Commit Graph

15655 Commits

Author SHA1 Message Date
Shadowlight213
ff581bc902 Changes 2016-05-09 21:28:57 -07:00
Shadowlight213
4685a929e1 Improves bot scanning
They will first check their adjacent tiles before doing a full scan
Additionally, they will also skip a target if they see another of their kind on the same turf.
2016-05-09 18:01:23 -07:00
Remie Richards
147f3380e0 fixes a runtime with clothing vars
* fixes a runtime with clothing vars

* no ghosts, too spooky
2016-05-09 16:50:46 -05:00
Cheridan
ee4d3785a3 Merge pull request #17484 from ChangelingRain/fixrobustinscode
Cleans up some cult code
2016-05-09 15:35:14 -05:00
bgobandit
029c5bded9 Even more Cards Against Spess tweaks. (#17398)
* alt-click functionality, even more cards

* more cards and shit

* canusetopic
2016-05-09 15:00:40 -05:00
bgobandit
28e99253c5 Alt-clicking abandoned crates no longer makes them explode. (#17433)
* Alt-clicking no longer explodes abandoned crates.

* humies only

* canusetopic to satisfy the kor
2016-05-09 15:00:14 -05:00
Nerd Lord
c75b455e36 unrobustin fixes 2016-05-09 15:45:31 -04:00
Jordie
a406abfaa7 new sprites for tesla gun (#17509) 2016-05-09 11:40:32 -05:00
coiax
d563246022 Added the bone tongue to skeletons (#17479) 2016-05-09 18:23:15 +02:00
Razharas
0a3ddc886c Turns tablecrafting into personal crafting (#17341)
* Converts tablecrafting to datums

* Adds crafting.dm

Adds crafting.dm

* Fix merge conflicts

Fix merge conflicts

* Fixes dme

* Fixes returns

Fixes returns

* Only check hands and remove old paths

Only check hands and remove old paths

* Recipe fixes

Recipe fixes

* Removed action button

Removed action button
Added small ui button to inventory near the intent wheel
Removed debug
href_list is not longer /list

* Added adjucent checks

Added adjucent checks

* Snacks now get chems from parts

Snacks now get chems from parts

* Complex food fuckery fixed

Complex food fuckery fixed

* Fixes old recipe

Fixes old recipe

* Fix to infinite loops in reagent extraction

Fix to infinite loops in reagent extraction
It was finding old empty containers and tries to extract from them

* Fixes hands not checking

Fixes hands not checking

* Fixes reagents fucking up

Fixes reagents fucking up

* Even more reagent fuck ups fixed and comments

Even more reagent fuck ups fixed and comments

* Fixes all the shit i could find

Fixes all the shit i could find

* Removes debug and mechs

Removes debug and mechs

* Argument renaming

Argument renaming

* Fixes all argument names

Fixes all argument names

* Final fix of arguments

Final fix of arguments
2016-05-09 18:14:48 +02:00
AnturK
63fd8b2769 Merge pull request #17449 from ChangelingRain/farmhealth
Fixes some simple animal maxhealths
2016-05-09 17:19:09 +02:00
coiax
937e0232bd Ghost role event code cleanup (#17206)
* [WIP] Ninja refactor and quality of life changes

- [ ] Fix ninja mask being hidden by hood
- [ ] Action buttons
- [ ] Ninjas can be spawned with custom objectives easily

* Adding the /datum/event/ghost_role subevent type

* I hate events retrying with insufficient pop

* OH GOD WHY

* Let's just get rid of retries, it's silly

* Morph now uses the ghost_role event

* Operative does as well

Possibility of being bugged due to inability to run age checks on the
testing server, please be cautious.

* Ninjas, spawning, that sort of thing

Wizard diplomats now use the new ghost question system.

