff.

- Eswords now ignite flammable gasses in their area.

* Fireplace is no longer on fire when not on fire
2016-07-06 10:16:47 +12:00
bgobandit
10d32cd9d4 Fixes/tweaks a lot of typos/descriptions. (#18956) 2016-06-28 22:02:28 +12:00
Core0verload
e78451796f Mining tweaks, fixes and balance changes (#18697)
Tweaks and QoL changes:
    Kinetic accelerator now supports seclite attachment.
    Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
    Miner's roundstart crowbar now spawns in box instead of backpack.
    Preserved legion core no longer sparks and has a telling desc.

Balance changes:
    All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
    Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
    Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
    Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
    Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.

Fixes:
    Updates miner's corpse and mining wardrobe with new lavaland gear.
    Fixes envy's knife path.
    Fixes wing potion's misguided racism.
    Fixes #18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
2016-06-28 21:58:57 +12:00
Joan Lung
8259247e13 fixes medical holosign 2016-06-23 22:51:16 -04:00
Kyle Spier-Swenson
0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
unknown
706988154b Resolved conflicts 2016-06-17 18:56:51 -04:00
oranges
8c9308acca Merge pull request #18613 from Core0verload/runtime_down
Puts down two runtimes
2016-06-17 13:40:03 +12:00
unknown
a0c866967f Splits languages into languages_spoken and languages_understood. 2016-06-16 18:50:32 -04:00
Cruix
ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
Core0verload
bb43219915 Rebalances radioactive microlaser (#18537)
This PR is aimed at making radioactive microlaser less useless.

Radioactive microlaser is now a subtype of health analyzer. Using it on someone would print out target's health status. Useful for stealth. You can disable this in microlaser's menu.

You can disable microlaser's irradiation in the same menu. Just in case you want to check your own health without carrying a real health analyzer.

Radioactive microlaser has it's max rad output increased 200%.

Radioactive microlaser cooldown is cut in two.
2016-06-17 09:11:52 +12:00
c0
458a38cf21 Puts down two runtimes 2016-06-16 06:46:26 +03:00
oranges
eb30d5c84e Merge pull request #18242 from LatD/machineprototype
Item to cargo for R&D engineering tech
2016-06-13 14:08:05 +12:00
NikNakFlak
5dd2785699 Add an electric guitar and removes duplicate guitar sound files 2016-06-10 20:07:47 -07:00
LatD
82e100ba43 Fix origin tech 2016-06-10 23:05:05 +03:00
LatD
d95a6abd29 Correct icon state 2016-06-10 23:04:35 +03:00
LatD
fa22cf4449 Add icon state 2016-06-10 23:03:57 +03:00
LatD
40590d2b6a Add filepath 2016-06-10 22:44:02 +03:00
AnturK
05b9307a09 Merge pull request #18335 from Fox-McCloud/experimental
Experimentor Fixes
2016-06-08 13:14:57 +02:00
Fox-McCloud
4ce47d1a6f Experimentor Fixes 2016-06-07 02:10:44 -04:00
oranges
744b722a12 Merge pull request #18241 from phil235/BloodRefactor
Blood refactor stuff
2016-06-07 10:09:35 +12:00
phil235
40a371296a Adding lizard blood pack in medbay storage's freezer crate.
Added a var/exotic_bloodtype to species, instead of hardcoding a lizard type.
Fixes proc for objects who should never be bloodied.
2016-06-05 18:12:08 +02:00
LatD
34c362e993 File name was wrong 2016-06-04 19:19:15 +03:00
LatD
1a3e75dfbb Add machine prototype item 2016-06-04 18:53:06 +03:00
phil235
bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235
b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
Jack Edge
e13725b179 Refactors all (F) links into using a define
🆑
bugfix: Clicking the (F) link when an AI talks in binary chat will
follow its camera eye, the same as when (F) is clicked for its radio
chat.
/🆑

FOLLOW_LINK is a define that creates the clickable (F) link, so it
doesn't have to be typed painstakingly out every time we want to give
that link to an observer.
2016-06-03 15:29:28 +01:00
LatD
d89eb178c6 Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-30 18:33:55 +03:00
Joan Lung
325d8aa807 Merge pull request #17954 from GunHog/Head_Megaphones_100_Percent_Meme_Free
Head Megaphones + Megaphone changes
2016-05-28 10:40:31 -04:00
GunHog
fc386b3b0c Megaphones fix
Megaphones now use say() instead of a custom override.
say() verb for living mods now accept spans as a third argument.
2016-05-26 17:54:46 -05:00
LatD
67190cb762 Fixes things found in testing 2016-05-26 23:30:42 +03:00
LatD
f36237a67d Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-25 18:45:31 +03:00
LatD
907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
Jack Edge
afd9720abc Polymorph bugs, time since death, groundwork laid
🆑 coiax
fix: Fixes bug where bolt of change to the host would kill an attached
guardian.
fix: Fixes bug where bolt of change to laughter demon would not release
its friends.
fix: Fixes bug where bolt of change to morphling would not release its
contents.
fix: Fixes bug where bolt of change transforming someone into a drone
would not give them hacked laws and vision.
rscadd: Medical scanners now inform the user if the dead subject is
within the (currently) 120 second defib window.
/🆑

- Also laid the groundwork for force pushing ghosts back into bodies
when defibbing, along with standardising the ghost back into body
process.
- Defib limit and defib brain loss times are now #defines.
2016-05-24 17:28:34 +01:00
LatD
7d6b3e6847 origin and req lvl changes 2016-05-21 17:17:20 +03:00
oranges
4348a9fb54 Merge pull request #17789 from coiax/fix-17782
Fixes #17782 and #17807; KA now can't be spam reloaded, spam improved
2016-05-21 22:50:26 +12:00
Jack Edge
490dacf586 Fixes the other thing 2016-05-20 17:10:38 +01:00
Cheridan
23d8de67c9 Merge pull request #17445 from bgobandit/ayygentb
Adds BZ, a hallucinogenic gas. [MAP EDIT]
2016-05-19 18:14:18 -05:00
bgobandit
d430ca29ab fixes the bugs of the jordie 2016-05-18 14:27:26 -04:00
LatD
502249831d Syndicate origin tech changes 2016-05-18 20:12:01 +03:00
AnturK
4b426eccd1 Merge pull request #17698 from coiax/mehki-did-it
KA rebalance; brings back holding a satchel
2016-05-18 18:03:12 +02:00
bgobandit
b94ce1968b Merge branch 'master' of https://github.com/tgstation/-tg-station into ayygentb
Conflicts:
	_maps/map_files/MetaStation/MetaStation.dmm
2016-05-18 03:13:37 -04:00
LatD
fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
Jack Edge
462aa7782a KA rebalance; brings back holding a satchel
Fixes #17203.

🆑 coiax
rscadd: Kinetic accelerators only require one hand to be fired, as before
rscdel: Kinetic accelerators recharge time is multiplied by the number of KAs that person is carrying.
rscdel: Kinetic accelerators lose their charge quickly if not equipped or being held
rscadd: Kinetic accelerator modkits (made at R&D or your local Free Golem
ship) overcome these flaws
/🆑

Effects on people who just use one kinetic accelerator: *They can now
carry a mining satchel in the off hand again.*
Effects on people who want to dual wield them both at once: They can do
this, but they recharge twice as slow, so no increase in DPS.
Effects on people who quasi-dual wielded by swapping them in and out of
the backpack: Now treated the same as dual wielders.

And as before, modkits mean you can properly dual wield KAs.
Mining cyborgs are unaffected.
2016-05-17 00:38:29 +01:00