Commit Graph

21 Commits

Author SHA1 Message Date
PsiOmega
bc438e21ad All the relevant examine changes. 2014-11-05 12:44:23 +01:00
Zuhayr
9e7fe6d700 Rewrote autolathe, changed all m_amt and g_amt to a list called 'matter'. Updated RCD vars in view of this. 2014-06-11 01:14:38 +09:30
DJSnapshot
1324be7189 Fix for guns eating empty magazines. 2013-12-21 23:15:36 -08:00
DJSnapshot
2f0b5e31f4 Fix so magazines read correctly on the Colt M1911.
Also notice for when the clip falls out.
2013-12-21 22:58:24 -08:00
MagmaRam
e4c913fad9 Fix for issue #2882 in Baystation12/master (CR-20 not updating sprite correctly when unloaded by in-hand click). 2013-05-29 13:34:54 +07:00
Chinsky
4f75feffe5 Added recoil to projectile weapons.
On shot shakes screen a little.
2013-03-07 05:55:14 +04:00
Chinsky
5a916019de Refactored and moved targeting code around a little.
Refactored suicide and point blank shooting code to use their projectiles properties instead of huge chain of conditions with arbitrary values.
2013-03-07 00:44:28 +04:00
Spamcat
c9e657a4c6 Reloading spent casings in the revolver doesn't duplicate "This one is spent" message
Fixed #2434.
2013-02-28 17:07:20 +04:00
Chinsky
3955480630 Added ability to unload shells and clips from projectile weapons. 2013-01-04 06:20:48 +04:00
giacomand@gmail.com
3387fd4f6c Removed shooting yourself.
Added it to Russian Revolvers only.
Removed Russian Revolvers from the map, it is only admin spawnable now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4070 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 17:02:34 +00:00
giacomand@gmail.com
7694de3cad Added Russian Revolvers. See changelog for more details.
Added the ability to shoot yourself in the head. See changelog.
Added a isnull check on sortRecord proc.
Changed the align to left.

Added Two Russian Revolvers onto the map, on the Derelict Z-Level. Added a single .357 ammo box in a secure crate on the Derelict.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4063 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-13 23:23:26 +00:00
baloh.matevz@gmail.com
18ccabb33a - 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
johnsonmt88@gmail.com
6951ec37ed Committed for Sieve:
Reverted dismemberment
- This is the majority of the files

Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun

Reverted Tarajans
- As requested

Hotfix for the Holodeck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 02:21:00 +00:00
VivianFoxfoot@gmail.com
ff3e399a9c Fixes Fix for some weapons not checking if they have a round in the chamber before attempting to load another.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 21:53:56 +00:00
petethegoat@gmail.com
f91dfe2e0d 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3493 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 03:18:17 +00:00
joe.heinemeyer@gmail.com
0ba84545b1 Package wrap is no longer retarded. Works on an afterattack proc, now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3301 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-15 18:44:10 +00:00
heisen51@gmail.com
ef061ccca6 Most of the objects that should have been wrappable but were not wrappable are now wrappable. This includes beakers, syringes, syringe guns, revolvers and food.
If any more of such should-be-wrappable-but-is-not-wrappable objects are found, just put wrap(I, user) in the attackby proc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2865 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 14:17:51 +00:00
mport2004@gmail.com
9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. 
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)",  and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon.  Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 08:37:40 +00:00
mport2004@gmail.com
67d4ceffb0 Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-12 23:00:48 +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
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