Commit Graph

54 Commits

Author SHA1 Message Date
Fox-McCloud
54f59b9899 Pass II 2015-07-09 19:51:40 -04:00
Fox-McCloud
0dbea7621f The Great Del() Cull of 2015 2015-07-09 02:48:34 -04:00
Tigercat2000
3a45d52fe0 Fix remaining non-returning Destroys()
Plus a little refactor to mining flaps and spacepod doors- they now use
CanAtmosPass instead of manually setting the turf to no-atmos-passing
2015-07-06 09:20:39 -07:00
ZomgPonies
91e8b909c0 Squish Squash 2015-04-04 14:27:53 -04:00
Fox-McCloud
d1932c0f64 [Goonchem] Transition to Goonchem 2015-03-27 05:41:45 -04:00
Fox-McCloud
d0a09c8126 Mindslave, Loyalty, and Knockdown fixes. 2015-03-17 14:01:36 -04:00
Fox-McCloud
e23841c46f Rebalance Stamina 2015-01-05 06:53:48 -05:00
Markolie
bd11c78235 Replace every instance of NanoTrasen with Nanotrasen. 2014-11-29 21:01:29 +01:00
Fox-McCloud
261157cb58 AI, PDA, and Other changes 2014-11-26 01:18:49 -05:00
Markolie
30c1960fe8 Adds Syndiborg to NukeOps, enables shortcuts for borgs/drones, notifies the AI of borg changes 2014-11-23 07:52:38 +01:00
Fox-McCloud
650c9a3e3c Nuke Ops Rework Phase 1 2014-11-03 23:45:00 -05:00
Fox-McCloud
8c1f6431e6 Tweaks and Fixes and Major Map Changed
More Info will be posted directly, later.
2014-10-13 22:00:07 -04:00
ZomgPonies
581376e191 Nuke ops fixes 2014-05-26 17:57:39 -04:00
d3athrow
49c11d1c9e compile fuck 2014-04-29 13:27:06 -04:00
d3athrow
9951896b71 Can't greytide implant yourself 2014-04-29 13:26:45 -04:00
ZomgPonies
1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Zuhayr
8c5ad54e0f Recommitting a ton of files as one commit due to needing to reset this repo to an earlier point in the log. Full changes in PR.
Conflicts:
	code/game/objects/items/weapons/implants/implant.dm
	code/modules/admin/verbs/vox_raiders.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/diona.dm
	code/modules/mob/living/carbon/species.dm
2014-01-28 15:30:20 -05:00
alex-gh
6e0f7ac0be Made explosive implants use a random phrase instead of preset one 2013-12-23 08:01:49 +01:00
ZomgPonies
b0aff645a3 Massive traitor item overhaul 2013-09-23 05:41:53 -04:00
ZomgPonies
640e38ce23 Massive code fix to get the codebase ready to compile in BYOND 500 2013-09-15 23:58:16 -04:00
Mloc-Argent
a084f74c7d Expansion of every "icon = ''" path.
Supposed to help compilation times.  Who knows.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-09-01 21:53:36 +01:00
Erthilo
9d1bbb16d0 Adds explosive implant admin messages, and jump button for explosions. 2013-08-12 12:34:13 +01:00
Zuhayr
375437a6cf Changelog merge. I hate the changelog. 2013-08-12 11:20:41 -07:00
Segrain
935a7f30ea Typo fix. 2013-08-11 09:22:20 +03:00
Zuhayr
8c3c26e2e8 Added cortical stacks for vox survival objective. 2013-07-29 06:36:55 -07:00
Chinsky
29b1ef1c63 Derp, forgot main part of explosive implant EMP code and changelog. 2013-02-23 00:41:20 +04:00
Chinsky
b208a953d0 Made EMP less instarape switch for Nuke Team.
Instead of 50% chance to go off, it goes like that
30% Nothing happens
70% Malfunction:
    50% Tear off limb / big wound
    50% Bad malfunction:
      50% BOOM
      50% meltdown, won't activate ever

Which takes it from 50% to 17.5%
2013-02-23 00:09:05 +04:00
Chinsky
fa1d81fbae Fixed derp.
Compile errors because I am retarded.
2013-02-20 10:38:36 +04:00
Chinsky
41f09299c9 Compressed implant item now will be put in hands instead of the floor. 2013-02-20 09:17:41 +04:00
Chinsky
2e75059c3a Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 2013-01-09 12:45:04 +04:00
Chinsky
7fea186d64 EMP now will have !!FUN!! effects on implants.
Affected implants:
-Explosive
-Death alarm
-Tracking
-Chemical

Also added new sound for implant activation.
Fixed derp in implant surgery.
2013-01-09 12:43:22 +04:00
Cael_Aislinn
7efc1aafef Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts:
	icons/turf/areas.dmi
	maps/RandomZLevels/stationCollision.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 22:26:24 +10:00
Cael_Aislinn
aae42d928a Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/say.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/powerarmor/powerarmor.dm
	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 00:23:22 +10:00
Chinsky
5f0c39f1cf Added implant removal surgery.
If you fail the step, has small chance of activating implant.
Gives you a sound and ~15 ticks to run away like hell.

