137 Commits

Author SHA1 Message Date
ReddeyfishVor 768887d85a Virgo merge (#107)
* Move pilot helmets from southern_cross to main files, they are used on multiple maps now.

* Ports export reports (#5051)

* Ports export reports

* Absolute pathing, small touchups

* remove both layers

* POLARIS: No string compare for assistants

* Make turf obfuscation lists lazy

* Improve two image cleanups

* POLARIS: zshadows should be as invisible as their origin

* POLARIS: Allow alteration of mob default see_invisible

* say() safety check on client

Spawn keeps it from destroying all say(), thankfully, but needs to be fixed.

* POLARIS: Reduce double admin logs

* POLARIS: Clean up adminpm logs

* POLARIS: Communicator small refactor

* POLARIS: UI Tweak involving species rarity

* POLARIS: Allow species-specific statpanels

* POLARIS: "0x32" is not a valid single-bit flag

* POLARIS: Lazylen species restricted list

* POLARIS: Prevent ghosts from ejecting borgs from rechargers

* POLARIS: Make borg recharger test more robust

* POLARIS: Another recharger fix

* Fix nif logs

* Removes some problematic HIDEJUMPSUIT flags

* Camera fix

* adds statue

* adds statue

* Revert "adds statue"

This reverts commit f1c9193797.

* POLARIS: Improve robot and typing overlays

* Change to Teshari to test for bug

Removing these, to see if they are related to the Teshari bug. These are the only two unique sprite features that I can see.

* Promethean tweaks (hunger, regen time)

* Xenoarch Multitool & Xenoarch Excavation Drill (#5058)

* Xenoarch Multitool & Xenoarch Excavation Drill

* Makes the tool work better

* Cuts down on lines & left comments

* change to m

* Ports antibiotics overhaul (#5050)

* Ports antibiotics overhaul

* Update the rest of the places "spaceacillin" is used where antibiotics is meant.

* Antibiotics port compiles

* Fixes the drone borg ID thing AGAIN. (#5080)

* Fixes the drone borg ID thing

* Updates tracking implant description

* Update tools_pickaxe_vr.dm

* Removes excavation drill

* Fixes default synth tails necessitating potentially harmful mystery delays in mannequin generation.
-Now get_tail_image() can check the owner's syntheticness without having to wait for something else to call it whenever/wherever the fuck it happens.

* Fixes missing pixel on human ass.

* Update update_icons_vr.dm

* absolute pathing

* added slashes. No idea for what, but I don't want anyone to ask me to do it because they have OCD

* Some size stuff for Proteans

* Removes a bunch of my unused fluff stuff

* fixed vale borg flashlight eye sprites

* Changes to objects random

- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools

* Removes an inconsistency in custom species code

This line had no real use at all. It may even have contributed to various issues.
All basic humanoid species have had their appearances constructed onto an existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant custom species icon_states would never have had any proper fallback.

* Re-establishes existing foundations for human icon

This line had no real use at all that I could find. It may even have contributed to various issues.
Before this line was added, all basic humanoid species have had their appearances constructed onto an actually existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant species specific icon_states would never have had any proper fallback either.

No negative effects whatsoever detected in testing runs. Maybe slight framerate increase, but that was likely unrelated/placebo lmao

* Couple security otie fixes

-Fixes sec oties failing to announce arrests for sec comms.
-Adds another announcement for sec oties to confirm successfully detained crimester.

* Fixes custom accessories not showing up on things

Contradictory hardcoding babe.

* Fixes inconsistencies in organ system
-Seems the years old conversion to turn old limb names and tags and such to BP constants was never finished.
-This also fixes warning spammy diona organ tags.

* Balance pass on custom species traits

* Revert "Fixes cameras making completely black photos"

* Fixes handheld cameras

* Resh - Navy HoS Jacket

https://forum.vore-station.net/viewtopic.php?f=27&t=1065 - approved fluff app. Long time coming, lol.

(And first time 'coding'/using github to change files. hope I did it right. Oof.)

