Commit Graph

518 Commits

Author SHA1 Message Date
Erthilo
edb09ea6d7 Fixes double barrel shotgun not working with the gun system. 2012-05-22 00:39:57 +01:00
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
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
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
Ren Erthilo
e174e7ca76 TG: (Does not actually remove c20r) Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles
and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If
he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored
objects. This should reduce the power of the item/reduce lag while I get sprites
and finalize details with Urist for reworking it as the Sphere of Annihilation
(as in, this is temporary)

Updated the changelog
2012-04-23 21:24:13 +01:00
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
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
8ae86d253f Fixed some stupid. 2012-03-05 12:52:01 -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
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
3a96667003 Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-16 07:20:32 +00:00
SkyMarshal
1c67be2707 Several fixes/additions. Will list in pull request. 2011-12-18 20:56:39 -07:00
SkyMarshal
79ad7d1ae9 Should improve pepper spray, and remove coolness check on detective's revolver 2011-12-15 20:34:36 -07:00
mport2004@gmail.com
fbd0a5a9b5 Timers will no longer go off when you set them to 0 unless they are on.
Unsimulated turfs can be climbed on once more.
Small blobs can use the blob to move around in space.
Jetpacks now have a toggle for the stabilization.
Jetpack fuel use has been reset to .01.
Moved most of the tanks over to a new folder and files so they are not all crammed into one.
The meteor event actually spawns more than one wave worth of meteors.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2488 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-05 05:25:22 +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
bbac01f4c8 Detectives revolver had an extra indent in its name gun proc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2418 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 13:02:04 +00:00
mport2004@gmail.com
3c68098a08 Fixed a few runtimes.
Changed the shotgun pump proc a bit, should work better now and not teleport old shells around.
Added a config option for the jobs to be loaded from the jobs.txt rather than use the defaults.
Loyalty implanter removed.  The Limplanter was designed to be on the prison station as it took more time and was a pain to get people up there to implant them.  No prison station, no Limplanter.
Implanter lockbox moved to the armory from the HoS' locker.
Security room's table once again shrunk so people can walk around in there.
Brig lockers are now anchored to the inside of the cells and once again have their IDs set.
Warden's locker moved to his office.
Cell controls Names/IDs/Access fixed as well as once again working with the brig lockers.
Removed a few of the blast doors from the inside of the brig.
The three secure cells have blast doors controlled from a button outside of the cell.
The play admin midis toggle should be working properly now.
Morgue trays will no longer teleport anything from anywhere.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2413 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 11:32:08 +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