Commit Graph

17074 Commits

Author SHA1 Message Date
ManeaterMildred 671b886564 Added costs for the Mech Ion Rifle and the Mech Rocket Launcher. 2014-01-14 22:43:03 -05:00
ManeaterMildred c016debe54 Added the Mech Ion Rifle, Mech Carbine, Mech Rocket Launcher
and Ion Rifle to the list of things you can build with the
Protolathe and Exosuit Fabricator.
2014-01-14 22:42:50 -05:00
ZomgPonies e8e846400f Extra fixes to secure Gamma armory 2014-01-14 11:08:35 -05:00
d3athrow f16a6a83db clean up the code
Conflicts:
	code/modules/mob/mob.dm
2014-01-14 04:30:13 -05:00
d3athrow bf275e1964 Should fully resolve issue #344
Conflicts:
	code/modules/mob/mob.dm
2014-01-14 04:25:24 -05:00
ZomgPonies 1dc7b05b76 Gibsound changes 2014-01-14 04:17:42 -05:00
ZomgPonies 5ab05ae5ee Compile fix 2014-01-14 00:42:13 -05:00
Rob Nelson 319ae54216 Make some adjustments to catwalks. Fixes #402, #404.
Conflicts:
	code/game/turfs/simulated/floor_types.dm
2014-01-14 00:40:30 -05:00
alex-gh 601c6a9021 Ion storms can actually emag bots now 2014-01-14 00:39:06 +01:00
Hornygranny 95835ac98c Changed neurotoxin from a child of energy to a child of bullet
Conflicts:
	code/modules/projectiles/projectile/bullets.dm
2014-01-13 04:36:15 -05:00
Hornygranny 550d9b2e76 Extra indents removed 2014-01-13 04:27:44 -05:00
Hornygranny 5a443e5010 Replaced spaces with tabs. 2014-01-13 04:27:18 -05:00
Hornygranny 6eefff2c68 Code by Giacom. Changes alien neurotoxin spit to dumbfire.
Conflicts:
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
2014-01-13 04:27:08 -05:00
ZomgPonies acb3f37c1b vg's likely superior bot code. 2014-01-13 04:24:16 -05:00
ZomgPonies 2a3620b90f Merge pull request #114 from alex-gh/tweaks_and_fixes
Tweaks and fixes
2014-01-12 23:55:12 -08:00
ZomgPonies d24cdd2f10 Added a gib sound effect 2014-01-13 02:11:15 -05:00
alex-gh 717f6b45be Supermatter no longer irradiates other Z levels 2014-01-13 07:28:43 +01:00
alex-gh 9f2c0b30c1 Roughly halved the chance for spider infestations 2014-01-13 07:21:12 +01:00
alex-gh 998285b64d Slightly tweaked Supermatter to make it a bit more dangerous and a bit less efficient 2014-01-13 07:10:44 +01:00
alex-gh 71a065438d Shuttles outside of SS13 are no longer valid areas for events 2014-01-13 07:03:54 +01:00
alex-gh 1386fc143e Doubled blob spore production rate 2014-01-13 06:36:31 +01:00
alex-gh 8ae4ad268e 'Unidentified Foreign Body' Effect is no longer abtainable through virology, random events can still spawn it 2014-01-13 06:34:16 +01:00
alex-gh cc349de85c Suiciding syndrome actually kills you now 2014-01-13 06:26:38 +01:00
alex-gh a8e73dbef7 Nerfed unstable mutagen rads, buffed radium rads 2014-01-13 06:13:31 +01:00
ZomgPonies 33d1461293 Showing brain part deux 2014-01-12 23:14:35 -05:00
Rob Nelson 55e918cc6a Wire hacking recode from /tg/.
Conflicts:
	baystation12.dme
	code/__HELPERS/mobs.dm
	code/defines/obj/weapon.dm
	code/game/machinery/alarm.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/machinery.dm
	code/game/machinery/vending.dm
	code/game/objects/items/devices/paicard.dm
	code/game/objects/items/weapons/explosives.dm
	code/global.dm
	code/modules/assembly/signaler.dm
	code/modules/mob/living/silicon/mommi/life.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/wires.dm
2014-01-12 22:37:55 -05:00
Mark Aherne (Faerdan) 7fdb4ac503 APC NanoUI
* Created new APC UI
* Tweaked Chem Master UI width.

Conflicts:
	code/modules/power/apc.dm
	nano/templates/apc.tmpl
2014-01-12 21:52:06 -05:00
Mark Aherne (Faerdan) a2049081bf NanoUI Caching and SMES tweaks
* Made NanoUI caching code neater, added check for directories (which are ignored).
* Moved SET to between MIN and MAX on SMES UI.

Conflicts:
	code/modules/nano/nanomanager.dm
2014-01-12 21:29:40 -05:00
Mark Aherne (Faerdan) 06541aecc5 NanoUI assets are now sent to the client automatically.
* NanoUI now finds and sends it's assets to the client (css, images, javascript and templates).

Part of my effort to make creating NanoUIs as simple as possible. This removes the need to add new NanoUI assets (such as templates) to the client send_resources proc.

Conflicts:
	code/modules/client/client procs.dm
	code/modules/nano/nanomanager.dm
2014-01-12 21:28:14 -05:00
Mloc-Argent b907f8f716 Fix for assistants being unspawnable after one enters a cryopod.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-01-12 21:24:19 -05:00
Rob Nelson a971c74d85 Disable nanoUI debugging, for now. 2014-01-12 21:22:56 -05:00
ZomgPonies f3ee81d26c Fix 2014-01-12 21:22:39 -05:00
ZomgPonies 719c254817 Showing brain first pass 2014-01-12 08:42:03 -05:00
Rob Nelson d3c4f0a5e7 New posters from BS12, plus custom poster-loading system that allows dynamic loading.
Conflicts:
	baystation12.dme
	code/game/objects/effects/decals/contraband.dm
	html/changelog.html
	icons/obj/contraband.dmi
2014-01-12 03:45:32 -05:00
ZomgPonies cf79a5f972 Fix puking over skeletons 2014-01-12 00:16:40 -05:00
Mark Aherne (Faerdan) 11ff90b718 SMES NanoUI
* Converted SMES to NanoUI.

Conflicts:
	code/modules/power/smes.dm
2014-01-11 22:07:00 -05:00
Ccomp5950 f217cae518 NanoUI PDA optimizations no more sortAtom every tick on every PDA.
Should be noticably better on large population servers.

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
2014-01-11 21:50:53 -05:00
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