I ain't gonna lie, this is a pretty big revision.

Chemistry:
     I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.


Viruses:
     Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.


!!BUGFIXES!!:
     Wow, there's so many I'm having a hard time keeping track of it all!

     A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors. 

     It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.

     There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
     


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
vageyenaman@gmail.com
2011-07-22 22:42:59 +00:00
parent c8a01f0b29
commit c9d1e3452f
21 changed files with 673 additions and 34 deletions
+1 -2
View File
@@ -247,8 +247,7 @@
//trg.virus.cure(0)//You need to either cure() or del() them to stop their processing.
trg.contract_disease(new /datum/disease/alien_embryo(0))//So after that you need to infect the target anew.
for(var/datum/disease/alien_embryo/A in trg.viruses)
if(target.virus)//If they actually get infected. They may not.
target.alien_egg_flag = 1//We finally set their flag to 1.
target.alien_egg_flag = 1//We finally set their flag to 1.
return
else
sleep(50)
+26 -6
View File
@@ -194,7 +194,16 @@
if(istype(A,/turf) && !istype(src, /obj/item/projectile/beam))
for(var/obj/O in A)
O.bullet_act(src, def_zone)
del(src)
// Okay this code, along with the sleep(10) {del(src)} up ahead is to make
// sure the projectile doesn't cut off any procs it's executing. this may seem
// incredibly stupid, I know, but it's to workaround pesky runtime error spam
invisibility = 101
loc = locate(1,1,1)
sleep(10)
del(src) // wait exactly 1 second, then delete itself. See above comments ^
return
CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
@@ -432,18 +441,22 @@
load_method = 0 //0 = Single shells or quick loader, 1 = magazine
// Shotgun variables
pumped = 1
pumped = 0
maxpump = 1
list/Storedshots = list() // a list where "used" shots are stored to be dumped or something
load_into_chamber()
if(!loaded.len)
return 0
if(pumped >= maxpump && istype(src, /obj/item/weapon/gun/projectile/shotgun))
return 1
var/obj/item/ammo_casing/AC = loaded[1] //load next casing.
loaded -= AC //Remove casing from loaded list.
AC.loc = get_turf(src) //Eject casing onto ground.
if(!istype(src, /obj/item/weapon/gun/projectile/shotgun))
AC.loc = get_turf(src) //Eject casing onto ground.
else
Storedshots += AC
if(AC.BB)
in_chamber = AC.BB //Load projectile into chamber.
AC.BB.loc = src //Set projectile loc to gun.
@@ -451,6 +464,7 @@
else
return 0
New()
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing(src)
@@ -542,7 +556,10 @@
for(var/i = 1, i <= max_shells, i++)
loaded += new /obj/item/ammo_casing/shotgun/beanbag(src)
update_icon()
pumped = maxpump
attack_self(mob/living/user as mob)
pump()
return
combat
name = "combat shotgun"
@@ -561,6 +578,9 @@
proc/pump(mob/M)
playsound(M, 'shotgunpump.ogg', 60, 1)
pumped = 0
for(var/obj/item/ammo_casing/AC in Storedshots)
Storedshots -= AC //Remove casing from loaded list.
AC.loc = get_turf(src) //Eject casing onto ground.
automatic //Hopefully someone will find a way to make these fire in bursts or something. --Superxpdude
name = "Submachine Gun"