* Code review

* Don't ask ghosts if we have enough selected

* Removes map notation from alien spawn

* Removed comment
2016-05-09 17:10:11 +02:00
Joan Lung
1d7d616d87 Blob chemical tweaks (#17464)
* Blob chemical tweaks

* expand only
2016-05-09 17:09:09 +02:00
Cheridan
11af3176b9 Merge pull request #17472 from Core0verload/mini-egun
Adds miniature energy gun
2016-05-09 01:05:41 -05:00
Mercenaryblue
d3ed559030 Now we're fixing it (#17499)
Screw you GitHub I win.
2016-05-08 23:52:19 -05:00
PKPenguin321
42e1497022 Adds an alt-click prompt to the descriptions of various objects (#17050)
* adds an alt-click prompt to the description of the detective revolver and the washing machine

* adds italicnotice style to stylesheet.dm

* updates revolver desc to be dynamic with vars, use new style

* actually makes it dynamic

forgot to check for reskinned var

* makes washing machine break a line, use new style

* gives lockers an alt click prompt

* fixes indentation, travis

* moves revolver examine changes to gun.dm

* removes redundant locker message

* makes messages just use the 'notice' span
2016-05-08 19:34:26 -05:00
KorPhaeron
024df00cd9 Dismemberment tweaks (#17453)
* Dismemberment tweaks

* Lowers some AP to address remies concerns

* Lowers the dualsaber AP again to prevent nonsense from occuring

* Adds HF blade

* Honk Dagger typo fix

* Lowers chaplain AP again
2016-05-08 20:55:44 +01:00
Mercenaryblue
cf39b78cc2 The Creampie Throw Update (#17392)
* Items washing banana cream

Allow common methods of cleaning to wash banana cream pie off your face.

* Janiborg cream washing

Janiborgs can now wash cream by running over people.

* Added Creampie Overlay code

When a banana cream pie hits a target mob, it applies a new overlay to
the mob. This overlay can then be cleaned via soap, shower, cleaner
spray, etc.

* Cream Pie Throw Update

When hit by a banana cream pie:
Adds a creamy overlay to various mobs.
Knock targets off for less than a second.
Enable cleaning the overlay via soap, shower, and others means.

* else fix

replace unnecessary if w/ else

* Revert "else fix"

This reverts commit 5dc5707981f8bc312b8e3ac4ce9ab16e7f20c855.

* else fix

* Catch Fix

Catching a thrown cream pie will no longer delete the item in your hands

* Xeno State Creamy Fix

Tossing a cream pie will now apply the appropriate overlay to a dead or
sleeping xenomorph.

Unfortunately, the xenomorph is still able to shake the cream off by
switching state, and it keep pushing the wrong overlay on critical
xenomorphs.

* Human-only code

Simplify code to affect only humanoids.

* Revert "Human-only code"

This reverts commit f74cb0e3af08fc0b793987ed9711dbbfd4d8561b.

* Human Code Only

Pls no Travis

* Optimize code

As requested

* Bug Fix

Overlay no longer unwashable when species get changed via
badmin/magic/etc.
2016-05-08 21:39:23 +02:00
Nerd Lord
4e2cefaddf Merge branch 'master' of https://github.com/tgstation/-tg-station into fixrobustinscode
Conflicts:
	icons/mob/mob.dmi
2016-05-08 14:33:54 -04:00
lordpidey
24f47b0223 Devil Antag Round 2. (#15794)
* Re-making the branch and PR of demon.  See #15118 for the old PR

* Adds toy demonologist to arcade machine reward list.

* Implemented two suggestions: Pitchfork now has a demonic subtype, to potentially give botanists a normal pitchfork.

Suiciding with signed contract now uses forcesay instead of say.

* Fixes compile errors.
Re factors contracts to be subtypes rather than datums.  <--- incomplete, still need to summon them appropriately.

* buffed infernal power contract to give passive healing
Nerfed magic power contract to not give robeless MM

* Fixes compile errors

* Corrects orientation of true demon sprite

* Begins work on the sNPC for the true demon/ arch-demon

* Added funeral garment sprites.  These will be used in banishment rituals (hopefully)

* Stashing my work so I can move to another computer.

