Commit Graph

602 Commits

Author SHA1 Message Date
PsiOmega
baed39c263 Attempts to fix persistent station alarms. Makes wardrobes solid. 2015-03-09 20:55:05 +01:00
Raptor1628
cf0e526d91 Fixes and adjustments
Moves a few things around in the armory again, tasers back in lockers,
guns in officer access area of the armory. Re-adds the tacknife after it
was lost in the hydro merge, gives EMTs access to medical lockers.
2015-03-04 11:18:40 -05:00
Zuhayr
14321003f1 Merge branch 'dev-freeze' of https://github.com/Zuhayr/Baystation12 into dev-freeze 2015-02-28 17:04:22 +10:30
Zuhayr
4b15f1a249 Fixes #7877 2015-02-28 16:47:41 +10:30
Chinsky
9e07708cb3 Fixes #8241 rollerbeds not collapsing due to a runtime 2015-02-26 14:41:31 +03:00
Zuhayr
bceb01c233 Merge pull request #8290 from mwerezak/gun-rewrite
Fixes captain's laser gun
2015-02-26 16:28:43 +10:30
mwerezak
ec59f8ab07 Fixes captain's laser gun
Also updates retro laser gun path, as it isn't really conceptually
related to the carbine anymore, and should avoid inheriting things like
fire rate.
2015-02-25 23:35:20 -05:00
PsiOmegaDelta
51b722485a Merge pull request #8259 from mwerezak/gun-rewrite
Gun fixes
2015-02-25 07:21:29 +01:00
mwerezak
9782140d32 Resolves #8236
Lasers deal more damage to grilles, and clicking directly on the grille
makes it more likely for the grille to absorb the projectile.
2015-02-25 00:14:42 -05:00
mwerezak
3e71802a52 Replaces colt signal pistol with a Mk58 version.
Makes more sense for the HoP, and ensures the colt remains more of a
detective signature item.
2015-02-24 21:23:19 -05:00
Raptor1628
d4870b80ee Assorted Fixes
Rebalances the random armory so there are always energy weapons,
projectile weapons, and ion weapons. Ammo no longer random. Fixes some
oversights with the EMT area and improves flow. Sec Guns fit in belts.
Fixes typos and a missing price in the vending machine.
2015-02-24 14:40:02 -05:00
Raptor1628
2ae273e1b8 Gear again
Collection of gear and changes from the four gear polls on the forums
includes:
2 new automatic weapons, mapped in to ERT and random weapon spawns.
Laser carbine balance.
Slow emergency softsuits, no armor value other than bio and rad, 4
slowdown.
1 knife, not mapped in, available for Psi's uplink merge.
New vests: 2 types, 2 pocket no slowdown,
4 pocket with slowdown, second is available from cargo and one random
vest
spawn in armory. The first replaces all instances of the old vests. Old
vests still exist in code.
Mercenary vest with no slowdown, 4 pockets, and slightly better armor,
not on map, possibly for Nukes or Traitor Uplink
Holster rearrangement for custom loadout.
Acid dispenser, mapped into robotics and science.
New food items, added to vendors and rations crate.
New random medical spawns, added to medbay.
Cargo and loadout additions to accommodate new items.
1 beanbag loaded 5 round shotgun added to Warden's closet to compensate
for officers having .45 ltls and the HoS having an e-gun, suggested by
IRC and server.

