Commit Graph

3621 Commits

Author SHA1 Message Date
Raptor1628 f1c44601e5 Brig Fixes
Fixes a few lighting issues, brig cell doors, adds missing berets to the
wardrobe and closes disposals outlet.
2014-08-14 18:26:17 -04:00
PsiOmega 6fffe8e077 Merge remote-tracking branch 'upstream/dev' into Brig2 2014-08-14 08:58:59 +02:00
Zuhayr 43a7757252 Merge pull request #5982 from Jarcolr/customs
Adds the cigar case as a premium cigarette vending machine item.
2014-08-14 12:02:49 +09:30
Chinsky af9f56f164 Merge pull request #5969 from GinjaNinja32/floortiles
Adds floor painter.
2014-08-14 06:31:09 +04:00
Chinsky abc587b64c Merge pull request #5971 from Lancer411/dev
Fix for infinite loop in smokeFlow() proc.
2014-08-14 06:31:06 +04:00
Jarcolr 6c807199c9 Adds the cigar case as a premium vending item
5 may be a bit too much, but who is going to get all those coins,
anyway?
2014-08-13 12:10:43 +03:00
GinjaNinja32 7b7f526903 Fixes being able to use the floor painter through windows, windoors etc. 2014-08-13 09:30:11 +01:00
PsiOmega 2a46b83dce Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928 2014-08-13 09:35:04 +02:00
Lancer411 2882576358 Fix for infinite loop in smokeFlow() proc.
When chemical grenade being activated on any unsimulated turf (for example a space turf), smokeFlow() starts infinite while loop, overloading the server.
With the only one unsimulated turf in pending list while() loop can't finish itself and for() loop can't start.
This fix makes chemical grenades being able to explode in space without server going in infinite loop.

Also fixed issue with smoke being able to pass through glass walls with help of c_airblock() proc. That's the best solution I could come up with.
Zone check code was useless because every single turf besides walls (which allready checked) and unsimulated turfs have it, making algorithm believe that turfs behind the glass wall are being reachable by chemsmoke.
I don't know if it was intended not to spread smoke in airless or unsimulated areas, but a bunch of airless simulated floor tiles in space is good enough for this algorithm to start spreading smoke around.

