Commit Graph

11537 Commits

Author SHA1 Message Date
ZomgPonies
24dceac4ef Compile fix 2014-01-11 21:07:13 -05:00
Rob Nelson
92722efe15 Fixed #395: Cut down posters can't be replaced.
Conflicts:
	code/game/objects/effects/decals/contraband.dm
2014-01-11 20:46:29 -05:00
Rob Nelson
f9ce44e891 Fix atmos control computer. 2014-01-11 20:44:12 -05:00
Rob Nelson
8a6ea1d5c9 Fix multiple bugs with catwalks.
* Fixes catwalks not having space underneath them
* Fixes not being able to build catwalks
* Catwalks destructible with screwdriver
* Catwalks autoupdate icons with neighbors

Conflicts:
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	html/changelog.html
2014-01-11 20:43:31 -05:00
SkyMarshal
1f6f153dab Patches some logic holes in ZAS, specifically rebuilding and deletion. Fixes #4273 2014-01-11 20:37:49 -05:00
JJRcop
3d34a12066 Minor nuke toy edit
Moved the user.visible_message call out of spawn()
Removed the now obsolete sleep() call and put the delay in spawn()
2014-01-11 12:45:45 -05:00
JJRcop
24e29deeaf Adds "surround" arg to playsound, which enables 3D sound
Defaulted to on
Also changes the toy nuke to use it

Conflicts:
	code/game/sound.dm
2014-01-11 12:45:32 -05:00
JJRcop
7b678241e4 Adds a visible_message to the nuke toy when it is used 2014-01-11 12:40:53 -05:00
JJRcop
e235bc94e6 Adds new nuke toy, plays nuke sound when attack_self'd
Cooldown of 5 minutes

Conflicts:
	code/game/machinery/computer/arcade.dm
	code/game/objects/items/toys.dm
	icons/obj/toy.dmi
2014-01-11 12:40:19 -05:00
Laharl Montogmmery
76495953db Moved up Bump() in silicon.dm, and tested it.
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
2014-01-11 10:45:19 -05:00
LaharlMontogmmery
c9baf8b226 Unanchored AIs can now be pushed and can bump. 2014-01-11 10:42:08 -05:00
Laharl Montogmmery
5160576244 AI can now anchor/unanchor itself.
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
2014-01-11 10:41:24 -05:00
ZomgPonies
2494bfb177 Doubled the shot capacity of the taser 2014-01-11 07:30:35 -05:00
ZomgPonies
ab8422f5aa More hull resistance tuning 2014-01-11 06:01:30 -05:00
d3athrow
c8bc025cc7 Fix holywater hurting full power vampires 2014-01-11 04:41:32 -05:00
ZomgPonies
a61c82e3fb Updated explosion stuff. Less hull breaches. 2014-01-11 02:25:45 -05:00
ZomgPonies
4f405f2ed7 A few numbers change for reagents 2014-01-11 01:51:31 -05:00
fleure
f62de1ca2e Added spider butchery
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
	icons/mob/animal.dmi
2014-01-11 00:21:42 -05:00
fleure
27c35cfdac Added spider meat recipes
Conflicts:
	code/modules/food/recipes_microwave.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	icons/obj/food.dmi
2014-01-11 00:16:12 -05:00
Furlucis
9dedba21cf Talisman icon fix
Makes talismans keep looking like talismans for more than a tick.
2014-01-11 00:04:09 -05:00
Zuhayr
600bfba275 Colour fix for bread slices. 2014-01-11 00:02:07 -05:00
Zuhayr
2f0cb6635b Icon fixes, shards hidden in food will now lacerate random body parts because damage code is weird. Stop eating chocolate cake sandwich with your left food. 2014-01-11 00:01:34 -05:00
Zuhayr
2cd1580acd Added filling_color var to food items for use in sandwiches.
Conflicts:
	code/modules/reagents/reagent_containers/food/snacks.dm
	code/modules/reagents/reagent_containers/food/snacks/grown.dm
2014-01-10 23:56:24 -05:00
ZomgPonies
1bbc25d52e Fixes 2014-01-10 23:45:20 -05:00
SkyMarshal
a97f985200 Adds developer-level access to ZAS settings.
Fixes bug which would always let heat move through doors.