Changes I did to other parts to make this possible:
-Implants are now organ-based, not mob-based
-Part of implant working code is moved to appropriate activate() procs
2013-01-06 11:25:53 +04:00
giacomand@gmail.com
78887723ca -New corridor airlocks! They will replace the regular glass airlocks in the corridor but they have an extra feature. They stay open by default and close/open automatically based on the local area's air alarm alert.
-Got rid of a magic number in implants.
-Robots cannot hide their items in food anymore.
-Updated changelog with disease naming.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5077 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-15 16:40:54 +00:00
giacomand@gmail.com
9afc2cbe7f -Chemical implants can now hold 50 units instead of 10.
-Made mutagen a catalyst instead of an ingredient. Fixes Issue 1100.
-Spellbook and Teleport Scroll doesn't show up for other players now.
-Added a syndicate intercom in the wizard's den.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5072 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-15 08:03:05 +00:00
Chinsky
f9a42f4ba9 ...debug print. 2012-11-01 00:31:36 +04:00
Chinsky
b46c887469 Ported implants.
Compressed matter implant.
Death alarm implant.
Made explosive implant work like pre-merge: trigger on code phrase instead of host's death.
2012-10-22 17:52:27 +04:00
giacomand@gmail.com
be76c3afcc Fixed issue 645.
I changed how uplinks worked. Instead of there being a duplicate item which would switch out when it activates, there's an item called "obj/item/device/uplink/hidden". It is a hidden uplink which you can place in any obj/item. In "hidden" is where it will generate menus, check for triggers to show the menu and etc.. No need to switch out with duplicate items or add the menu onto the PDA's notes.

How to create a new uplink item in 3 easy steps!

1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add/remove "uses".

2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true. The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.

3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc. Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.

I've given the recharge station's verbs a category so they don't create their own tab.
I've added a mob/proc called put_in_any_hand_if_possible. Name speaks for itself. Returns true if successful, false otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4450 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 21:57:27 +00:00
rockdtben@gmail.com
bf9f922390 -Fixes issue 690
-Made my comment less ambiguous

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4391 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 13:21:02 +00:00
rockdtben@gmail.com
bfd80f5854 -Tidied up some of the nanoaug code
-Modified the implanted method signature to be more readable
-Tested changes with Ausops

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4390 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 11:08:25 +00:00
rockdtben@gmail.com
7f0e81c5bc Fixed issue 625
-Revheads cannot exploit loyalty implants anymore.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4381 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 16:09:08 +00:00
vageyenaman@gmail.com
f9ee2320fa Not a whole lot going on in this commit, just more work on preparation for the traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.

!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.

Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.

I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.

Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 02:31:09 +00:00
baloh.matevz@gmail.com
cfa1d1ed1f - Some runtime-prevention tweaks so that impatient coders don't just break everything somewhere down the line.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3665 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:34:10 +00:00
petethegoat@gmail.com
2aa40bd30f Fixed issue 286. DNA machines now have to recharge the injector when they're first built.
Fixed issue 388.
Fixed issue 403.
Fixed spaceheaters appearing to be off when they are both off and the hatch is open.
Fixed being able to waste rods out of existence by building them where lattice already exists.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3268 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-10 17:57:08 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
elly1989@rocketmail.com
2d77383ad0 Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.
Resolved Issue 333: The plastic flaps on the mining station now actually block air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333
Fix for runtime in issue 332 until getrev is fixed. https://code.google.com/p/tgstation13/issues/detail?id=332
Resolved Issue 331 https://code.google.com/p/tgstation13/issues/detail?id=331
Resolved Issue 304 https://code.google.com/p/tgstation13/issues/detail?id=304
Removed a lever I found randomly placed within the asteroid rock.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3021 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-31 10:03:55 +00:00
trubblebass@gmail.com
4d1d38d5f3 - Fixed Issue 293
It now correctly reads 15 Units.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2915 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-04 20:39:46 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00