Merge pull request #9419 from PsiOmegaDelta/dev-freeze

Dev freeze
This commit is contained in:
PsiOmegaDelta
2015-05-22 08:38:20 +02:00
22 changed files with 108 additions and 92 deletions
+1 -1
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@@ -217,7 +217,7 @@
category = "Medical"
/datum/autolathe/recipe/syringegun_ammo
name = "syringe"
name = "syringe gun cartridge"
path = /obj/item/weapon/syringe_cartridge
category = "Arms and Ammunition"
+2 -1
View File
@@ -169,7 +169,8 @@
return
if(!R.cell.fully_charged())
var/diff = min(R.cell.maxcharge - R.cell.charge, charge_rate) // Capped at charge_rate charge / tick
if (cell.use(diff))
if (cell.charge >= diff)
cell.use(diff)
R.cell.give(diff)
if(weld_rate && R.getBruteLoss())
R.adjustBruteLoss(-1)
@@ -108,7 +108,7 @@
mode_nice = design
mode = "[replacetext(design, "-", "")]full"
if("corner")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-grey", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
var/design = input("Which design?", "Floor painter") in list("black", "red", "blue", "green", "yellow", "purple", "neutral", "white", "white-red", "white-blue", "white-green", "white-yellow", "white-purple")
mode_nice = "[design] corner"
mode = "[replacetext(design, "-", "")]corner"
tile_dir_mode = 2
@@ -128,11 +128,13 @@
if(design == "white")
mode = "whitehall"
mode_nice = "white side"
tile_dir_mode = 1
else if(design == "black") // because SOMEONE made the black/grey side/corner sprite have the same name as the 'empty space' sprite :(
mode = "blackfloor"
mode_nice = design
else
mode_nice = design
mode = replacetext(design, "-", "")
tile_dir_mode = 1
tile_dir_mode = 1
if("special")
var/design = input("Which design?", "Floor painter") in list("arrival", "escape", "caution", "warning", "white-warning", "white-blue-green", "loadingarea", "delivery", "bot", "white-delivery", "white-bot")
if(design == "white-blue-green")
@@ -105,8 +105,11 @@
name = "infinite-capacity power cell!"
icon_state = "icell"
origin_tech = null
maxcharge = 30000
maxcharge = 30000 //determines how badly mobs get shocked
matter = list(DEFAULT_WALL_MATERIAL = 700, "glass" = 80)
check_charge()
return 1
use()
return 1
+2 -1
View File
@@ -35,12 +35,13 @@
/obj/item/weapon/melee/baton/proc/deductcharge(var/chrgdeductamt)
if(bcell)
if(bcell.use(chrgdeductamt))
if(bcell.checked_use(chrgdeductamt))
return 1
else
status = 0
update_icon()
return 0
return null
/obj/item/weapon/melee/baton/update_icon()
if(status)
+1 -1
View File
@@ -707,7 +707,7 @@
take_hit((100/severity_class), "electrical pulse", 1)
/obj/item/weapon/rig/proc/shock(mob/user)
if (electrocute_mob(user, cell, src))
if (electrocute_mob(user, cell, src)) //electrocute_mob() handles removing charge from the cell, no need to do that here.
spark_system.start()
if(user.stunned)
return 1
@@ -3,9 +3,7 @@
if(!istype(user,/mob/living)) return 0
if(electrified != 0)
if(cell && cell.charge >= 100)
cell.use(100)
if(shock(user, 100))
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
return
// Pass repair items on to the chestpiece.
@@ -193,8 +191,6 @@
/obj/item/weapon/rig/attack_hand(var/mob/user)
if(electrified != 0)
if(cell && cell.charge >= 100)
cell.use(100)
if(shock(user, 100))
if(shock(user)) //Handles removing charge from the cell, as well. No need to do that here.
