PsiOmega
2a46b83dce
Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928
2014-08-13 09:35:04 +02:00
iamgoofball
88c034a30b
Ports the "Family Man" Hair Pack from /vg/station.
2014-08-11 13:25:57 -07:00
PsiOmega
c3de9ca3c7
Fixes #5946 and cuts down on duplicate code across Life() procs.
2014-08-11 10:42:32 +02:00
Zuhayr
a2945a00d7
Merge pull request #5940 from mwerezak/power-net
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Update for shield generator power use and power net fixes
2014-08-11 10:13:26 +09:30
Ccomp5950
a44a9b2d61
Merge pull request #5942 from Jarcolr/customs
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Fixes 2 broken custom items, adds 1 new one and removes duplicate icon_state file
2014-08-10 18:54:36 -05:00
mwerezak
03e557823c
Fixed #5912
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Also fixes hydroponics trays not updating
2014-08-10 16:29:09 -04:00
mwerezak
58e0b659d4
Reorganizes shieldgen source code and icon files
2014-08-10 11:58:25 -04:00
Jarcolr
2db24a17d5
Typo
2014-08-10 11:57:40 +03:00
Jarcolr
4666966dab
Fixes 2 broken custom items, adds 1 new one
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Fixes hazard hardsuit icon_state, paper icon_state missing for an item,
removed krinn_hatt from obj/clothing/hats.dmi since it's defined to be
in custom_items.dmi and added MiT labcoat
2014-08-10 11:49:14 +03:00
mwerezak
e1dc7d436b
Fixes icons and other things not updating when the master controller updates power status.
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This was due to the master controller using update_powered_status()
instead of power_change(), but many machines override power_change() to
do various things when the machine gains or loses power.
2014-08-10 03:45:20 -04:00
mwerezak
4b070a2de6
Fixes #5935
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Also improves apc/process() (doesnt add and then remove charge from
cells when it doesn't have to).
2014-08-10 03:44:56 -04:00
mwerezak
213b11601e
Updates emitters and containment field power usage
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As well as PA power usage. It's not used at the moment, but it might be
used by downstream or in the future.
2014-08-10 00:40:58 -04:00
Chinsky
749bd6d3f2
Merge pull request #5920 from Jarcolr/patch-1
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Move through blenders and pull blenders places
2014-08-10 04:00:11 +04:00
Jarcolr
a3cbbe4d0b
Move through and pull blender
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Changed density and anchored to 0.
2014-08-08 20:39:35 +03:00
PsiOmega
00fcfa7899
Makes it possible to setup pAI configuration from the character setup screen.
2014-08-08 13:31:52 +02:00
PsiOmega
8568a6aa89
Explicit proc/Topic definitions.
2014-08-08 13:21:51 +02:00
Chinsky
9f9865dac4
Merge pull request #5619 from mwerezak/power-net
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ATMOSPHERICS and Power Net Overhaul
2014-08-08 09:49:42 +04:00
mwerezak
47b32122d4
Updates disposal bin pressurization
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Also tweaks flasher power use.
2014-08-07 19:31:17 -04:00
Zuhayr
1384a93b59
Merge pull request #5904 from MrSnapwalk/icanseeeverything
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Adds toggleable goggles.
2014-08-07 10:02:34 +09:30
MrSnapwalk
96849c6de4
Adds a feedback message for toggling goggles.
2014-08-05 21:28:16 -05:00
MrSnapwalk
507b173d11
Adds toggleable goggles.
2014-08-05 21:24:45 -05:00
Ccomp5950
ec3262a2a9
Merge pull request #5894 from atlantiscze/cyborg_module_icons
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Cyborg component icons!
2014-08-04 19:38:57 -05:00
Ccomp5950
a4fc1bfd6a
Merge pull request #5886 from mwerezak/stun-baton
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Fixes some handcuff oversights
2014-08-04 15:15:52 -05:00
Atlantiscze
3627417c7b
- Adds cyborg module icons. Each component has it's own specific icon now. Two icons are animated, four static. Includes broken versions.
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- AI radio icon (chat icon) updated to use icon from robot_component.dmi file - removed duplicity from radio.dmi
- Cyborg radio icon (chat icon) updated to look like the radio module.
2014-08-04 09:25:53 +02:00
mwerezak
cf9fe8de76
Fixes some handcuff oversights
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You now don't need to be grabbing to put handcuffs on yourself, and you
can now put hancuffs on if your grab state is higher than aggressive.