Re-working the true-demon, it will be a carbon rather than a simple mob.

* Revert "Stashing my work so I can move to another computer."

This reverts commit e8b1e032997b7e17af4ad8630bf21d3620195c4e.

* Git exploded for me, so I have to make a new branch with EVERYTHING.  sorry.

* Fixes compile error

* Ghosts can now click on an arch demon to become a slaughter demon

* Begins to convert demons into a carbon rather than simple mob.

* Demons now resurrect if not banished.

* Beepsky now properly tells security chat about the level 666 threat.

* Contracts now work again.

* old spells now get removed properly.

* adding pitchfork sprites

* Adds hud for the true-demon.  Not functional.

* Fixes another error in the demon hud.  Still broken.

* Demons are no longer immortal, demon huds work properly now.  (it's barebones, but it works.)

* Fixes the "Have mortals sign at least # contracts of TYPE" objective

* Fixed typo in banishlore() and updated wrath/envy sintouch objectives.

* Adds huds for demons/sintouched/soulless, however they are currently unused.

* Updates the demon's hud to work with the recent hud changes.

* Cleaned up infernal jaunt, it works a lot better now and is less buggy.

* Revival contracts now actually take your soul.

* Fixes #16513

* Replaces the infinite slaughter demons with infinite imps.  Sprites for imps are still needed.

* Adds sprite for imps.  It's a redder, smaller slaughter demon.

* Fixes lack of icon for pitchforks

* Gives summon wealth a more appropriate icon.

* Fixes small part I forgot to merge.

* Fixes a few bugs with demonic resurrection.  It's still very buggy.

* Derp, my bad, I didn't mean to admin myself on the main server.

* Fixes edge case of demonic resurrection failing.  Debraining the demon is NOT supposed to be an alternative for the banishment ritual.

* Also did not mean to change this config file.

* Fixes another error in type 1 demonic resurrection.  It works properly now.

* Updates employment contract text.

* Fixes type 2 resurrections.
Demonic contracts are once again permanently on fire.

* Replaces toy demonologist with toy demonomicon.  It still works the same, just different icon/name.

* Adds demonomicon and employment cabinet to box/meta/dream/efficiency.

I could not add it to mini/bird due to conflicts.

* Edits ministation and BirdStation to have demonomicons and employment cabinets.

* Fixes spelling error

* Adds burial garments to maps.

* Update photocopier.dm

Fixes the span when inserting items into photocopier

* Fixes disrupt_spells proc

* Makes a lot of changes as reccomended by Remie.

* Fixes a compile error.

* Updates the lawify/loreify to be lists.  Does not compile.

* Fixes compile errors.

* Arch demons no longer regress upon death.
Speaking a demon's truename gives the demon the opportunity to teleport to you.
Makes demonomicon not care about capitalization.

* Fixes startup error.  Demonic summoning now works.  It's very simple, just say their true name.

* Demons now have a tongue.  True demon bodies are deleted upon regression.

* Demons can now be punched.
Demons can no longer resist a fire out, since it does nothing to them.

* true demons show up in player panel.  Hellfire works again.

* Prepares for commit 16940

* Demons are now known as devils.

Still needs testing.

* Oops, didn't commit everything last commit.

* Finishes converting demons to devils.

* Fixes speech for lizards/flymen when they speak a demon's name.

* Update tips.txt

* Changes variable from static to global as per Remie's suggestion.

I disagree with Remie's assessment, as a list that will never change, even between games, seems like it should be static.

* Removes devil summoning.  Hopefully, I'll be able to eventually find a way to implement it satisfactorily, but for now, I'll leave it out.

* Removes carriage returns

* Combined modified icon files

* Fixes #17184

* Imps no longer show up in the end round report.  This is because there can EASILY be 100+ imps if the crew is well armed.