return
..()
@@ -253,6 +253,6 @@
visible_message("<span class='warning'>\The [src] quivers slightly, then splits apart with a wet slithering noise.</span>")
del(src)
qdel(src)
+2 -2
View File
@@ -118,7 +118,7 @@
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
del(handcuffed)
qdel(handcuffed)
handcuffed = null
if(buckled && buckled.buckle_require_restraints)
buckled.unbuckle_mob()
@@ -139,7 +139,7 @@
say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
del(legcuffed)
qdel(legcuffed)
legcuffed = null
update_inv_legcuffed()
@@ -1081,8 +1081,9 @@
if(cell.charge == 0)
return 0
if(cell.use(amount * CELLRATE * CYBORG_POWER_USAGE_MULTIPLIER))
used_power_this_tick += amount * CYBORG_POWER_USAGE_MULTIPLIER
var/power_use = amount * CYBORG_POWER_USAGE_MULTIPLIER
if(cell.checked_use(CELLRATE * power_use))
used_power_this_tick += power_use
return 1
return 0
@@ -51,7 +51,7 @@
if(locate(/obj/machinery/portable_atmospherics/hydroponics/soil/invisible) in loc)
var/obj/machinery/portable_atmospherics/hydroponics/soil/invisible/SP = locate() in loc
del(SP)
qdel(SP)
if(!pulledby)
var/obj/effect/plant/food
+20 -7
View File
@@ -10,7 +10,7 @@
..()
updateicon()
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/amount = 0)
/obj/item/weapon/cell/drain_power(var/drain_check, var/surge, var/power = 0)
if(drain_check)
return 1
@@ -18,9 +18,9 @@
if(charge <= 0)
return 0
var/cell_amt = min((amount * CELLRATE), charge)
use(cell_amt)
return cell_amt / CELLRATE
var/cell_amt = power * CELLRATE
return use(cell_amt) / CELLRATE
/obj/item/weapon/cell/proc/updateicon()
overlays.Cut()
@@ -38,13 +38,26 @@
/obj/item/weapon/cell/proc/fully_charged()
return (charge == maxcharge)
// use power from a cell
// checks if the power cell is able to provide the specified amount of charge
/obj/item/weapon/cell/proc/check_charge(var/amount)
return (charge >= amount)
// use power from a cell, returns the amount actually used
/obj/item/weapon/cell/proc/use(var/amount)
if(rigged && amount > 0)
explode()
return 0
charge = max(0, charge - amount)
return charge
var/used = min(charge, amount)
charge -= used
return used
// Checks if the specified amount can be provided. If it can, it removes the amount
// from the cell and returns 1. Otherwise does nothing and returns 0.
/obj/item/weapon/cell/proc/checked_use(var/amount)
if(!check_charge(amount))
return 0
use(amount)
return 1
// recharge the cell
/obj/item/weapon/cell/proc/give(var/amount)
+1 -1
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@@ -374,7 +374,7 @@
if (source_area)
source_area.use_power(drained_energy/CELLRATE)
else if (istype(power_source,/datum/powernet))
var/drained_power = drained_energy/CELLRATE //convert from "joules" to "watts"
var/drained_power = drained_energy/CELLRATE
drained_power = PN.draw_power(drained_power)
else if (istype(power_source, /obj/item/weapon/cell))
cell.use(drained_energy)
+1 -1
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@@ -78,7 +78,7 @@
/obj/item/weapon/gun/energy/consume_next_projectile()
if(!power_supply) return null
if(!ispath(projectile_type)) return null
if(!power_supply.use(charge_cost)) return null
if(!power_supply.checked_use(charge_cost)) return null
return new projectile_type(src)
/obj/item/weapon/gun/energy/proc/get_external_power_supply()
+30
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@@ -56,6 +56,36 @@
-->
<div class="commit sansserif">
<h2 class="date">22 May 2015</h2>
<h3 class="author">Ccomp5950 updated:</h3>
<ul class="changes bgimages16">
<li class="bugfix">Beepsky no longer kills goats.</li>
<li class="tweak">Goats will move towards vines that are 4 spaces away now instead of 1</li>
<li class="bugfix">Goats will eat the spawning plants for vines as well as the vines themselves.</li>
</ul>
<h3 class="author">Chinsky updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart.</li>
<li class="rscadd">Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too.</li>
<li class="rscadd">Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now.</li>
</ul>
<h3 class="author">HarpyEagle updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Re-implemented fuel fires. Tweaked fire behaviour overall.</li>
</ul>
<h3 class="author">Yoshax updated:</h3>
<ul class="changes bgimages16">
<li class="tweak">Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack.</li>
<li class="tweak">Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed.</li>
</ul>
<h3 class="author">Zuhayr updated:</h3>
<ul class="changes bgimages16">
<li class="rscadd">Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on.</li>
<li class="rscadd">Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table.</li>
<li class="rscadd">Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet.</li>
<li class="rscadd">Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable.</li>
</ul>
<h2 class="date">18 May 2015</h2>
<h3 class="author">Hubblenaut updated:</h3>
<ul class="changes bgimages16">
+32
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@@ -1816,3 +1816,35 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
- rscadd: Turf are now processed. This, for example, causes radioactive walls to
regularly irradiate nearby mobs.
- bugfix: Welders should now always update their icon and inhand states properly.
2015-05-22:
Ccomp5950:
- bugfix: Beepsky no longer kills goats.
- tweak: Goats will move towards vines that are 4 spaces away now instead of 1
- bugfix: Goats will eat the spawning plants for vines as well as the vines themselves.