http://baystation12.net/forums/viewtopic.php?f=5&t=12064

http://baystation12.net/forums/viewtopic.php?f=5&t=12031

http://baystation12.net/forums/viewtopic.php?f=5&t=12027

http://baystation12.net/forums/viewtopic.php?f=5&t=12007
2015-02-18 15:35:37 -05:00
mwerezak
57ffdc82f6 Replaces stool structures with stool items 2015-02-18 01:06:00 -05:00
Zuhayr
4631e53718 Merge pull request #8140 from comma/undies
Underwear closet, crossdressing
2015-02-17 03:03:45 +10:30
Chinsky
f9ba327c3a Merge pull request #8099 from mwerezak/gun-rewrite
Gun rewrite
2015-02-16 11:54:52 +03:00
Chinsky
3f8462a399 Adds a wardrobe structure to pick your underwear.
Adds ability to wear female underwear as male and vice versa.
Changes 'underwear'/'undershirt' vars to hold iconstate instead of esoteric dances with array indexes.
2015-02-16 11:17:22 +03:00
mwerezak
3c1ec28a37 Reorganizes colt pistols, moves renaming verb 2015-02-15 23:32:35 -05:00
mwerezak
08635587e1 Fixes revolver paths, span classes, typo. Cleans exodus-1.dmm
Tweaks syringe gun and dart gun, renames syringe gun cartridges and makes them printable.
Adjusts penetration so that passing through mobs happens with a probability that scales with damage.
Adds a .45 signal pistol to the HoP's closet and a 9mm one to the mercenary shuttle.
2015-02-14 13:38:05 -05:00
PsiOmega
fde03b2e94 Containers now properly checks types instead of string paths.
Security and medical belts could contain now no longer existing objects. These types have been removed.

Conflicts:
	code/game/objects/items/weapons/storage/belt.dm
	code/game/objects/structures/inflatable.dm
	code/modules/clothing/under/ties.dm
2015-02-14 14:16:40 +01:00
mwerezak
0d89717cf2 Merge remote-tracking branch 'upstream/dev' into gun-rewrite
Conflicts:
	code/modules/projectiles/ammunition/boxes.dm
	code/modules/projectiles/guns/projectile/pistol.dm
2015-02-13 01:57:19 -05:00
Zuhayr
a8089d4437 Merge master into dev. 2015-02-12 23:01:08 +10:30
mwerezak
5740f52964 Merge branch 'guns' into gun-rewrite
Conflicts:
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/under/ties.dm
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/energy/laser.dm
	code/modules/projectiles/guns/energy/nuclear.dm
	code/modules/projectiles/guns/energy/pulse.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/modules/projectiles/guns/projectile/launcher.dm
	code/modules/projectiles/guns/projectile/shotgun.dm
2015-02-11 18:08:43 -05:00
mwerezak
611a42bb33 Gun cleanup and rewrite
Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.

Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication

Changes path strings to actual paths. Changes relative paths to absolute paths.

Renamed several targeting vars to make their purposes more clear.

Fixed targeting not handling firing correctly for certain subtypes.
2015-02-11 15:46:09 -05:00
mwerezak
ab6f0bf30c Merge remote-tracking branch 'upstream/dev' into gun-rewrite
Conflicts:
	code/modules/clothing/under/ties.dm
	code/modules/projectiles/projectile.dm
2015-02-10 20:59:22 -05:00
PsiOmega
cd5a2fc52e Bonus: Makes the tinted windows respect power failures. 2015-02-10 10:16:58 +01:00
mwerezak
fc6dfb5f1b Ammo magazine and casing update
Rewrites ammo magazines and casings to be a bit more logical.
Updates gun/projectile and all subtypes to work with the new ammo code.
2015-02-09 21:32:49 -05:00
Chinsky
30de86c081 Accessories update.
Moves them away from 'tie' legacy - path change, and different code files.
Changed single hastie var into accessories list, to allow multiple articles worn at same time. Updated all affected places in code to work with it.
Currently any number of decorative accessories can be attached, one utility (holster/webbing) and one armband.
2015-02-08 12:35:50 +03:00
mwerezak
0b8940da79 Merge remote-tracking branch 'upstream/dev' into boolit 2015-02-06 20:23:05 -05:00
unknown
39b467c9da New bullet types, projectile rewrite
* Refactors projectile Bump()
* Converts projectile_type var strings to paths
* Reorganizes bullet projectile paths
* Made a pass through all the bullet_act() definitions. Mainly ensured that damage_type is checked when dealing damage to certain objects. Removed stupid /turf bullet_act() override, replaced with on_hit() overrides on the relevant projectiles.