Non-employment filing cabinets no longer take 30 sec to wrench/unwrench.

* The lawyer can actually buy souls back now.  Oops.

* Fixes true/arch devil spritesheet to have correct sprite names.

* Relocates Box's employment cabinet to Law office.

* De-devil-ing someone now removes the devilinfo.
De-devil-ing now returns an error when used on true and arch devils

* Re-factors whiteness code for jumpsuits.

* Merges icons, reverts failed merge of map

* Merges map with CAS decks

* Fixes copying employment contracts

* Derp, fixes compile error.

* Replaces antaghud with customizable vision range for knowledge boon.

* Prevents a runtime if devil is gibbed while ascending.

* Neatens contract code, and removes excess variable from humans.

* Fixes compile errors

* Organizes weakness code slightly.  Adds ability for a species override on weakness.  (Make flypeople take 2x damage from flyswatters for example)

* Removes sixteen erroneous characters from the codebase.

* Removes trailing return

* Makes typeless for loops, removes a runtime, and removes unhelpful comments.
2016-05-08 18:44:27 +01:00
Nerd Lord
ff984ec0cc cleanup 2016-05-08 11:46:26 -04:00
Jack Edge
5e95c7f78a Fixes bug where ruin area check always passed 2016-05-08 14:11:06 +01:00
coiax
035334589d Ruin budget system (#17366)
* Initial start of lavaland ruin budget system

Weights are dumb, we're gonna use BUDGETS!

To be clear, each round, there will be a budget for ruins.

HERE IS A ROUGH APPROXIMATION OF THE AIMED PROCESS
 - Pick a ruin
 - Can we afford it? If not, start again.
 - Try a bunch of times to place it.
 - Did we place it? Good, then reduce our budget accordingly

Does this look a little like syndicate surplus crates? That's the point.

* Subclassery

* Budget based ruin loader is GO

* Cryostasis (with a s)

* Adjusted costs, added no-duplication

* No dupes on the major ruins

* Deleted files, budget is config

* Corrected description

* Fixed ruins failing to load, duplication

* The zoo goldgrub will no longer burrow away

* Space descriptions and names

* No more weird Xenonest loops, should be all good

* Adjusted costs based on feedback
2016-05-08 23:03:42 +10:00
Jordie0608
bae1aa915d meant to comment this before shuttles pr was merged and cbb to make a pr, mulebeep1.ogg is unused and not sure why it was added 2016-05-08 22:34:50 +10:00
KorPhaeron
b545bee480 Dual magazine shotgun (#17118)
* Dual feed shotgun

* Dual Shotgun Sprites
2016-05-08 13:44:33 +02:00
Core0verload
a66c2f4418 Machine/computer boards and frames refactor (#17300)
* Map Changes

* Machine/console boards and frames refactor

* More board changes
2016-05-08 12:11:18 +02:00
Core0verload
ea655923bc Can screwdriver swarmer shells to disable them (#17202)
* Adds 1 new ways to destroy inactive swarmer shells

* Swarmers are now exportable

* Feedback messages
2016-05-07 23:21:09 -05:00
Aloraydrel
b130c19801 ayy (#17446) 2016-05-07 23:17:49 -05:00
Robustin
7e5d0d69e3 The Cult Rises... Part II (#17228)
* Update cult_items.dm

* Update cult_structures.dm

* Update access.dm

* Update sheet_types.dm

* Update girders.dm

* Update walls_misc.dm

* Update cult_structures.dm

* New Items

* Structure improvements

* Unholy Update 2

* Spooky door

* Runed Metal creation

* Item fixes

* ABSOLUTE MADMAN

* ABSOLUTE MADMAN

* Final Tweaks

* Final Tweaks

* Final Tweaks

* Health adjustment

* Update cult_structures.dm

* clamp gone

* Dotting the i's and crossing the t's

* Grammar

* Capitalization, etc.