* Increase prom limb health by 60%

* changes hairstyles to use species defines

* Correct Resh custom_items.txt for HoS jacket

* (SQ-Merge) Adds in Floppy Bunny ears. (#3348)

* (SQ-Merge) Possible fix for drop-nomming (#3331)

* possible drop-nomming fix

* no longer 100% fall cushion on non-aligning prefs

* fixed some checks

* (SQ-Merge) Makes rads not kill people in stomachs (#3342)

* Makes rads not kill people in stomachs

* There we go

* Update radiation.dm

* POLARIS: Fixes #3308 (VS) - Skrell lack eyes

* POLARIS: Fixes #3280 (VS) - Typing as ghost removes overlays

Also gives them the proper ghost speech bubble. Unsure why it wasn't used!

* POLARIS: Fixes #3298 (VS) - Observer-ghosts were naked instead of dressed

* POLARIS: Fixes #3270 (VS) - Cleanbots make noise too often, reduce chance

* POLARIS: Fixes #3264 (VS) - MMI insertion sanitizes w/o numbers allowed

* POLARIS: Fixes #3237 (VS) - Cryoconsoles are lit even when unpowered

* POLARIS: Fixes #3238 (VS) - Nothing but humans can understand silicons talking

* POLARIS: Fixes #3221 (VS) - No explanation of what to do in the case of system instability

* POLARIS: Fixes #2601 (VS) - Allows mechs to continue charging after battery swap w/o moving

* POLARIS: Fixes #5282 (VS) - Allow use of pens to label pill bottles, like glass bottles

* POLARIS: Fixes #2573 (VS) - Slap cigarettes off people's faces

* POLARIS: Ventcrawling assistance

* POLARIS: Fix holders to avoid forcemoving held mob to nullspace

* POLARIS: Allow crawling through vertical pipes

* POLARIS: Weird snacks runtime

* POLARIS: Sometimes items have this set to null because they are bad.

* POLARIS: Beam weapons runtime when you shoot yourself

* POLARIS: Fix a call to the wrong update icons in prom regen

* POLARIS: Fix incorrect robolimb checks

* POLARIS: Heal robolimbs when you heal everything

Typically only used in magic and stuff, makes sense to heal both (otherwise there's no way to heal whole FBP bodies)

* POLARIS: Add eye color to shapeshifters

* POLARIS: Adds an animation thing, uses it on ventcrawls

* Fixes Suit Storage Icons
Items in suit storage should no longer vanish.

* Adds Keypad Auth to CE Office

* 44 revolvers

Port from Bay

- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites

We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.

* Adds bioprinter to medical

Only internal organs work well

* Fixes feathered tesh tail and removes an useless piece of code.
-Feathered tesh tail now uses the proper dual color system now that it no longer comes with the default tail.
-Removes completely redundant body hair code from robolimb icon generation.

* byond beta back on its bullshit

* Update organ_icon.dm

* Update organ_icon.dm

* Probably maybe fixes blank lines for prey

* Fixes incorrect camera naming/networks. Fixes #3353

* Nanoui now supports use of multiple templates (#5105)

* Nanoui now supports use of multiple templates

* Removing debug code, indentation

* Indentation

* Arranges lots of things into planes (#5072)

* Rearranges a billion things into planes

* Make cryotubes fancy

* Update Travis

* Fix hiding logic

* Lore-Compliant Oculum News Channel (#5111)

* adds an e-reader full of news to the loadout

* Political Almanac -> Pocket Newscaster

* new news channel containing lore-compliant news that's not bad

* prettified lorecodex, added a month's worth of news (#5112)

* prettified lorecodex : added a month's worth of news

* what the hell elgie

* all according to kaikoku

* Grant remote profile access to R_DEBUG holders

* Fix for MOB_CAN_SEE_PLANE

* Normal brute kits disinfect wounds

* Fixes fullbright mode hiding lighting overlays.

Fullbright plane master being above lighting plane master is important, shouldn't be removed.

* Fixes machines being below tables they should sit upon.

* Fixes Runtime in logging.dm,61

* Removes vials

* Update and rename pai_manifest.tmpl to crew_manifest.tmpl

* Change of template

* Fixes infinite loop in FBP naming w/o client

* Adds Map Template Groups
Adds ability to have many different 'versions' of a PoI, yet only having one show up per round.
An example on how to do this is provided with Radio Free Sif (aka DJOutpost).
Just make sure all the different versions have the same 'template_group' value.