2014-08-03 11:49:37 -04:00
mwerezak
cb2f68f81e
Merge remote-tracking branch 'upstream/dev' into power-net
2014-08-03 01:50:51 -04:00
Zuhayr
f510c05865
Merge pull request #5862 from mwerezak/stun-baton
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Stun Baton Nerf
2014-08-03 12:59:54 +09:30
Zuhayr
67799a5324
Merge pull request #5871 from PsiOmegaDelta/PhotoAI
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Fixes runtime error when borgs attempt to sync photos with master AI
2014-08-03 12:58:15 +09:30
Zuhayr
2619fb61ce
Merge pull request #5872 from PsiOmegaDelta/Manifest
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Fixes #5867
2014-08-03 12:57:19 +09:30
Mloc
e2ea86eab1
Merge pull request #5699 from Zuhayr/calamity
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Calamity mode.
2014-08-02 11:39:29 +01:00
mwerezak
91d503e209
Removes duplicate code from human/bullet_act
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Also moves stun projectile handling up to living/bullet_act, as all the
human specific code has been moved to other procs
2014-08-01 23:57:18 -04:00
Zuhayr
0868c344cc
Adjustments and a typo fix.
2014-08-01 23:50:33 +09:30
Mloc
457d76f441
Merge pull request #5834 from Zuhayr/hydroponics
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Changes dev hydro to use reagent procs.
2014-08-01 15:01:52 +01:00
Zuhayr
2493dedf4b
Merge pull request #5847 from MrSnapwalk/psychotailor
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Psychiatrist/Psychologist update
2014-08-01 21:59:10 +09:30
Zuhayr
1376a827d6
Merge pull request #5833 from Jarcolr/customs
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Adds *6* approved custom items and updates a custom item
2014-08-01 21:57:33 +09:30
PsiOmega
8104928e75
Creates a shared proc for applying AI verbs. DRY. Arranges some consistency among verbs.
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Fixes #5867 as well as a couple other missing verbs.
2014-08-01 10:36:44 +02:00
PsiOmega
c416205c7d
Moves robot/drone specific New()-code into their respective classes, handling it using proc-overloads.
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Also re-arranges robot init() code to prevent a runtime error when attempting to synch photos with the Master AI.
2014-08-01 09:17:26 +02:00
mwerezak
63aab94d3c
Cleans up weapon embedding code
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Removed weapon embedding from human/apply_damage(), as it didn't really
belong there. As well, used_weapon is intended mainly for autopsy info,
so it didn't seem appropriate to use it to embed things.
2014-07-31 19:43:36 -04:00
mwerezak
768019b918
Stunbaton fixes and cleanup
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Apparently harm intent is "hurt", not "harm"
2014-07-31 19:17:05 -04:00
mwerezak
71e54111ab
Handcuffs now require an aggressive grab
2014-07-31 18:10:11 -04:00
mwerezak
8bd7a11ff4
Fixes siemens coefficient not blocking stun disarm
2014-07-31 17:19:35 -04:00
mwerezak
697979c2f6
Makes humans scream if taking enough halloss
2014-07-31 17:06:42 -04:00
mwerezak
5b90e4afc6
Allows the use of stun weapons to show up in autopsies
2014-07-31 17:01:06 -04:00
mwerezak
ecd7df9628
Adds disarm effect for stun weapons and hands
2014-07-31 16:52:50 -04:00
mwerezak
56ccd4303b
Merges taser and stun baton effects
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Makes the code for handling stun weapon effects much cleaner.
Moves electrocute_act and emp_act from living.dm into living_defense.dm
2014-07-31 16:21:22 -04:00
mwerezak
c8cccb64f6
Adds siemens_coefficient handling to stun batons
2014-07-31 15:38:56 -04:00
mwerezak
9bfb4642a2
Merge remote-tracking branch 'upstream/dev' into stun-baton
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Conflicts:
code/game/objects/items/weapons/stunbaton.dm
Made all obj/item/weapons have "swing_hit" as their default hitsound.
Made hitsound not play when the attack misses.
2014-07-31 14:31:21 -04:00
mwerezak
a644156bdf
Taser cleanup and fixes
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Fixes cloaking devices and deadman switches being included in taser code
somehow.
2014-07-31 13:40:23 -04:00
mwerezak
7130fd124b
Stun baton nerf
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Adds agonyforce var to stun batons, which causes halloss and eye blur.
Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
2014-07-31 13:39:06 -04:00
Jarcolr
1e90a5b218
Adds Raptor1628's hazard hardsuit
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http://baystation12.net/forums/viewtopic.php?f=33&t=10888
2014-07-31 10:44:34 +03:00