Commit Graph

27 Commits

Author SHA1 Message Date
Fox McCloud
7440dad57e further conversion 2018-07-18 01:13:24 -04:00
Fox McCloud
5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
Aurorablade
476cdc3e06 Blood Refactor (#6220)
* commit for branch swap

* branch swap again

* BLEED

* trying to clear up compile errors

* i killed everything when i tested this...

* restorealltheblood

* I REMOVED A THING

* well some progress

* stop bleeding

* got to swap branches again.

* grr

* damn bloodcolors

* Squash everything

* color....colourrrrrrr

* color....colourrrrrrr

* well now that updated the branch...

* Changes

* Some tweaks..before i upload something major

* COLOR NOT COLOUR...COLOR

YES I KNOW NOT EVERYONE SPELLS IT LIKE THAT BUT MY GOD

* Foot print shit..

blood coloring is going to be PAIN

* trying to handle some colors..maybe.

* blood colorsing sucks..di i mention this?

* commenting cod malfunctions.

* Changes

* lets try this

* Its too late at night.

* blargh

* woops

* almost works...

* progress..

* Branch swap

* figured out the overlay issue....

* BRANCH SWAP

* BLARGH

* fixed merged conflicts..expect something to be horribly wrong.

* bunch of changes

* Major Fixes

 - Moved blood_state and bloodiness var definitions to
 /obj/effect/decal/cleanable/blood as well as /cleanable/Crossed(), in
 order to make blood color work properly.
   - These were not used by any other decal, so it was pointless.
 - Tweaked human/add_blood so that hand_blood_color uses the correct
 value now.
 - Corrected gibs having the wrong basecolor.
 - Tracks of different blood colors will no longer combine weirdly, and
 will instead form seperate overlays.
   - This also fixes all of the issues with tracks in general and not
   updating correctly.
 - Fixed transfering blood in add_fingerprint; the old detective code
 didn't use the new format for add_blood().
 - Fixed xenomorphs causing runtimes in makeTrail(), and gave them their
 own trails. Sprites should probably be brightened later.
 - Fixed mobs occasionally randomly having their blood_DNA list reset.

* may have accidently removed shit.

* Mrowl

* stiff

water is not bleeding
lowered trail making threshold

* tweaks then conflcits

* weee

* indent

* some tweaks

* somefox tweaks.

* derp

* why won't they bleed!?

* BLEED DAMMIT

* Flattist comments and removes simple animale blood volume

Cause i cannot get it to work right.

* PRAISE FLATTIST

* Simple animals have a blood volume now

Bug with trail fixed.

* changes

* thanksmrowlmrowl

* exotice blood trails

* makesure is an exotic bleeder has a bleed rate first...

* FoxBoxTweakSox

* BoxVoxSoXFox

* ONE MORE THING

* animalsbleedreds

* Buh? BUGH!

* thisismescreaming

* removing note needed thing

* Color changes but the rabbit hole continues.

* This is not pretty....

* wot

* IT WORKS DAMMIT

* colors.

* germaphobic commit..

* we have to use the old system

* nothing to see here

* doubleprocarady

* try to fix mulebots

* mulebot fixed

* DONE
2017-07-11 16:49:11 -04:00
Fox-McCloud
e1cc7e1431 Merge remote-tracking branch 'upstream/master' into so-edgey 2017-07-01 20:17:16 -04:00
Fox-McCloud
05a24da2e8 The Most Non-Edgey PR Ever 2017-07-01 19:48:43 -04:00
Fox-McCloud
04b9394d34 last tweaks 2017-07-01 01:44:02 -04:00
Sam
2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
TheDZD
83f42a3e69 Mimic Gun and Gun Fixes (#4699)
* Mimic gun and gun tweaks/fixes

* Overlays
2016-06-19 13:14:33 -04:00
TheDZD
c6b4539548 Finishing touches 2016-06-08 15:11:24 -04:00
TheDZD
4facfcb5a4 More fixes and sprites 2016-05-31 22:51:14 -04:00
TheDZD
8dcf46bf91 Sprites & fixes 2016-05-31 22:50:57 -04:00
TheDZD
a4e950d21a Compiles, and guns work™ 2016-05-31 22:50:55 -04:00
TheDZD
95d7a68a75 Here we go again... 2016-05-31 22:50:53 -04:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Tigercat2000
c562680098 Merge remote-tracking branch 'origin/master' into bay_examine
# Conflicts:
#	code/game/objects/structures/displaycase.dm
2015-09-15 14:08:36 -07:00
Tigercat2000
0603f73232 Bay12 examine overhaul.
This commit overhauls the examine system to baystation's latest system,
including a more efficient verb approach, and a new status panel tab,
which shows more information for pre-defined objects.
2015-09-14 11:51:40 -07:00
Markolie
ca6c7d10ba In hand sprite overhaul 2015-09-13 22:44:18 +02:00
Fox-McCloud
88dfaa51a4 Replaces Reamining Del()'s 2015-07-07 00:35:19 -04:00
Fox-McCloud
07e1ef0e82 tweak 2015-06-07 00:54:59 -04:00
Markolie
7285f39fc1 Defib update, cell path update 2015-02-09 16:12:01 +01:00
Zuhayr
7c07240ac9 Integrated crossbows/pneumatic cannons into launcher gun type, added back sprites.
Conflicts:
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/alien.dm
	code/modules/projectiles/guns/projectile/crossbow.dm
	code/modules/projectiles/guns/projectile/pneumatic.dm
	icons/mob/back.dmi
	maps/tgstation2.dmm
2014-07-21 06:10:45 -04:00
mwerezak
a07b7a5ce3 Thrown items can be targeted, has miss chance...
...based on distance, similar to projectiles.

Conflicts:
	code/defines/obj.dm
	code/game/machinery/kitchen/smartfridge.dm
	code/game/machinery/vending.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/games/cards.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living_defense.dm
2014-07-16 09:53:34 -04:00
mwerezak
4a2993b20b Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.

Conflicts:
	code/__HELPERS/unsorted.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/silicon/robot/component.dm
	code/modules/mob/living/simple_animal/bees.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/reagent_containers/syringes.dm
	code/modules/surgery/eye.dm
2014-06-17 06:51:51 -04:00
ZomgPonies
386b1b8307 Fixes a bunch more hurt -> harm checks 2014-06-14 01:02:29 -04:00
Zuhayr
43e60ab01e Armalis gear and mob icons, plus sonic cannon.
Added sonic cannon skeleton code.

Noise cannon fire sound, Vox shriek sound.

Added Vox Armalis species.

Swapped vox breath mask over to species_restricted check.

Added Vox Armalis gear.

Added a random shriek effect to Vox and Vox Armalis speech.

Added quickspawn Vox Armalis definition.

Vox shriek sound effect. Thought I committed this earlier.

Added r_hand and l_hand icon_overwrite checks.

More work on Armalis. Added gut() and leap() human procs.

Adding/fixing up the leap() and gut() verbs, and a LEAPING status_flag for human/Bump().

Fixing some missing pixels in the armalis tail.

Almost forgot to whitelist armalis...

Conflicts:
	code/modules/clothing/spacesuits/alien.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	icons/mob/suit.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/gun.dmi
2014-05-14 18:24:01 -04:00
Zuhayr
1af09fbfba Cherrypicking vox spike throwers, made crossbows and pneumatic cannons constructable.
Conflicts:
	baystation12.dme
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/modules/projectiles/guns/projectile/bow.dm
	icons/obj/gun.dmi
2014-05-12 02:59:53 -04:00