* Adds a message on emag to the battle arcade machine. (#5129)

* Updates one arcade machine emag message to to_chat, adds another.

* Returns 1 in emag_act for orion trail.

* Converts a bunch of stuff to macros. Should probably not break anything.

* Fixes an improper macro usage.

* Attempts to fix all 20 errors.

* Makes syndie dufflebags hint that they let you move faster

* Fixes untagged sorting junction

* Actually adds adhoc_fallback to pilot headsets

* Map fixes and tweaks

- Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims.
- Inproper access, SMES rooms.
- Trader start point being dark now fixed.
- Medical Vendor Plus has more advanced burn and trauma kits. Also splints.
- Cell 1 and 2 in the brig can now be accessed by detectives.
- Additional r-walls next to the engine room to help with rads.
- Floor decals in a couple areas.
- RD office now has its telescreen back.

* Fix unused variable warnings.

* Fix light/camera layers for macros and fix constants for them too.

* Updates changelog

* Camera types exist to determine networks!

* Reverted use of 'usr' back to 'user' from commit 05fd53ebcc

* Fixes a bug. It's flatland zorren. 

Fixes #3376

* Fixes wallet-HUD interaction issues. (#5130)

* Fixes wallet-HUD interaction issues.

* Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap.

* Fixes an indentation error.

* Nerfs solargrub drain speed.

Due to the lack of saturation in the moderate event container, solargrubs show up way too frequently, and changing the frequency doesn't help. The container has to pick. This change will just bump the drain speed down so severely, that if you kill one or two grubs, the station should barely feel the impact anymore. As opposed to having to kill 4/5 grubs on average.

Gradual nerfs seem logical, as grubs get more and mroe of a day-to-day experience, and most people know about them now. Time to stop the witch hunting for those annoying grubs :p

* In which MC is dumb. Actually removes network override

* Initial cleanup/changes

* More optimizations for character joins

* Switch cables and pipes to use define constants instead of literals for layers.

Also fix a few things to be on the correct plane.  Basically the under-floor stuff is supposed to be on PLATING_PLANE.
Portable atmospherics go on object layer so they are above stationary machinery, given that they move around.
Fixed wires to be on top of pipes like they used to be, otherwise they'd be obscured too often.

* Don't kick admin observers for inactivity.  They might be waiting for ahelps.

* Fixes vox not having hardsuit sprites. Uses the new defines.

* Replaces base egun sprite

* Small fixes and ports discovered during merge. (#5138)

* POLARIS: No string compare for assistants

* POLARIS: Move these planes to more useful places

* POLARIS: Only spam ghosts with chat messages from things with real clients

* Fix small forgotten lines of text accidentally left out of VS syncs.

* Fix typo'd plane in lighting.dm and remove redundant definitions.

* Fixes a bunch of simple animal vore icon issues.

* Fixes Pathing

* Small Shock/Holo collar tweaks.
-Updates their old >> dialogue.
-Makes shock collars taggable.

Was gonna fix them showing up in forced lowercase on people but that turned out to be a separate polaris issue that I just opened a fix for up there.

* more fixes etc

* Update solargrub.dm

* Improves contrasts on sprites and removes the need for mirroring upstream sprites