* time2mergebeg

* Added files via upload

* Added files via upload

* Self-reviewed PR, we're good to go now fam

* Self-reviewed PR, we're good to go now fam

* Self-reviewed PR, we're good to go now fam

* Self-reviewed PR, we're good to go now fam

* Self-reviewed PR, we're good to go now fam

* MERGE CONFLICT MAYMAYS

* Structures tweak

* Curse Improvements

* Icon update

* Phil Changes

* Phil Changes

* Phil Changes

* Phil Changes

* Phil Changes

* Phil change

* New York Phil-harmonic

* I-I like the original better anyway

* Spacesuits aren't THAT magical

* Can't have cultists getting TOO tricky eh
2016-05-07 23:07:10 -05:00
c0
9af58d7469 Adds miniature energy gun 2016-05-08 06:46:42 +03:00
coiax
5b5d956943 Alternate escape shuttles and ferries (#16761)
* Added a simple bar-theme escape shuttle

Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.

* Changed drone's health to 3000

Bardrone is now strong, to cope from stray gunfire.

* Replaces banned variables with alternates

Step_[xy] is bad, mkay?

* Added STV5, the cramped transport shuttle

Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!

* Removed shuttle area from empty space on STV5

* Added cult shuttle

Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.

* Include the Narnar Shuttle

* Meat ferry added

Very basic, could probably use some love from a map wizard.

* Moved shuttle files to shuttles/ directory

* MAPS MOVED AND RENAMED

* Hyperfractal Gigashuttle

"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."

* I REGRET ADDING THESE

* Into templates you go

* Changed floors

* Hugbox supermatter, for map making

* Shuttles KINDA delete themselves

* Hats in hats in hats in hats in hats

* Use the hugbox supermatter in the shuttle

* Include the new verbs

* Include our new verbs

* Fixed runtime when deleting emergency shuttle

* Added to verb list

* Fixes more runtimes with deleting the shuttle

* Shuttle Destroy verb now functions

* Moved them out of the shuttles/ folder

* We'll need these docks later

* shuttle_import landmark datum made

* Changes z2 to TGM format and adds shuttle_import landmark

* SHUTTLE IMPORT VERB

Is this it? Are we there?

* Some compile fixes

* Emergency bar map updated

* Updated cramped shuttle

* Updated narnar shuttle

* Supermatter shuttle updated

* Meat ferry updated

* Debugging information included

* Debug code, QDEL hints

* Minor updates to collection of maps

* May as well use the snowflake drone code

PICK YOUR OWN BARKEEPING HAT.

* The Lighthouse

*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!

* Made supermatter hallucination too powerful

* Added force argument for docking testing

* Added emergency backup shuttle

Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.

* Added templates for existing shuttles

* Backup shuttle used if emergency shuttle deleted

* Added backup shuttle transit space

Don't know why transit spaces aren't dynamically generated, to be
honest.

* Hyperfractal Gigashuttle improved

More radiation lockers, chairs which makes it "safer".

* Added Shuttle Under Construction

The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.

* Added warnings for shuttle interaction

ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?

I mean, I really don't know what will happen, and it's probably
nothing good.

* Snappop(tm)!

Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!

* Fixed horrific experiment icon, added gambling spawner

* Candle changes

Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.

* Shuttle can dock if already docked

* Fixing bugs with shuttle import

Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.

* Admin notice, unload bad template

* Fixes problems with some shuttles

* Warning message if roundstart dock failed

* Compiles.

* Inform admins of shuttle problems

* Names for shuttles, minor tweaks

* Moved shuttle templates to shuttles/

* Version numbers are lame

* Shuttle datums

* Shuttle manipulator barebones

It doesn't do anything at the moment.

* Added shuttle manipulator to Z2

It still doesn't do anything yet, but it looks pretty.

