Commit Graph

100 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
petethegoat@gmail.com
4701247c9b Fix for bananium doors having the wrong icon_state. Thanks Mwahahahaha!
Fix for xray projectiles being incorrectly defined. Thanks Mwahahahaha!
Fix for the xray sprites.
Map changes! Mostly changes in maintenance, but also a xenobio change, to make the monkeys not visible from the metroid pen, for Rockdtben.
Also readded the secure storage and lockdown buttons to the CE's office. Thanks Mwahahahaha!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3765 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 14:34:36 +00:00
vageyenaman@gmail.com
f9ee2320fa Not a whole lot going on in this commit, just more work on preparation for the traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.

!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.

Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.

I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.

Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 02:31:09 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
cib
f3dd3dfe9f The change projectile code is a lovely copypaste again. 2012-05-29 15:45:00 +02:00
cib
3a74270e29 Merge github.com:Baystation12/Baystation12
Conflicts:
	code/modules/mob/mob.dm
	code/modules/projectiles/projectile/change.dm
2012-05-29 13:43:20 +02:00
Erthilo
4d7b4b284c Fixes for response team notes. Soghun removed from staff of change. 2012-05-28 20:42:47 +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
cib
479563cb28 Removed some stupidly copypasted code. The transform projectile will now only work on humans. 2012-05-27 17:59:44 +02:00
Erthilo
a83c870358 TG: -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not
have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes.
Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
Revision: r3495
Author: 	 d_h2...@yahoo.com
2012-05-05 23:45:45 +01:00
CaelAislinn
3cec18affd balances, improvements and tweaks to rust and antiqua. did not to cameras because i have a lecture in six hours.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-01 03:33:29 +10:00
Ren Erthilo
439aafc7f7 TG: Added lasertag vests, guns, projectiles. Sprites for the vests and guns from
Muncher.

Lasertag guns are only usable if you're wearing the appropriate team vest.
Lasertag projectiles will only stun people who are wearing vests belonging to
the opposing team.

Four vests and four laser tag guns are now in fitness (two sets of red, two sets
of blue)

Fixed emergency storage having chem storage access, removed the R walls around
it.

Updated changelog.
Revision: r3333
Author: 	 kortgstation
2012-04-29 22:36:06 +01:00
d_h2005@yahoo.com
4b9e382170 Runtime fix for the floral somatoray shooting at mechas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-28 15:54:50 +00:00
Ren Erthilo
4c7a2dc853 TG: Fixed the objectives not being assigned properly when the Summon Guns spell is
used.

Removed the wizard's Nar-Sie grav pull entirely to reduce lag/it is strong
enough as is.

Fixed the gyrojet projectile name

Removed the ion rifle from the armoury
Revision: r3272
Author: 	 kortgstation
2012-04-26 22:42:56 +01:00
Ren Erthilo
7d04c9c169 TG: Added Spacevines to the random events. Added a spawn space-vines option to the
secrets panel.
Fixes  issue 250  (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a
purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named
them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module,
borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy
stand-ins for a bit until he is finished with them.
Revision: r3128
Author: 	 elly1...@rocketmail.com
2012-04-23 21:07:55 +01:00
Ren Erthilo
c23a674710 TG: - Using robot parts on a suit that already has that part no longer eats up the
part you used on it
Revision: r3127
Author: 	 quartz235
2012-04-23 19:30:06 +01:00
d_h2005@yahoo.com
41ba8a7ae6 -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 05:55:33 +00:00
Ren Erthilo
5fabd286d1 TG: Added Invisty's Emitter sprites.
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring. r2895
2012-03-27 05:50:15 +01:00
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
kortgstation@gmail.com
8b006388f8 Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher.
Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team.

Four vests and four laser tag guns are now in fitness (two sets of red, two sets of blue)

Fixed emergency storage having chem storage access, removed the R walls around it.

Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3333 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-21 02:37:26 +00:00
kortgstation@gmail.com
1be29f6468 Fixed the objectives not being assigned properly when the Summon Guns spell is used.
Removed the wizard's Nar-Sie grav pull entirely to reduce lag/it is strong enough as is.