* adds generic gibs to vore mob icons to prevent sneks

* Adds a bunch of stuff to cargo selection.
-Xenowear crate, 13 non-random xenowear items for 100 points.
-Teshari smocks crate, comes with all the 5 basic colors for 25 points.
-Teshari undercoats, comes with 4 random colors from basic and grey selection for 20 points.
-Teshari undercoats black, comes with 4 random colors from the black trim selection for 20 points.
-Teshari cloaks, comes with 4 random colors from basic and grey selection for 40 points.
-Teshari cloaks black, comes with 4 random colors from the black trim selection for 40 points.
-Utility uniforms, comes with the 3 loadout utility uniforms (black/blue/grey) for 30 points.
-Skirts crate, comes with the 10 regular type skirts for 40 points.
-Varsity jackets, comes with the set of 6 colors for 60 points.
-Leather gear crate, comes with 5 random items from a selection of 21 more or less tough/kinky gear for 50 points.
-Eyewear crate, comes with 11 cosmetic and/or prescription pieces for 50 points.
-Gloves crate, comes with 4 random gloves with a chance to hit a couple fancier ones among the basic colors for 40 points.
-Boots crate, comes with 3 random pairs of boots freely available in loadout for 60 points.
-Taurbags crate, comes with the 3 universal saddlebags we have (basic/robust/vest) for 60 points.
-Cuisine crate, comes with 5 random foods from a list of varying cultural fanciness for 25 points.
-Burger crate, comes with 5 random basic burgers for 15 points.
-Special burger crate, comes with 3 random special burgers for 60 points.
-Bakery products, comes with 5 random bakery products for 15 points.
-Cakes crate, comes with 5 random cakes for 50 points.
-Mexican food crate, comes with 5 random mexican foods for 15 points.
-Asian food crate, comes with 5 random asian foods for 15 points.
-Action figures crate, comes with 5 random figures for 50 points.
-Tabletop miniatures crate, delivers the set of those characters for 30 points.
-Plushies crate, comes with 3 random plushies for 30 points.

* Changes wedding rings to be a subtype of ring

Also moves them to their own .dm, since they're now a subtype of the thing in rings.dm. Also changed bethrothed to spouse, as the former is usually before marriage and not after.

Benefits of this include: Being able to wear gloves over wedding rings. Making them tiny instead of small. Making their gender neuter instead of plural, so it wont say "some wedding ring" when you examine someone wearing them. Probably more good things.

Issue reported by HzDonut.

* Cargo pack tweaks.

* Adds a machine for recoloring apparel ingame.
-Not mapped in currently.
-Still unsure whether to have it whitelisted for white/grey items only or to let people have their fun experimenting on nasty aesthetics.
-Also supports bags and belts. Yes, I've heard the pleas of the people not liking the default grey being the only public backpack option there is.

* Reverts gauze disinfecting until a proper solution can be put in place.

* Fixed mesons NIFSoft overlay not highlighting open spaces above

* Fixes #3368 - Teleporting now often respects dropnom pref

* Fixes #3344 - Holocarp set DM_HOLD when holodeck is safe

* Squashed commit of the following:

commit f55edb98499b600186be9f58c0d245b454479b74
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 17:05:19 2018 +0300

    we'll see about that whitelist crap later then

commit 186ce2aba274c4009c42a730d1ba7c67dddf8ea6
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:32:08 2018 +0300

    screw you too travis

commit 470789300bda3949de4027dc8e2c25ae8427eaae
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:10:29 2018 +0300

    Update painter_vr.dm

commit e9dee86b0cb84172c95f3a91ba73ce0b2661820c
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 15:51:37 2018 +0300

    Update painter_vr.dm

* allows meteors to be deflected by baseball bats

* snib

* oh, and the DME, too

* fixes the meteor refusing to move at all after being deflected

* done

* Fix shuttle corner turfs disappearing when shuttle moves.

When shuttles land on a turf, it takes the appearance of the turf it lands on as an underlay.  Must make sure this underlay is on FLOAT_PLANE otherwise it will likely end up OVER the turf itself.

* Set appropriate vars for persisting adminspawned characters

* Minor Psych office tweaks. Closes 2090

* Adds compact defib to CC medbay. Closes #2287

* Makes the door button in EVA ACTUALLY WORK

* Squashed commit of the following:

commit bd470fd0276e83fa1516cc1b966308165d081b1b
Author: Verkister <superverkelian@hotmail.com>
Date:   Tue Apr 10 20:45:00 2018 +0300

    Update painter_vr.dm

commit 12e39bcec9b717d477a64aca0f8dfe917917986b
Author: Verkister <superverkelian@hotmail.com>
Date:   Mon Apr 9 09:34:50 2018 +0300

    Update painter_vr.dm

* Reduce abduction chance 1%->0.5%, add logs

* Removes Camilla's plush as per request

* Some protean fixes (regen, size as blob, gender)

