Commit Graph

5039 Commits

Author SHA1 Message Date
ZomgPonies 3d4dd919c7 Merge pull request #156 from alex-gh/halloss_fix
halloss now makes you slower instead of faster
2014-02-11 18:49:56 -05:00
alex-gh 3cc986206c halloss now makes you slower instead of faster 2014-02-11 13:22:36 +01:00
ZomgPonies f30cd8e96b Some statue tuning 2014-02-11 02:45:36 -05:00
Giacomand 2305f8551c The statue will call dust() when gibbed.
Increased the range of blind() so mobs just outside his can_be_seen() check won't stop it from blinding them.
Added a client check for AI stuff.

Conflicts:
	baystation12.dme
2014-02-11 02:26:52 -05:00
Giacomand 97e5f285d2 Changed their name and description so they almost match with the ordinary statues. 2014-02-11 02:26:04 -05:00
Giacomand e9d4226480 Fixed statues trying to attack mice behind walls.
Buffed their speed and damage.
Reduced their vision range a bit.
Statues will now attack nearby mobs when after a target.
2014-02-11 02:25:46 -05:00
Giacomand d3f086e942 Adds a new statue hostile mob!
This hostile mob is very much like other monsters that move/kill you when you don't look at them.
This mob is also designed to be player controlled and has spells to get around the 360 vision problem, such as flickering lights and causing people around it to go blind for a short duration.

CANPUSH is now used by simple_animals
Added 4 directional sprites for the statue.

Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
2014-02-11 02:25:10 -05:00
Segrain 3b86b29063 Check for verb removal. 2014-02-10 07:01:30 -05:00
Zuhayr 6302573ed3 Fixes #4223
Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/human_defense.dm
2014-02-10 07:00:58 -05:00
Zuhayr 56e71df462 Generalized yank_out_object(). 2014-02-10 06:53:25 -05:00
Loganbacca c58f30564f Fixed shrapnel embedding
Conflicts:
	code/modules/mob/living/carbon/human/human_defense.dm
2014-02-10 06:53:09 -05:00
Rob Nelson c86063c271 Fix genetics spells not working. GG for not using panel variable, nerds. 2014-02-06 23:52:20 -05:00
ZomgPonies 52f7f84999 Diona fix 2014-02-06 23:51:34 -05:00
Segrain bde40bd95e Surgery tracking. 2014-02-05 22:54:51 -05:00
ZomgPonies 95a0c8f7e3 compile fix 2014-02-05 22:53:46 -05:00
Ccomp5950 27b4fa0001 Mouse Attack_Logs disabled. Admins rejoice.
No more mice in disposals spamming the hell out of admins everytime someone flushes items.

Conflicts:
	code/modules/mob/living/living_defense.dm
2014-02-05 22:53:24 -05:00
ZomgPonies 74c3c6e83b compile fix 2014-02-04 03:09:04 -05:00
Rob Nelson 75a5337996 Try using backpack for failed item storage first.
Conflicts:
	code/modules/mob/mob.dm
2014-02-04 03:08:37 -05:00
ZomgPonies 77417edf6e Revert "New fonts work first iteration"
This reverts commit 172a4dfc51.
2014-02-04 02:47:14 -05:00
ZomgPonies 172a4dfc51 New fonts work first iteration 2014-02-04 00:54:24 -05:00
ZomgPonies 3cedb27fe6 Bugfixes 2014-02-03 18:33:05 -05:00
Fox-McCloud 4cd875c88a Various Tweaks and Fixes
Adds a replacement for Doctor's Delight (For Syndicakes, valid salad,
etc), fixed chem dispenser NanoUI sizing, and change plasma color from
orange to the canonical purple.
2014-02-02 06:27:13 -05:00
RKF45 e7e7001aae New preferences
Conflicts:
	code/modules/mob/new_player/preferences_setup.dm
2014-02-02 01:58:16 -05:00
ZomgPonies 564c7bd6ac Fixing up alien reagents 2014-02-02 00:35:51 -05:00
Rob Nelson f77a0e147b Golem runes use a different method for signing up.
Conflicts:
	code/modules/mob/living/carbon/metroid/metroid.dm
	html/changelog.html
2014-02-01 21:28:17 -05:00
Rob Nelson 17cb2faa3d GC stats 2014-02-01 21:08:30 -05:00
Rob Nelson dff30f497c Fix borgs and pAIs not being able to use common.
Conflicts:
	code/modules/mob/living/say.dm
2014-02-01 21:07:14 -05:00
Rob Nelson 65792246c5 Allow borgs to fake talking on common, and support wires on more mobs. 2014-02-01 21:04:30 -05:00
Loganbacca c8f868669c Tail rendering fix
Spotted this while working on collars code
Moved tail layer before hand layers, so tails don't render over held items
2014-02-01 19:05:28 -05:00
Loganbacca 7918053159 Cleaned collar rendering code
Removed colon
Removed need for collar variable
Corrected TOTAL_LAYERS define

Conflicts:
	code/modules/mob/living/carbon/human/update_icons.dm
2014-02-01 19:05:12 -05:00
Loganbacca 695726b36f Suit collars
Adds a collar overlay above the helmet layer if the suit has one
Suit needs an identically named sprite in icons/mob/collar.dmi
Suit also needs 'collar = 1' set in utility.dm

Trenchcoats are go!

