Commit Graph

45 Commits

Author SHA1 Message Date
SkyMarshal
f3b9285f05 Guns now have a different message for when they are fired by the auto-fire-mode. 2012-06-22 14:27:21 -07:00
Erthilo
36effbacc2 TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief:

- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.

- A couple of minor bugfixes here and there, along with some code tidying.

Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00
Erthilo
b409a84f2d Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
2012-05-29 15:00:11 +01:00
Erthilo
a7dd312b3e TG: - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00
cib
0799cddb4b Cleanup of all the update_clothing() calls.
Mostly I replaced them with rebuild_appearance() or update_body_appearance() where suitable.

I also reorganized the new update_clothing() code a bit.
2012-05-27 20:43:52 +02:00
Erthilo
4114e246ee Merge fixes, and spelling corrections. 2012-05-21 20:47:55 +01:00
Erthilo
c84aa96cc4 TG: The new 'sleek' user interface is going live.
OLD screenshots (Actual hud uses black/orange scheme):
Humans:
http://www.kamletos.si/ss13%20hud%2018%20human%20standard.png
http://www.kamletos.si/ss13%20hud%2018%20human%20full.png

Borgs:
http://www.kamletos.si/ss13%20hud%2018%20borg.png

Aliens:
http://www.kamletos.si/ss13%20hud%2018%20larva.png
http://www.kamletos.si/ss13%20hud%2018%20alien.png

Monkeys:
http://www.kamletos.si/ss13%20hud%2018%20monkey.png
Revision: r3630
Author: 	 baloh.matevz
2012-05-21 20:29:35 +01:00
Erthilo
d5abd91800 TG: Fixes guns some. Can't shoot yourself as easily anymore. You can now aim at
body parts with your gun.  I think the reason you couldn't before was just the
failure to pass the def_zone up to the parent, not sure if that was intensional
or not.
Revision: r3554
Author: 	 VivianFoxfoot
2012-05-10 01:53:17 +01:00
Erthilo
84cb9b65ef TG: Updated the barman's shotgun, it acts like a double-barrel now, and he can saw
it off.
Added Khodoque's new shotgun sprites.

Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.

Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical

Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: 	 petethegoat
2012-05-05 23:20:19 +01:00
Ren Erthilo
15b1e94351 Adds watering can, fixes point blank stunning, adds new gaming kit sprite. 2012-04-29 03:37:14 +01:00
Ren Erthilo
925d0fee2f TG: Some work on aliens. I'll finish this up soon.
Gave riot shields a 99% chance of blocking pushers from pushing their wielders
(given their wielder is not on the help intent).

Added a projectile reflection mechanic. Ablative Armor will often, when the
groin or torso is struck, deflect projectiles back to the tile they came from
(not back the original shooter). Deflected projectiles aren't 100% accurate, so
ablative armor can result in friendly fire.