Conflicts:
	code/modules/admin/admin_verbs.dm
2014-01-10 23:41:43 -05:00
SkyMarshal
229c8946ff Fixes derpiness with ZAS heat transfer. 2014-01-10 23:34:02 -05:00
SkyMarshal
d0229a479b Fixes ZAS silliness with SoftDelete 2014-01-10 23:32:47 -05:00
ZomgPonies
43ea65341c Fixes to giant spider abilities 2014-01-10 03:21:20 -05:00
Rob Nelson
5a061d770f Fix #381 - Poster duping 2014-01-10 02:04:20 -05:00
Rob Nelson
2b1e308e31 Fix #384 - Fridges can be opened while welded shut. Also discovered this extended to secure lockers.
Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
	html/changelog.html
2014-01-10 02:03:51 -05:00
Rob Nelson
ea5784a4aa Fix for #382 - Bombs not deleting themselves and the fridge they're in.
Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/freezer.dm
2014-01-10 02:02:34 -05:00
Rob Nelson
dbe20f8216 Fix for #383 - C4 deleting fridges full of corpses. 2014-01-10 02:01:19 -05:00
Rob Nelson
5b6648a2c9 Fix #384 (possibly): Welding a fridge/freezer does nothing. 2014-01-10 02:00:51 -05:00
Rob Nelson
9fdde1eec7 Fix #388: Incorrect C4 timing checks.
Conflicts:
	code/game/objects/items/weapons/explosives.dm
2014-01-10 01:59:07 -05:00
Rob Nelson
da6b615e44 Adjacent didn't work, back to using get_dist. 2014-01-10 01:56:45 -05:00
ZomgPonies
4a6601eef1 Merge pull request #113 from SamCroswell/master
Major Ninja Patch
2014-01-09 19:31:38 -08:00
Zuhayr
70d16798b5 Fixed some issues with the diona holder item, generalized it out a little. You can now deconstruct dionaea and probably put them into the washing machine.
Conflicts:
	code/modules/mob/living/carbon/monkey/diona.dm
2014-01-09 21:22:51 -05:00
Zuhayr
e1203f9320 Added resist check for holder items. Also hopefully prevented dionaea icons from remaining on a human mob.
Conflicts:
	code/modules/mob/living/carbon/monkey/diona.dm
2014-01-09 21:13:31 -05:00
SkyMarshal
43ad9cceb7 Reverts some geometry code to a functional state.
Fixes #4045
2014-01-09 21:06:06 -05:00
SkyMarshal
b5906bba39 Tradeband and Gutterspeak now have a different font than Tradeband.
Fixes #4143

Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/new_player/new_player.dm
2014-01-09 21:05:36 -05:00
ZomgPonies
4b532372d7 Extra var 2014-01-09 21:01:44 -05:00
SkyMarshal
e4fdc17405 Some turf cleanup and the like. Trace gases are now properly handled by ZAS on world load.
Fixes #2485

Conflicts:
	code/game/turfs/simulated/floor_types.dm
2014-01-09 20:59:31 -05:00
SkyMarshal
0be7c1c9a2 Fix for mining.
Fixes #4249
2014-01-09 20:57:47 -05:00
SkyMarshal
e2bbbb7e39 Mining fixes as it was annoying as fuck. Also a random object with nothing in it removed.
Conflicts:
	code/modules/mining/mine_turfs.dm
2014-01-09 20:56:38 -05:00
SamCroswell
c980a4a421 Major Ninja Patch 2014-01-09 20:39:29 -05:00
SkyMarshal
d101e5c111 RCDs no longer create plating with air on it.
Fixes #3545
2014-01-09 20:26:28 -05:00
SkyMarshal
330be31466 Tweaks the zone rebuilding logic to prevent doors being ignored.
Fixes #4046
2014-01-09 20:26:03 -05:00
RKF45
94f38882f9 Removes braindeath as IC term 2014-01-09 20:24:10 -05:00
Zuhayr
3789e82f7b Roasted diona, for ZomgPonies/Paradise.
Conflicts:
	code/modules/reagents/reagent_containers/food/snacks.dm
	icons/obj/food.dmi
2014-01-09 09:14:20 -05:00
Zuhayr
f92a066458 Objectives will now updated when the target enters cryostorage. 2014-01-09 08:01:10 -05:00