Commit Graph

81 Commits

Author SHA1 Message Date
mwerezak
8d1a92a0f5 Hardsuit tweaks
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
2015-02-28 14:04:53 -05:00
mwerezak
a026922115 More hardsuit fixes, ion rifle fix
Fixes modules being usable when destroyed.
Fixes charge display for fractional charge values.
Fixes ion rifles EMPing themselves.
2015-02-28 04:15:29 -05:00
mwerezak
7dd82f8763 Merge remote-tracking branch 'upstream/dev-freeze' into backup
Conflicts:
	code/modules/clothing/spacesuits/rig/rig.dm
	code/modules/clothing/spacesuits/rig/rig_pieces.dm
2015-02-28 03:39:38 -05:00
mwerezak
55a3b94995 Hardsuit adjustments, fixes
Default inherited offline_slowdown set to 3, as most hardsuits use this
value. ERT no longer get rad immunity, they have enough advantages -
instead only ERT engineers get that.
ERT engineer gauntlets are also now insulated, allowing them to do
wiring work in space.
Fixed a compile error.
Fixed mounted laser cannons taking too long to recharge.
2015-02-28 03:36:00 -05:00
mwerezak
a8c315ad52 Updates rig emp_act
EMPing hardsuits drains a bit of charge. Module damage is dealt to
damaged modules first. Various other adjustments.
2015-02-28 03:17:47 -05:00
PsiOmega
7e498e1cf7 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/modules/hydroponics/seed_datums.dm
	code/modules/hydroponics/trays/tray_apiary.dm
	code/modules/power/apc.dm
	code/setup.dm
2015-02-27 09:06:48 +01:00
mwerezak
d06b2a0a12 EMP briefly blocks switching/engaging modules 2015-02-26 00:05:04 -05:00
mwerezak
31e8babb9f Fixes rig emp severity class handling 2015-02-21 13:15:23 -05:00
mwerezak
39363749ca Fixes suit breach_threshold not being applied. 2015-02-21 13:15:02 -05:00
mwerezak
598ab2a207 Adds a mostly module-less merc rig type 2015-02-20 19:21:32 -05:00
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
mwerezak
5b5e16916f Replaces text expressions with macros 2015-02-12 01:55:12 -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
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
4f541758c6 Merge pull request #8003 from Jamini/dev
Added Tajran, Lizardfiend, and Slugfiendian depiction transformations for the CE rig
2015-02-04 18:17:32 +03:00
Zulker Nayeen Nahiyan
0a3f523066 Merge remote-tracking branch 'refs/remotes/origin/dev' into dev
Conflicts:
	code/__HELPERS/maths.dm
	code/__HELPERS/type2type.dm
	code/modules/clothing/head/hardhat.dm
	code/modules/clothing/spacesuits/captain.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/clothing/spacesuits/rig/rig_pieces.dm
	code/modules/clothing/spacesuits/rig/suits/light.dm
	code/modules/clothing/spacesuits/spacesuits.dm
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/suits/utility.dm
	code/modules/events/event_manager.dm
	code/modules/mob/living/living.dm
	code/setup.dm
2015-02-04 04:44:09 +06:00
Zuhayr
d6b03ea768 Merge pull request #7974 from mwerezak/ert
ERT adjustment and fixes
2015-02-01 20:47:40 +10:30
Jamini
b20c1ca900 Added Unathi and Skrellian sprite varients to the advanced voidsuit.
Signed-off-by: Jamini <mobiousjami@gmail.com>
2015-01-31 13:34:17 -05:00
Jamini
07fb3b05d4 Added Advanced Voicesuit sprites for Tajara
Signed-off-by: Jamini <mobiousjami@gmail.com>
2015-01-31 13:34:16 -05:00
mwerezak
f8d79ef62a Gives sec ERT hardsuits mounted eguns
Also relocates mounted gun code.
2015-01-31 01:00:36 -05:00
Chinsky
b995c856a9 Merge pull request #7924 from Kelenius/ofTablesAndPass
Removes FPRINT and TABLEPASS flags
2015-01-30 16:17:41 +03:00
Zuhayr
131fc38e42 Fixes #7861 (partial), #7957, #7940 2015-01-29 10:53:32 +10:30
mwerezak
849e968924 ERT adjustment and fixes
Removes the mounted laser cannon from the ERT hardsuits and instead
provides a single cannon for the team.
Moves the sidearms out to the other ert stations to make it more clear
that they may be used by other ERT roles.
Fixes rechargers now working in Centcom areas.
2015-01-28 13:11:04 -05:00
Kelenius
10de826ca3 Removes FPRINT and TABLEPASS flags 2015-01-23 22:27:32 +03:00
unknown
7590bbac99 Infection chance proc improvements
Instead of magic type bits, the infection protection value of clothing is mostly based on it's bio armor value, which is much more flexible. Also gloves and shoes to contribute to protection values, and adjusts surgical mask bio protection.
Hardsuits gain voidsuit level bio protection, when sealed.
Wearing a face mask helps prevent others from catching airborne diseases.
Also fixes #7909
2015-01-22 11:10:57 -05:00
Zulker Nayeen Nahiyan
203a7f1092 Fix compile error, remove Pi etc. from maths.dm and re-add them in setup.dm, fix bittest macros formatting to allow searching
`maths.dm`:
	Removed `var/const`s `E`, `Pi`, `Sqrt2`.