* Use GetAllContents(), don't delete ghosts

* Fixes bug where nothing would actually load

* Cancel button on Destroy Shuttle

* Fixed birdboat shuttle overwriting bar shuttle
2016-05-07 23:35:57 +02:00
AnturK
0a4d0e7a23 Merge pull request #17393 from ChangelingRain/lesshud
Fixes a few simple animal huds
2016-05-07 21:44:22 +02:00
KorPhaeron
6b1dbc1025 Merge pull request #17431 from bgobandit/napalm
Changes the napalm recipe to not conflict with hooch.
2016-05-07 13:20:07 -05:00
KorPhaeron
34b08537a4 Merge pull request #17411 from KingDairy/master
Fixes the Lavaland Gym
2016-05-07 13:13:48 -05:00
Nerd Lord
5ad7fd341d these match actual alien healths 2016-05-07 11:08:52 -04:00
Nerd Lord
e1658b277e Fixes some simple animal maxhealths 2016-05-07 10:52:55 -04:00
AnturK
d11809196a Merge pull request #17385 from coiax/table-loot
Maint table tweaks
2016-05-07 13:35:21 +02:00
phil235
95959a76ef Merge branch 'master' of https://github.com/tgstation/-tg-station into AdminRequests1
Conflicts:
	code/modules/admin/verbs/randomverbs.dm
2016-05-07 12:33:06 +02:00
KorPhaeron
1029e3ce4a Merge pull request #17397 from Shapsy/reload_admins_reloaded
Reloading admins informs un-deadmin'd admins
2016-05-06 20:26:28 -05:00
Joan Lung
c028be9c9c Merge pull request #17382 from Incoming5643/badmins_doing_shit
Fixes var editing clients
2016-05-06 20:00:03 -04:00
Joan Lung
47be3fb9d1 Merge pull request #17375 from KorPhaeron/bottle
Ship in a bottle
2016-05-06 19:58:17 -04:00
Joan Lung
af569cf387 Merge pull request #17387 from coiax/hand-labeler-bug
Renames ID cards in PDAs as well when hand labeller suiciding
2016-05-06 19:46:37 -04:00
Joan Lung
645b777887 Merge pull request #17418 from coiax/holocarp-colours
Adds additional holocarp colours
2016-05-06 19:46:07 -04:00
Cheridan
789e5369df Merge pull request #17419 from phil235/Dismemberment
Dismemberment
2016-05-06 18:42:48 -05:00
phil235
53c5b7f5d5 Fixes lizard body markings appearing behind the bodypart layer.
Fixes tail sprite when missing a leg and facing south.
Adds an admin option in human VV to remove a body part.
Fixes typos.
Fixes being able to toggle hardsuit and wintercoat helmet despite having no head.
Changes the dismemberment chance from explosion: bomb armor helps against it, and the maximum number of limbs that you can lose in one explosion is capped depending on the explosion severity.
Missing 1 or 2 legs makes you significantly slower. If without legs, missing an arm makes you slower. You can no longer move when missing all four limbs.
Bodyparts have now force 3 and throwforce 3
Tongues are now properly put in decapitated heads.
Shaking a legless person no longer gives weird results.
2016-05-07 01:00:00 +02:00
bgobandit
fe474e3a45 Changes the napalm recipe to not conflict with hooch. 2016-05-06 06:59:48 -04:00
phil235
1ef1117cb1 Fixes the healthdoll not being updated right away after an amputation. 2016-05-06 02:18:05 +02:00
phil235
c1e1fa03b2 fixes the healthdoll. 2016-05-06 01:05:09 +02:00
Robustin
b9e3e6ad34 Zombies airlock attack: Sound improvement (#17181)
* Zombie airlock attack noise

* Delay between noises

* Noise delay tweak

* Kor fix

* PROXIMITY CHECK SO WE CAN HAVE DELAYED NOISE FOR IMMERSION

* Spawn change
2016-05-06 00:58:54 +02:00
phil235
f8260e1d3d always gotta fail the merged conflict fixing. 2016-05-05 22:16:19 +02:00