Fixed the gyrojet projectile name

Removed the ion rifle from the armoury

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3272 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 21:35:41 +00:00
SkyMarshal
f0b3802b10 Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts:
	baystation12.dme
2012-03-06 19:10:39 -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
Hawk-v3
bc84c1efb0 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-03-02 19:07:44 +00:00
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
kortgstation@gmail.com
a9e575e5fb Tg Update: Cyborgs will no longer drop shit everywhere when hit by the Staff of Change.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2789 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 21:38:24 +00:00
kortgstation@gmail.com
d5756b4612 TG Updates: Staff of Change victims now have Universal Speak (the metroids/xenos/monkeys can all speak english).
Reverted it back to cultists getting one random word each because I broke something apparently.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2763 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 18:05:01 +00:00
kortgstation@gmail.com
b7f067fd4c Fix for borgs transformed by the Staff of Change dropping their cells and MMI on the ground.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2757 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 03:22:47 +00:00
kortgstation@gmail.com
db91705488 TG Updates: Fixed a bug I caused (where the Staff of Change was unable to fire).
The Staff of Change no longer works on dead targets (to prevent resurrection when the new mob is created and the ckey transferred).

The Staff of Change can now cause a mob to change into a human (and a chance for said human to be a lizardman/metroidman/plantman/golem/normal human)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2756 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 03:22:14 +00:00
VivianFoxfoot@gmail.com
4bbea4187f TG UPDATES: Medium bullets (used by deathsquad pistols and nuke team SMGs) now knockdown their target like the
detective's revolver.  They also do some eyeblur because of the hydrostatic shock.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2754 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 03:21:15 +00:00
kortgstation@gmail.com
3785d39022 TG UPDATES: Hurr durr I'm fucking retarded forgot to check a file last commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2733 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-28 20:36:36 +00:00
kortgstation@gmail.com
6faebfdf2c TG UPDATE: Added the Staff of Change gun, a self recharging weapon which cannot be placed in a recharger. It fires bolts of change
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey

The staff is admin only as of now.

Fixed some bits on the salvage shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-28 20:36:02 +00:00
SkyMarshal
ed7c6d1259 Fixed lasers being stupidly intensive on the CPU, balanced nuke proportions some. 2012-02-27 18:33:00 -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
elly1989@rocketmail.com
0a80f91f2c Added Spacevines to the random events. Added a spawn space-vines option to the secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-14 20:29:58 +00:00
kortgstation@gmail.com
8caa698d48 Chaplains are no longer immune to cult magic. Instead, a new item, the null rod, spawns in the chaplains office. Having the rod on your person will make you immune to cult magic.
Runes are now dispelled with the null rod, not the bible.

Chaplains can no longer self heal with the bible.

Simple animals can now attack mechas and critters 

Constructs no longer take extra damage from bibles.

Fueltanks now explode when shot by lasers or bullets.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3125 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-14 03:29:18 +00:00
Superxpdude@gmail.com
eee1ffd7c9 Added a special practice laser gun to the firing range.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2894 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-01 22:56:20 +00:00
kortgstation@gmail.com
15ce5ab5aa Cyborgs will no longer drop shit everywhere when hit by the Staff of Change.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2789 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 23:18:44 +00:00
kortgstation@gmail.com
cd7e1cd2b0 Staff of Change victims now have Universal Speak (the metroids/xenos/monkeys can all speak english).
Fixed a missing tile on the salvage shuttle.

Reverted it back to cultists getting one random word each because I broke something apparently.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2763 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 19:59:49 +00:00
kortgstation@gmail.com
6ad42b9ec2 Fix for borgs transformed by the Staff of Change dropping their cells and MMI on the ground.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2757 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 04:54:34 +00:00
kortgstation@gmail.com
6e27f2e4ff Fixed a bug I caused (where the Staff of Change was unable to fire).
The Staff of Change no longer works on dead targets (to prevent resurrection when the new mob is created and the ckey transferred).

The Staff of Change can now cause a mob to change into a human (and a chance for said human to be a lizardman/metroidman/plantman/golem/normal human)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2756 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 03:55:30 +00:00
VivianFoxfoot@gmail.com
05b0b8ef3b Apparently syndies should use eguns instead. Reverting r2753.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2755 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 01:36:29 +00:00
VivianFoxfoot@gmail.com
a606883c07 Medium bullets (used by deathsquad pistols and nuke team SMGs) now knockdown their target like the detective's revolver. They also do some eyeblur because of the hydrostatic shock.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2754 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 00:03:48 +00:00
kortgstation@gmail.com
0c0f7ee62c Hurr durr I'm fucking retarded forgot to check a file last commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2733 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-18 16:05:13 +00:00
kortgstation@gmail.com
20cff88a8a Added the Staff of Change gun, a self recharging weapon which cannot be placed in a recharger. It fires bolts of change
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey

The staff is admin only as of now.

Fixed some bits on the salvage shuttle.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-18 09:31:16 +00:00
kortgstation@gmail.com
07dac128c1 Gyrojet bolts now explode on contact with mobs and walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2626 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-06 04:50:42 +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
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
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