* switch map to tgm for merge

* convert map to tgm for merge
2018-04-11 17:14:22 -07:00
Arokha Sieyes 8ae8ebcaf7 POLARIS: Beam weapons runtime when you shoot yourself 2018-03-17 21:44:14 -04:00
Arokha Sieyes 2c9bdf3ae4 POLARIS: Revamp logging to be consistent 2018-03-10 17:18:09 -05:00
Mechoid 9cd4bde3d1 Test Projectiles can pass through things other projectiles are capable of, and unanchored structures. 2018-02-23 21:27:41 -08:00
Anewbe 534a588a6a Gun changes (#4185)
* Various background gun changes

* Forgot to include the sounds, woops

* Fixes some more gun stuff

* Makes the cham gun work again
2018-02-12 23:12:14 -08:00
Neerti 9db34eae86 Adds Hunting Rounds
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
2017-11-19 23:59:17 -05:00
Mechoid 48d8375cac Incendiary >= 2 projectile fixes. (#4127)
* A whole load of things.

* Fixes the SM Rod's travel distance.

* Flame it again, Tony. Fixes flamefuel spawning on rock-wall turf.
2017-10-22 00:26:33 -05:00
Mechoid 920e823a46 Fuel-Rod Gun, Minor fixes related. (#4103)
* A whole load of things.

* Fixes the SM Rod's travel distance.
2017-10-19 15:07:52 -05:00
Anewbe b14766ff92 Merge pull request #4078 from Mechoid/Projectile_Turretfunctions
Turret Targetting Update
2017-10-16 14:03:05 -05:00
Mechoid 9a04744ab6 Turrets detect targets through metal foam. 2017-10-15 13:48:38 -07:00
Mechoid aac1ab0bb7 Dead bodies are no longer perfect shields. 2017-10-14 21:41:15 -07:00
Mechoid 56ec5ec94c Adds three flame-themed illegal Mech weapons and more. (#4058)
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects.

* Removes world << because I'm a good coder honest.

