Zuhayr
0c3a18b0b6
Merge pull request #8380 from volas/sanitize_procs
...
[DNM] sanitize() and text.dm refactoring
2015-03-29 00:57:33 +10:30
mwerezak
36cf695256
Adds Skowron's inhand icons for various guns
2015-03-28 02:10:09 -04:00
Zuhayr
59adbae59e
Removes the vox armalis.
2015-03-27 16:41:32 +10:30
Zuhayr
c0887333bc
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev-freeze
2015-03-27 11:13:53 +10:30
Zuhayr
aa6439096c
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into limbs
2015-03-26 23:25:26 +10:30
Kelenius
b4b635f32d
Chemistry commit
...
I messed something in the git
2015-03-25 19:09:10 +03:00
Kelenius
bdeb4da5f4
Fixes SoC and xenos
2015-03-25 16:22:11 +03:00
Zuhayr
d26800d29c
Preliminary work on converting all monkeys to a human subspecies.
2015-03-25 02:15:45 +10:30
Zuhayr
f017764e64
More work on adjusting/tweaking/fixing the limb port to make it functional.
2015-03-25 00:59:17 +10:30
mwerezak
8ff15108f9
Reduces 14.5mm ammo box cost to 2 TC, slight rename
2015-03-23 00:16:48 -04:00
mwerezak
a60921326e
Adjusts ammunition autolathe costs, makes 7.62 mags printable
2015-03-23 00:06:28 -04:00
volas
f8822626bb
sanitize() refactor: second pass(other sanitize functions)
2015-03-23 01:38:09 +03:00
volas
855755f808
sanitize() refactor: first pass (sanitize)
2015-03-22 23:31:19 +03:00
Kelenius
5af16cdea0
Staff of change fixes
2015-03-22 19:06:45 +03:00
Zuhayr
8d698f0c06
First pass on making heist a pirate mode (human based)
2015-03-21 11:13:05 +10:30
PsiOmega
a1cbc80ed3
Merge remote-tracking branch 'upstream/dev-freeze' into dev
2015-03-16 12:39:32 +01:00
mwerezak
6c794a8608
Fixes damage multiplier mixup, bumped var not being reset
2015-03-14 02:56:05 -04:00
mwerezak
e6e0c87062
Aggressive grab auto hit only applies to close targets and melee attacks
2015-03-14 01:53:11 -04:00
mwerezak
c4e4c77320
Having a neck grab on someone causes them to be hit by projectiles first instead of you.
...
If however the bullet misses or passes through the person being grabbed then it continues on and may still hit the person doing the grabbing.
2015-03-14 01:30:09 -04:00
mwerezak
812ff9869d
Implements projectile point blank damage multipliers for targets being grabbed.
2015-03-14 00:41:55 -04:00
PsiOmega
ce30b00287
Merge remote-tracking branch 'upstream/dev-freeze' into dev
...
Conflicts:
code/setup.dm
icons/mob/items_righthand.dmi
maps/exodus-1.dmm
maps/exodus-5.dmm
2015-03-13 09:23:26 +01:00
PsiOmega
533ccef0ab
Robot code clean up and fixes.
...
Fixes runtime when a borg is reset.
Fixes issue where /proc/select_active_ai_with_fewest_borgs() would not always return the intended AI.
Fixes issues with new borgs spamming the master AI with creation messages under some circumstances.
2015-03-10 13:37:20 +01:00
PsiOmegaDelta
ff11ae9d54
Merge pull request #8426 from mwerezak/misc
...
Penetrating bullets are now more likely to go through glass doors
2015-03-10 09:26:11 +01:00
mwerezak
65a34943cd
Penetrating bullets are now more likely to go through glass doors
2015-03-10 03:00:24 -04:00
mwerezak
645910947b
Adds orderable flaregun crate
...
Mainly to make double-barrelled shotguns orderable.
2015-03-09 16:00:49 -04:00
mwerezak
91d7dd7049
Adjusts item_state placeholders
...
Tries to switch the current placeholders for something less awkward
looking. As well, the WT550 will no longer be mistaken for a pistol.
2015-03-09 15:39:24 -04:00
Loganbacca
11d340f898
Projectile effects - Part 3
...
- Fixes for turrets, rogue drones, and emitters
- Removed muzzle flash from chem darts
- Converted emitters to use spanclasses and have correct capitalization
2015-03-09 22:17:34 +13:00
Loganbacca
80381a87d0
Projectile effects - Part 2
...
- Converted the root projectiles object to support the new effects system at a generic level
- Converted laser beams to use the new effects system and removed the relics of the old system
- Added muzzle flash for ballistic ammo
2015-03-09 22:17:18 +13:00
Loganbacca
54971c1bf5
Projectile effects - Part 1
...
- Added base projectile effects framework
- Added vector movement helper
- Added temporary effect sprites
2015-03-09 22:17:06 +13:00
mwerezak
5abf0248fc
Firing the Z8 grenade launch automatically switches back to regular firing.
2015-03-09 03:14:26 -04:00
Zuhayr
3895349787
Merge pull request #8374 from Baystation12/dev-freeze
...
Dev freeze into dev
2015-03-07 12:05:32 +10:30
Chinsky
07ee8424da
Merge pull request #8371 from mwerezak/gun-rewrite
...
Edits Z8 desc
2015-03-06 11:56:31 +03:00
mwerezak
875f805724
Edits Z8 desc
2015-03-06 00:06:53 -05:00
mwerezak
3bf5a5ca99
Updates storage costs
...
Storage cost of an item is now twice that of the next smallest item, instead of being equal to the w_class.
Items with w_class 1 or 2 are unaffected. This produces much better behaviour for containers that are limited
by storage space instead of slots, such as how toolboxes are planned to work in a future update.
2015-03-05 10:40:25 -05:00
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
Zuhayr
f14922f1f8
Merge pull request #8288 from mwerezak/topicfix
...
Topic Fixes
2015-02-26 16:28:56 +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
mwerezak
6d15809768
Corrects return values for the Topic procs of several computers and some other machines as well.
2015-02-25 21:32:35 -05:00
mwerezak
b067b491a4
Returns the laser carbine capacity to 10
2015-02-25 00:15:08 -05:00
mwerezak
ae6466ac45
Examining the Z8 now shows what is loaded in the grenade launcher.
2015-02-25 00:14:02 -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
mwerezak
944be58804
Adjusts sniper rifle damage
...
Lowers wall pierce chance back to original value to compensate, and
increase the cost of ammo by 1 TC.
2015-02-24 20:45:40 -05:00
mwerezak
401709cd23
Merge remote-tracking branch 'upstream/dev-freeze' into gun-rewrite
2015-02-24 20:15:18 -05:00
mwerezak
4f86f69808
Fixes missing return that made all bullets pass through mobs
2015-02-23 22:28:37 -05:00
mwerezak
3940c35184
Misc gun tweaks
2015-02-23 18:25:22 -05:00
mwerezak
e540550cff
Adds an underslung grenade launcher to the Z8.
2015-02-23 17:56:54 -05:00
Chinsky
b5dda2b793
Merge pull request #8180 from mwerezak/mercenary
...
Map updates and fixes, plus hardsuit icons
2015-02-23 15:27:35 +03:00