Chinsky:
- rscadd: Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click
on them with help intent. This will tell you about their wounds, fractures and
other oddities (toxins/oxygen) for that bodypart.
- rscadd: Fractures are visible on very damaged limbs. Dislocations are always visible.
Surgery incisions now visible too.
- rscadd: Stethoscopes actually make sense now. They care for heart/lungs status
when reporting pulse and respiration now.
HarpyEagle:
- rscadd: Re-implemented fuel fires. Tweaked fire behaviour overall.
Yoshax:
- tweak: Bear traps now do damage when stood on, enough to break bones! Bear traps
can now affect any limb of a person who is on the ground, including head! Bear
traps are no longer legcuffs and instead embed in the limb they attack.
- tweak: Bear traps now take several seconds to deploy and cannot be picked up when
armed, they must be disarmed by clicking on them. They also cannot be moved
then they are deployed.
Zuhayr:
- rscadd: Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays,
knives, baseball bats, axes, simple doors, barricades, so on.
- rscadd: Tables are now built via steel then another sheet on the resulting frame.
They can then be reinforced by dragging a stack of sheets onto the table.
- rscadd: Walls are built with steel for girders, then right-click the girder and
select the reinforce verb while holding a stack, then click the girders with
a final sheet.
- rscadd: Various things can be built with various sheet types. Experiment! Just
keep in mind that uranium is now radioactive and phoron is now flammable.
-7
View File
@@ -1,7 +0,0 @@
author: Ccomp5950
delete-after: True
changes:
- bugfix: "Beepsky no longer kills goats."
- tweak: "Goats will move towards vines that are 4 spaces away now instead of 1"
- bugfix: "Goats will eat the spawning plants for vines as well as the vines themselves."
-8
View File
@@ -1,8 +0,0 @@
author: Chinsky
delete-after: True
changes:
- rscadd: "Ghetto diagnosis. Grab patient, aim at bodypart you want to check, click on them with help intent. This will tell you about their wounds, fractures and other oddities (toxins/oxygen) for that bodypart."
- rscadd: "Fractures are visible on very damaged limbs. Dislocations are always visible. Surgery incisions now visible too."
- rscadd: "Stethoscopes actually make sense now. They care for heart/lungs status when reporting pulse and respiration now."
-4
View File
@@ -1,4 +0,0 @@
author: HarpyEagle
delete-after: True
changes:
- rscadd: "Re-implemented fuel fires. Tweaked fire behaviour overall."
-37
View File
@@ -1,37 +0,0 @@
################################
# Example Changelog File
#
# Note: This file, and files beginning with ".", and files that don't end in ".yml" will not be read. If you change this file, you will look really dumb.
#
# Your changelog will be merged with a master changelog. (New stuff added only, and only on the date entry for the day it was merged.)
# When it is, any changes listed below will disappear.
#
# Valid Prefixes:
# bugfix
# wip (For works in progress)
# tweak
# soundadd
# sounddel
# rscadd (general adding of nice things)
# rscdel (general deleting of nice things)
# imageadd
# imagedel
# maptweak
# spellcheck (typo fixes)
# experiment
#################################
# Your name.
author: Yoshax
# Optional: Remove this file after generating master changelog. Useful for PR changelogs that won't get used again.
delete-after: True
# Any changes you've made. See valid prefix list above.
# INDENT WITH TWO SPACES. NOT TABS. SPACES.
# SCREW THIS UP AND IT WON'T WORK.
# Also, all entries are changed into a single [] after a master changelog generation. Just remove the brackets when you add new entries.
# Please surround your changes in double quotes ("), as certain characters otherwise screws up compiling. The quotes will not show up in the changelog.
changes:
- tweak: "Bear traps now do damage when stood on, enough to break bones! Bear traps can now affect any limb of a person who is on the ground, including head! Bear traps are no longer legcuffs and instead embed in the limb they attack."
- tweak: "Bear traps now take several seconds to deploy and cannot be picked up when armed, they must be disarmed by clicking on them. They also cannot be moved then they are deployed."
-7
View File
@@ -1,7 +0,0 @@
author: Zuhayr
delete-after: True
changes:
- rscadd: "Massive material refactor. Walls, beds, chairs, stools, tables, ashtrays, knives, baseball bats, axes, simple doors, barricades, so on."
- rscadd: "Tables are now built via steel then another sheet on the resulting frame. They can then be reinforced by dragging a stack of sheets onto the table."
- rscadd: "Walls are built with steel for girders, then right-click the girder and select the reinforce verb while holding a stack, then click the girders with a final sheet."
- rscadd: "Various things can be built with various sheet types. Experiment! Just keep in mind that uranium is now radioactive and phoron is now flammable."
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