Hopefully stopped humans from waking up 1 second after they fall asleep.
Revision: r3286
Author: 	 vageyenaman
2012-04-26 23:27:16 +01:00
Ren Erthilo
249f38d464 Adds a click sounds for empty guns. Adds supervisors for the AI. Adds some A17 implants and sprites. 2012-04-17 19:02:18 +01:00
SkyMarshal
5b3ad2a925 Made transformations between mobs with organs work better. Destroying a limb removes implants. Implants now go where you select. Fixed some runtimes and retardedness. 2012-04-05 21:55:41 -07:00
SkyMarshal
5b20f6a2fd Adds dismemberment to Tajarans and Monkeys. Added some sanity checks to prevent you from punching you when they are missing hands. Fixed more wound stuff. Some examine fixes. Adds a hasorgans proc which checks if the given argument is a mob with organs. Fixed pathing for guncode. 2012-04-02 19:44:43 -07:00
SkyMarshal
cd4a82a90b Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives. 2012-03-31 22:01:21 -07:00
SkyMarshal
61820bc5ec Final commit of the examine/damage overhaul. 2012-03-29 20:44:10 -07:00
SkyMarshal
f45aff1bae Chameleon Jumpsuit now has armor, space tiles now get generated faster, fixed fingerprint runtime, optimized autosay, fixed crates + package wrappers, retired admins are no longer spammed, can now click through blindness, packages and evidence bag contents now count toward traitor objectives, stunning and such stops you instantly, guncode improvements. 2012-03-24 17:21:31 -07:00
SkyMarshal
ac03e51fd3 Fixes for: #663, #661, #658, and #628 2012-03-14 00:03:57 -07:00
SkyMarshal
e48a8a17e6 Can't target ghosts anymore. 2012-03-06 21:23:52 -07:00
SkyMarshal
43f7487429 Some optimizations for fingerprints. General debugging. 2012-03-05 16:33:47 -07:00
SkyMarshal
8ae86d253f Fixed some stupid. 2012-03-05 12:52:01 -07:00
SkyMarshal
7534154fa2 Cleaned up some code, fixed a bug with dead/sleeping people seeing you talk into headsets, reworked guncode some, readded point-blank shooting, removed disposal space cannon, hacktool works on windoors and secure closets, now. 2012-03-05 12:27:55 -07:00
SkyMarshal
884fd25f78 Fixed the rest of Tajspeak, radios now give a cue when someone talks into it, fixed throwing and tables, fixed bloodiness, fixed autofiring vars.
You can throw over tables again.
Fixed some bloodiness not being added.
Fixed some vars not being reset.
2012-03-03 23:45:20 -07:00
SkyMarshal
c2bf323caa Fixed some screwwy icon stuff from the last commit, fixed an overlay not updating. 2012-03-03 15:22:33 -07:00
SkyMarshal
1107f6e768 Fixes for package wrap, added proper buttons and hotkeys to the gun system, fixed PDA manifest. 2012-03-03 15:08:01 -07:00
SkyMarshal
eab449cbbb Added a "Deadman's switch" (Not really) to the signaler, shooting while standing off makes the other guy shoot, balanced stunning, added a time limit to switching hostage modes.
Signalers: Right click verb makes you ready to signal it, being shot with it in your active hand has a 80% chance to trigger it, dropping it has a 5% chance.
Stunning always stuns you SOME, but armor can now lessen it (It used to be possible to not get stunned at all by being shot normally)
Shooting during a mexican standoff now makes the other guy shoot you too.
Added a time to how quickly you can adjust hostage things.  1.5 seconds per thing.
2012-03-02 09:41:03 -07:00
SkyMarshal
ee9146cda4 Added more sanity checks to the gun code. 2012-03-01 22:15:03 -07:00
SkyMarshal
fd1a3bd6b8 Missed an update, whoops! 2012-03-01 20:13:02 -07:00
SkyMarshal
0d8c7d5e51 Reworked the gun system to handle hostage scenarios better.
Ported and adjusted with permission from Lost Worlds.
2012-03-01 19:20:39 -07:00
SkyMarshal
b653c615be Replaced a lot of stupid from the wardrobes and package wrap, they now use an afterattack call instead of specific code for them in EVERY OTHER ITEM.
Improved the admin panel.
Removed Karma.
2012-02-28 00:11:15 -07:00
SkyMarshal
d77c42b7b5 Derped up a bit in the last commit. 2012-02-26 23:19:04 -07:00
SkyMarshal
c7af63b281 Energy projectiles now move instantly, leaving a straight line from their origin to their destination, like real energy weapons.
Welderbackpack now has a proper icon.
Stun rounds can now be reduced or blocked by armor
Added more update_clothing() calls
Fixed strangling non-humans.
Blob is now an announcement only.
2012-02-26 23:06:43 -07:00
SkyMarshal
2f1bc35ae0 Fixed some borkenness with guns, and tried making the command channel readable. 2012-01-22 23:50:58 -07:00
SkyMarshal
08a9cabe76 Fixed some stuff related to the previous commit. 2012-01-22 23:45:16 -07:00
SkyMarshal
a9520990f7 More updates for the response team and stuff. The response team telecomm unit now works right, radios now have an autosay proc for automated announcements, the SpecOps shuttle now uses autosay, proper energy guns replace the bugged ones, Automated (non player AI) announcement of new players, another attempt at making the command frequency legible, HUD icon for secHUDs and ERT members. 2012-01-22 22:41:17 -07:00
SkyMarshal
18bd946668 Finally fixed the access stuff for medbay. It was a bug introduced by Doohl.
Also made electric chairs amazing, but the sprite needs work.
2012-01-19 00:12:24 -07:00
vageyenaman@gmail.com
c8452fa96b ◦ When equipping corgis with objects, their icons immediately update. Fixes a bit of visual lag.
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?


New stuff:
   ◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
   ◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
   ◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
   ◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.


    

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-23 02:00:18 +00:00
mport2004@gmail.com
8140cf0f12 Beepsky was freaking out that his target got away (vanished) and almost crashed the server, this has been fixed.
Fixed a few other runtimes.
Space movement should be working slightly better.
Projectile weapons now give a X has fired Y message, this might get removed in the near future depending on how spammy it ends up being.
Projectiles now give a X has been hit by Y rather than a X has been shot by Y because knowing who shot you when you could not see them was rather silly.
Securitrons will no longer scan for weapons when they are set to not scan for weapon auth, they also will nolonger ignore arrest status if set to check for weapon auth and the guy has it.
Shotguns are nolonger on the Securitron's ignore list if weapon auth is on while all melee class weapons like eswords and batons are now on the list.
The incinerator disposal is part of the station loop.
A window has been added to the north side of tool storage.
Emergency Storage now has the proper access.
Disposal's mass driver control will no longer fire tox's mass driver. 
Removed a few old grey pipes in the courtroom.
Toxins test chamber once again has a teleportation beacon.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2495 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-07 10:19:24 +00:00
mport2004@gmail.com
9a2ee43b59 Fixed some runtimes.
Job system once again has -1 as unlimited.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2451 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 07:14:17 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
vageyenaman@gmail.com
ffd6cc4f31 Bugfix: Wizards will now longer spray or shoot themselves with whatever they're holding when they cast spells.
Changes: 
     ◦ Vanilla mulebots move slightly faster, hacked mulebots will move even faster!
     
     ◦ Changed the description of carp. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2314 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 07:34:16 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00