* Adds shotgun pellets projectile. Adds Raptor's shotgun slug sprite.
* Gives stunshots more of their own identity, refluffs them as taser cartridges for shotguns. They still aren't obtainable anywhere unless spawned.
* Makes projectiles pass through girders and cultgirders with a certain probability, unless the girder itself was clicked.
* Projectiles are also able to pass through grilles. Low damage projectiles have a chance to be blocked by grilles. High damage projectiles have a chance to have some damage absorbed by the grille.
* Makes projectiles for blanks invisible.
* Adds flash bullet types
* Adds support for 'penetrating' projectiles
* Swaps .45 and 9mm projectile types. .45s hit slightly harder, 9mils have more ammo capacity.
2015-02-06 20:09:32 -05:00
Chinsky
b83f1ac3d2 Adjustable tint windows. Use buttons to change opacity. Super advanced technology to introduce milder alternative to metal shutters everywhere. 2015-02-06 10:33:41 +03:00
Chinsky
3ea720fd9d Buttons refactoring. Introduced wonders of inheritance, cutting down on inconsistencies and copypaste. 2015-02-06 09:53:05 +03:00
mwerezak
41816c26bf Fixes windows taking excessive damage from projectiles 2015-02-06 00:03:09 -05:00
Chinsky
84472462ab Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into firefirEFIREBURNAHAHAHA
Conflicts:
	code/modules/mob/living/living_defines.dm
2015-02-03 18:30:18 +03:00
Chinsky
aa7fde250c Merge pull request #7801 from Mloc/bs12-glowypipes
refactor buckling + glowy HE pipes
2015-02-03 18:12:09 +03:00
PsiOmega
a57cd8c380 Merge remote-tracking branch 'upstream/dev-freeze' into dev 2015-02-03 14:51:54 +01:00
volas
8abd7d0735 correction of all copytext(sanitize(..)) to sanitize(copytext(..)) 2015-02-01 22:54:56 +03:00
PsiOmega
6fabf503e1 Merge remote-tracking branch 'upstream/master' into dev 2015-02-01 17:39:19 +01:00
Chinsky
b995c856a9 Merge pull request #7924 from Kelenius/ofTablesAndPass
Removes FPRINT and TABLEPASS flags
2015-01-30 16:17:41 +03:00
Zuhayr
b280cb6d42 Fixes #7919 2015-01-29 11:27:56 +10:30
Kelenius
10de826ca3 Removes FPRINT and TABLEPASS flags 2015-01-23 22:27:32 +03:00
Kelenius
cee3c3eeff Replaces icon proc with image 2015-01-20 16:11:05 +03:00
Kelenius
d5c1c8672d Conflict fix 2015-01-20 15:02:25 +03:00
Kelenius
1949f105f1 Removes a debug world << 2015-01-20 14:55:26 +03:00
Kelenius
5f496524d2 Changes how sprays work and re-adds silicate
Sprays will spray directly at solid objects if they are clicked (walls,
windows, etc).
Makes removal of wall rot with plant-b-gone actually work.
Re-adds silicate with the old recipe. It repairs windows and makes them
more damage-resistant up to half damage taken.
2015-01-17 19:11:41 +03:00
Loganbacca
7435f7574e Closet file reorganisation
- Moved walllocker.dm to
code/game/objects/structures/crate_lockers/closets
- Moved other unused closet files to the code/unused folder
2015-01-16 12:04:59 +13:00
Loganbacca
780b1fb096 Fixed placing mounted modules in closets
- Fixes placing mounted modules in closets and crates
- Removed a couple of colons
2015-01-16 11:43:45 +13:00
Chinsky
95e4f53258 Ported TG's code for burny mobs, by ergoslavi. 2015-01-15 23:47:07 +03:00
Mloc-Argent
537b78fc80 refactor buckling to be more generic
Buckling procs and vars have been moved down to /obj.
Behaviour is mostly the same, but you can buckle cuffed people to
 pipes and they will automatically unbuckle if the cuffs are removed.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2015-01-12 21:28:31 +00:00
Zuhayr
cb88860f6b Merge resolution. 2015-01-07 03:43:12 +10:30
Tramziller
fb86581159 Fixes bug where girders can be destroyed with stun beams. 2015-01-04 21:12:32 +01:00