P.S. this algorithm is good for large, open areas and horrible in narrow maint tunnels. It is creating only a single cloud of smoke for 50/50/50 recipie in 1 tile wide tunnel.
2014-08-13 06:26:30 +08:00
GinjaNinja32 9abd6765b1 More floor tiles 2014-08-12 21:13:46 +01:00
GinjaNinja32 0493090f15 Add more floor tile types 2014-08-12 21:09:51 +01:00
GinjaNinja32 dcd5092f23 Add floor painter 2014-08-12 20:47:26 +01:00
Zuhayr f09d1218fe Master to dev merge. 2014-08-11 17:23:40 +09:30
Chinsky 18070da974 Merge pull request #5922 from Jarcolr/customs
Complements the job specific satchels with 5 new job specific backpacks
2014-08-10 04:02:26 +04:00
Jarcolr b4e9d9923f Complements the satchels with backpacks
5 new backpacks: virologist, chemistry, geneticist, science,
hydroponics.
2014-08-08 22:20:11 +03:00
Chinsky 9f9865dac4 Merge pull request #5619 from mwerezak/power-net
ATMOSPHERICS and Power Net Overhaul
2014-08-08 09:49:42 +04:00
Zuhayr aa90ebb0c6 Merge pull request #5903 from Ccomp5950/mouse-trap-tag-fix
Fixed the font tag on mouse traps description.
2014-08-07 10:01:23 +09:30
Ccomp5950 74fd47e2de Fixed the font tag on mouse traps description. 2014-08-05 18:55:15 -05:00
Ccomp5950 52da372bac Fueltanks now log and admin_msg when shot at / weldered 2014-08-04 21:11:09 -05:00
Ccomp5950 ec3262a2a9 Merge pull request #5894 from atlantiscze/cyborg_module_icons
Cyborg component icons!
2014-08-04 19:38:57 -05:00
Ccomp5950 4df46548ac Merge pull request #5896 from Glloyd/fixes
Two Fixes
2014-08-04 19:37:02 -05:00
Ccomp5950 f95074d17e Merge pull request #5887 from mwerezak/jetpack-icon
Fixes #5852
2014-08-04 15:17:02 -05:00
Ccomp5950 a4fc1bfd6a Merge pull request #5886 from mwerezak/stun-baton
Fixes some handcuff oversights
2014-08-04 15:15:52 -05:00
Graham Lloyd 2c30af6124 Fireaxe cabinet hacking now fails if player moves away 2014-08-04 14:53:33 -04:00
Atlantiscze 3627417c7b - Adds cyborg module icons. Each component has it's own specific icon now. Two icons are animated, four static. Includes broken versions.
- AI radio icon (chat icon) updated to use icon from robot_component.dmi file - removed duplicity from radio.dmi
- Cyborg radio icon (chat icon) updated to look like the radio module.
2014-08-04 09:25:53 +02:00
mwerezak cf3a37d732 Fixes #5852 2014-08-03 12:32:37 -04:00
mwerezak cf9fe8de76 Fixes some handcuff oversights
You now don't need to be grabbing to put handcuffs on yourself, and you
can now put hancuffs on if your grab state is higher than aggressive.
2014-08-03 11:49:37 -04:00
Walter0o a586c1dd70 remove double paper/attack() definition 2014-08-03 13:52:47 +02:00
mwerezak cb2f68f81e Merge remote-tracking branch 'upstream/dev' into power-net 2014-08-03 01:50:51 -04:00
Zuhayr f510c05865 Merge pull request #5862 from mwerezak/stun-baton
Stun Baton Nerf
2014-08-03 12:59:54 +09:30
Whitellama a36becad2b Wet rag no longer makes noise or hits when wiping down windows (nor does anything with the NOBLUDGEON flag) 2014-08-01 17:05:54 -07:00
mwerezak 768019b918 Stunbaton fixes and cleanup
Apparently harm intent is "hurt", not "harm"
2014-07-31 19:17:05 -04:00
mwerezak 71e54111ab Handcuffs now require an aggressive grab 2014-07-31 18:10:11 -04:00
mwerezak 5b90e4afc6 Allows the use of stun weapons to show up in autopsies 2014-07-31 17:01:06 -04:00
mwerezak 56ccd4303b Merges taser and stun baton effects
Makes the code for handling stun weapon effects much cleaner.
Moves electrocute_act and emp_act from living.dm into living_defense.dm
2014-07-31 16:21:22 -04:00
mwerezak c8cccb64f6 Adds siemens_coefficient handling to stun batons 2014-07-31 15:38:56 -04:00
mwerezak 9bfb4642a2 Merge remote-tracking branch 'upstream/dev' into stun-baton
Conflicts:
	code/game/objects/items/weapons/stunbaton.dm
	Made all obj/item/weapons have "swing_hit" as their default hitsound.
	Made hitsound not play when the attack misses.
2014-07-31 14:31:21 -04:00
mwerezak 7130fd124b Stun baton nerf
Adds agonyforce var to stun batons, which causes halloss and eye blur.

Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
2014-07-31 13:39:06 -04:00
Zuhayr 3105297f3e Adjusted spawn procs for heist and nuke. 2014-07-30 21:08:28 +09:30
Zuhayr ad8ef7c4ab Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev 2014-07-28 20:59:29 +09:30
Zuhayr 11a2b0eb3c Merge pull request #5792 from Whitellama/flavourtext
Dynamic Flavour Text
2014-07-28 10:11:02 +09:30
mwerezak 5eaebce87e Merge remote-tracking branch 'upstream/dev' into power-net 2014-07-27 20:25:57 -04:00
Whitellama 8f1417f14c Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into flavourtext 2014-07-26 17:09:12 -07:00
Whitellama bbc9150793 Updated body_parts_covered 2014-07-26 17:06:08 -07:00
mwerezak 5f9f6e2054 Merge remote-tracking branch 'upstream/dev' into power-net 2014-07-26 13:56:52 -04:00
Zuhayr 4ef8a08310 Added portable_atmospherics to hydroponics machine path, couple of other tweaks. 2014-07-27 03:20:16 +09:30
Walter0o df6ac58d84 fixes nullpointer caused by broken organ list pt 2
more a prevention than a fix, but meh
2014-07-26 13:08:25 +02:00
Zuhayr bc25cca7a9 Merge branch 'hydroponics' of https://github.com/Zuhayr/Baystation12 into hydroponics 2014-07-26 15:45:26 +09:30
Zuhayr efe1c2feb2 Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into hydroponics 2014-07-26 15:39:25 +09:30
DJSnapshot a4fc2b04a2 fix to allow non-humans to be stunned like they should be. Gosh. (Also, clumsy check and making harmbaton actually work) 2014-07-25 16:56:56 -07:00