Conflicts:
	code/modules/mob/living/carbon/human/update_icons.dm
2014-02-01 19:03:39 -05:00
Ccomp5950 706214f57c Deadchat sanitized so players can't use HTML. 2014-02-01 18:40:27 -05:00
Loganbacca 6f655a1686 Added underwear rendering to character setup screen
Also culled unused underwear names from global_lists.dm

Conflicts:
	code/modules/mob/new_player/preferences_setup.dm
2014-02-01 18:34:49 -05:00
Ergovisavi 311528762c Walking mushrooms will inherit some of the original properties of the food item that they were spawned from.
Walking shrooms with ckeys will not gain levels, unlike wild ones, to keep things from getting silly.
2014-02-01 05:30:44 -05:00
Ergovisavi 56c703ed6f Expanded on walking mushroom fights. Walking mushrooms now all have different colored caps, and you can save them from being eaten by feeding them a mushroom so they can live to fight another day.
Conflicts:
	icons/mob/animal.dmi
2014-02-01 05:30:23 -05:00
Ergovisavi f85ac1af63 Walking mushrooms will now hunt and eat eachother, growing stronger when they do! The stronger they get, the better the quality of the mushroom slices you can butcher out of them! Don't smack em yourself though, or you'll bruise them, and they won't get stronger from being eaten.
Conflicts:
	baystation12.dme
	code/modules/mob/living/simple_animal/friendly/mushroom.dm
2014-02-01 05:27:59 -05:00
Rob Nelson 438e84c301 Different method of pAI/Posibrain recruiting.
Conflicts:
	code/modules/mob/living/carbon/brain/posibrain.dm
	code/modules/mob/living/silicon/pai/recruit.dm
	html/changelog.html
2014-02-01 03:00:26 -05:00
Fox-McCloud 34185330f1 Reverts Brain damage factor
Reverts brain damage factoring into health for future potential plans.
2014-01-31 02:50:19 -05:00
Rob Nelson ec70d13056 SINGULOTH OPTIMIZATIONS - See full commit for details.
* qdel() instead of del(), wherever possible.
* Optimized gravpull logic
* /atom/movables can override canSingulothPull() logic to add gravpull exceptions (unless singuloth is 2fat)
* assigned_role energy boosts changed into a switch() statement

Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/mob.dm
	code/modules/power/singularity/singularity.dm
2014-01-31 02:34:39 -05:00
ZomgPonies 3633c2dcb7 Fixed some broken flags 2014-01-29 23:31:22 -05:00
Zuhayr b63400ad69 Compile fix. 2014-01-29 16:56:53 -05:00
Zuhayr b716bf5e1c IPC tweaks. 2014-01-29 16:56:20 -05:00
Zuhayr 5da7b52133 IPC brain surgery code.
Conflicts:
	code/modules/organs/organ_external.dm
2014-01-29 16:55:30 -05:00
Zuhayr e3ce3d4b66 IPC feeding from APCs, IPC lack of reagent processing.
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/power/apc.dm
2014-01-29 16:51:11 -05:00
Fox-McCloud 57f113b427 Chemistry and Brain Damage 2014-01-29 00:58:58 -05:00
Rob Nelson b97a21ed94 Check for internals and accessibility on toxic farts.
Conflicts:
	code/modules/mob/living/carbon/human/emote.dm
2014-01-28 23:38:31 -05:00
Ccomp5950 b79edf513c Sniper Rifle fix.
You have no HUD when zoomed.  None, I'm unable to move every HUD element while zoomed in so you lose it.  Consider it part of your concentration while zoomed in.

If you move while zoomed in you automatically zoom out, you lose concentration.

If the rifle isn't in your active hand you can't zoom in.

Conflicts:
	code/modules/projectiles/guns/energy/special.dm
2014-01-28 23:30:02 -05:00
ZomgPonies bd946b0ab1 Fixes for new species 2014-01-28 16:33:02 -05:00
Zuhayr e87855633f Actually applied nymph speech and name change. 2014-01-28 15:35:08 -05:00
Zuhayr b556d59cfe Fixing case on some del() calls. 2014-01-28 15:34:24 -05:00