`setup.dm`:
	Re-added `PI` here, and added `Sqrt2`, `E` as macros.
	  The reason for this is that macros have a performance improvement over `var/const`s.

`lists.dm`
	Changed the formatting of the `BITTEST(...)` etc. macros so that they can be found by
	  searching for `#define BITTEST`

`rig.dm`:
	Fixed unknown variable error resulting from the usage if `STOPSPRESSUREDMAGE`
	  which was renamed to `STOPPRESSUREDAMAGE` in one of my earlier commits.

Others:
	Replaced constant variable `Pi` usage, with macro `PI`.
2015-01-10 03:14:48 +06:00
Zulker Nayeen Nahiyan
935448c098 Merge branch origin/dev into dev 2015-01-10 02:25:26 +06:00
Zulker Nayeen Nahiyan
b6ab0b64c0 Cleanup global.dm and setup.dm, fix typos in the other files
`code/setup.dm`:
	Fixed large amounts of indenting.
	Fixed large numbers of comments and their clarity.
	Added parentheses to macros using expressions.
	Added FIXME for unused duplicated macros, without certainty of their requirement.
	Removed some duplicate macros present. (`BRUTE`, `BURN`, etc.)
	Removed macro `PI`, and replaced instances of its use with `var/const/Pi` from `maths.dm`

`code/global.dm`:
	Fixed large amounts of indenting, added newlines to long single-lined list definitions.
	Slightly clarified comments.
2015-01-10 02:01:55 +06:00
Zuhayr
fd311a412f Fixes #7742. 2015-01-09 08:58:11 +10:30
Zuhayr
5afb55815e Fixes #7601 2015-01-01 23:15:34 +10:30
Zuhayr
cdfa2a5205 Merge pull request #7586 from Zuhayr/dev-freeze
Fixes the remainder of #7567, plus other fixes.
2014-12-31 22:48:39 +10:30
Zuhayr
47a3afb5af Fixes remainder of #7287 2014-12-31 20:15:53 +10:30
Chinsky
fe403d013b Merge pull request #7583 from atlantiscze/cellrate-hardsuit-stuff
Hardsuit Powersink Adjustments
2014-12-31 08:17:20 +03:00
Atlantiscze
3c41d77b1a Optimalisations 2014-12-31 01:53:53 +01:00
Zuhayr
eb6fc63a7b Fixes #7564 and buffs the dead man's switch explosion radius (#7567). 2014-12-30 16:11:25 +10:30
Zuhayr
d1a98cf844 Fixes #7574 2014-12-30 15:56:34 +10:30
Zuhayr
09ba7a67f8 Fixes #7563 2014-12-30 15:56:14 +10:30
Atlantiscze
7ceade9320 Typo Fix 2014-12-29 20:47:20 +01:00
Atlantiscze
90a83c19cf Hardsuit powersink module now uses CELLRATE properly
- Adds CELLRATE (and SMESRATE for SMESs) into drain_power proc.
- Adds "amount" parameter to drain power proc, sets the powersink module to 40kW draw (80 cell charge/s), which should correspond with normal cell recharger.
- Removes drain_power from all machinery, and adds drain_power to machinery/power. This means you can only drain from machines that have something to do with wiring or electricity.
2014-12-29 20:40:57 +01:00
Zuhayr
a5e30fae72 Fixes #7472 2014-12-16 18:24:01 +10:30
GinjaNinja32
f6b5edc130 Fixes error in rig voice-changer message 2014-12-15 05:39:00 +00:00
Zuhayr
02fefbff54 Fixes #7345 2014-12-13 22:37:22 +10:30
Zuhayr
9b51078fdf Fixes #7410 2014-12-13 21:57:51 +10:30
Zuhayr
52152166b3 Wip fixing suit spints. 2014-12-10 18:49:32 +10:30
Zuhayr
39f303c50e Actually fixes hardsuit back icons. 2014-12-10 02:37:23 +10:30
Zuhayr
e80f59742d Fixes #7316 2014-12-10 00:56:26 +10:30
Zuhayr
7bc72fb836 Tidied up/fixed up the rig back icons. 2014-12-09 21:01:17 +10:30
Raptor1628
921249a335 Hardsuit Fixes
Should merge now, was missing the .dme. Fixes #7307. Adds helmet cameras
for ERT and nukeops. Fixes incorrect lighting overlays. Fixes a weird
sprite.
2014-12-08 19:12:39 -05:00
Raptor1628
75659ab66a Hardsuit Mark Two, more Hulabaloo
Adds all sprites for the nukeop and research hardsuit. Shuffles around
hardsuit spawns and gear so they make sense, especially for the ERT,
they still only have two hardsuits per department, but there are enough
magboots and vests for the people who need the regular armor. Added the
medical hardsuit and its attendant gear to the station hardsuit list.
Added all of the xenoarch gear to the hazmat hardsuit for Zuh. Moves
some suit storage things around as they were lost somewhere along the
way since I committed them. Moves the Hazard Suit custom item over to
hardsuit code to prep for them being buildable on station at some point.
For now has the same stats as a voidsuit, no modules, just drains power
and has some extra pretty sprites. Sending this over to dev freeze
because most of it is required for hardsuits to be nice and pretty for
master. Now compatible with latest fixes.
2014-12-07 21:25:08 -05:00
Zuhayr
b30be0a352 Fixes #7199 2014-12-07 22:13:31 +10:30