* Why does Git do this for no reason.
2017-10-13 23:32:52 -05:00
Neerti 64f02f70b2 Simple Animal Tweaks
Makes hivebots a bit smarter, shifts stats around, adds a few new sprites thanks to Mechoid, and adds a few new types.
Adds verbs that can be used as a player hivebot, to get them to follow you.
Spider eyes can now be seen clearly in the darkness, which looks spooky.
2017-09-24 23:43:14 -04:00
Neerti 4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Neerti ec366d5d74 Makes Technomancer use modifiers, fixes a few bugs 2017-04-28 16:27:51 -04:00
Anewbe c2ac804dc0 Implements the vacuum traversal part of the plasmastun 2017-01-15 17:42:05 -06:00
Anewbe 5bfc0c851e Changes the way embedding works 2016-10-11 21:29:49 -05:00
MagmaRam 22adc0411a Lasers, energy projectiles, and muzzle flashes now produce light.
It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.
2016-09-17 23:14:41 -05:00
Neerti 8a61641479 Some more work + prep for drydocking. 2016-07-08 20:38:34 -04:00
Neerti a67b544acd More work done! 2016-02-22 23:33:19 -05:00
Neerti 062a092cfe Refactors how armor works. It's now less of a dice roll, but still retains some randomness. This makes weaker armor worth using, and stronger armor not godlike.
Also fixes a bug with the auto shotgun causing runtimes.
2015-12-01 03:45:47 -05:00
Zuhayr e27eda4c86 Merge pull request #10672 from mwerezak/frag-grenade
Adds fragmentation grenades
2015-09-07 14:12:27 +09:30
mwerezak 77ddae4e26 Structures now take damage properly from projectile clouds 2015-08-15 19:08:45 -04:00
mwerezak 8b08f8ff34 Fixes explosions deleting projectiles 2015-08-15 02:51:02 -04:00
Chinsky ac80136603 Merge pull request #10184 from mwerezak/projectile-cleanup
Projectile code cleanup
2015-08-13 07:26:58 +03:00
PsiOmega 78ffb5835a Misc. 2015-08-11 17:33:03 +02:00
PsiOmegaDelta 3185005496 Fixes #10410. Fixes #10411.
Removes improper code, that would cause spell projectiles to be deleted pre-maturely as well as cast the spell effect all too often.
Also removes completely unused code.
2015-08-11 13:36:56 +02:00
mwerezak cb2a094553 Adds fragmentation grenades
Adds a fragmentation grenade item that launches a shower of projectiles
in all directions when detonated.
2015-08-11 02:42:25 -04:00
HarpyEagle 8cbd14c1a5 Splits up projectile/launch() 2015-08-10 19:00:38 -04:00
HarpyEagle 53affb4e44 Projectile cleanup
Moves projectile trajectory related setup into setup_trajectory(), removes
redundant target var on test projectiles.
2015-08-10 18:56:41 -04:00
mwerezak 6df770cab3 Fixes projectiles being able to hit humans in organs they do not have.
Will also prevent body shields blocking bullets with non-existant limbs. Expands on the special return values for bullet_act(), adds defines for them.
2015-07-28 20:23:26 -04:00
mwerezak d203362d38 Fixes #10258
Turrets now aim at the chest/groin unless the target has a neck grab on someone, otherwise they aim elsewhere.
Projectiles are now able to miss targets that are lying or buckled, except when the target is at point blank range and is the original target for the projectile.
2015-07-28 20:17:32 -04:00
Zuhayr 03927918c6 Merge pull request #10187 from Baystation12/master
Master > dev-freeze
2015-07-15 16:10:13 +09:30
HarpyEagle be34a7cfc7 Fixes projectiles ignoring their specified target zone 2015-07-14 14:20:53 -04:00
Loganbacca c04fc312e2 Moved trajectory check to during target assessment 2015-07-11 02:47:47 +12:00
Loganbacca ba7e3ae9e8 Cargo train vs projectiles
If a cargo train has a mob riding it, there is a chance the mob will be hit by the projectile instead.
2015-07-11 02:16:17 +12:00
Loganbacca 6b10b648d2 Implements turret trajectory prediction
- Adds trajectory checking for turrets, so they don't burn holes through other objects (like walls and AI's) if they wouldn't hit them anyway.
2015-07-11 02:16:17 +12:00
Loganbacca ce77c61028 Projectile visual bug fixes
- Fixed visible beam projectile
- Fixed additional tracers overlaying impact effects
2015-07-11 00:06:44 +12:00
Chinsky d469b3f42d Fixes #9680 2015-07-10 00:27:16 +03:00
PsiOmega 83a09faf07 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/living/carbon/brain/MMI.dm
	code/modules/projectiles/guns/launcher/crossbow.dm
	code/modules/projectiles/guns/launcher/pneumatic.dm
2015-05-16 22:38:01 +02:00
ccomp5950 19cc6df391 Conversion to admin_attack_log() 2015-05-15 17:07:07 -04:00
ccomp5950 735202d409 Admin log fix: Something that really annoys ravensdale.
<Ravensdale1> [X] has shot [y] with a the bullet

http://i.imgur.com/F54KjJ3.png
2015-05-14 21:07:36 -04:00
PsiOmega b52cf35680 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/projectiles/projectile.dm
2015-05-12 13:40:47 +02:00
ccomp5950 569e785014 Holodeck items no longer spam admin attack logs.
/obj/items now has no_attack_log variable if set to 1, it won't log.

All holodeck items and lasertag weapons have no_attack_log set.

<3 Mangled
2015-05-11 22:11:46 -04:00
PsiOmega 40f0901e3d Fixes #9037.
Just one of many potential qdel issues. More to come, yay.
2015-04-30 09:35:57 +02:00
PsiOmegaDelta 851d5423f3 Merge pull request #8971 from mwerezak/burst-fire
Gun firemode system, burst firing
2015-04-28 20:24:03 +02:00
mwerezak 529a0e3fe9 Fixes #8992 2015-04-27 00:37:16 -04:00
mwerezak f1c2cbe519 Adds gun firemodes and burst firing
Adds support for different gun firemodes, and defines firemodes for various automatic weapons, as well as the double-barreled shotgun
2015-04-26 03:13:52 -04:00
PsiOmega 990530d118 Ports /vg/'s spell system for the sake of cult porting.
Does offer a much more pleasant basis to work with in the future, if someone wishes to add more spell-like abilities.
2015-04-09 20:08:06 +02:00
PsiOmega 71a8ddf50e Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/modules/paperwork/paper.dm
	code/modules/projectiles/projectile.dm
2015-04-08 10:55:26 +02:00