Commit Graph

95 Commits

Author SHA1 Message Date
Ren Erthilo
ebebfaabb3 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/modules/mob/mob_defines.dm
2012-04-04 20:19:23 +01:00
SkyMarshal
5b20f6a2fd Adds dismemberment to Tajarans and Monkeys. Added some sanity checks to prevent you from punching you when they are missing hands. Fixed more wound stuff. Some examine fixes. Adds a hasorgans proc which checks if the given argument is a mob with organs. Fixed pathing for guncode. 2012-04-02 19:44:43 -07:00
Ren Erthilo
af9a80cce4 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/modules/mob/mob_defines.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/storage.dmi
	maps/tgstation.2.0.8.dmm
2012-04-02 00:37:54 +01:00
SkyMarshal
cd4a82a90b Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives. 2012-03-31 22:01:21 -07:00
Ren Erthilo
77636ce696 TG: Fixed issue 287 , 290, 291
-Cutting/restoring cameras now leaves a print
-building certain overly-abused griff items leaves prints
-grenade launcher no longer shoots your face if you try to backpack it

Chameleon projector movement speed is now based on temperature
Added add_hiddenprint(mob) proc
it's like add_fingerprint but only adds to fingerprintshidden isn't that neat? r2898
2012-03-27 05:57:51 +01:00
Ren Erthilo
bcdf76861f TG: Simple mobs can now attack humans (and you are able to set the attack messages
and min/max damage of the attack with vars)

Simple mobs who attempt to attack and have a max damage of 0 (which is the
default) will emote a friendly gesture towards the target, the default being
"nuzzles" though also editable via vars.

Added the Shade simple mob (and some temporary sprites) which is the first
simple mob capable of attacking. It was mostly for test purposes, but will
probably end up becoming a feature of soul stones later on.

Note: Simple animals still cannot interact with other simple animals, critters,
mechs, cyborgs, aliens, monkeys etc etc, only humans at this point. r2808
2012-03-26 18:04:00 +01:00
SkyMarshal
a5a7df1c20 Part two of the objective system. Also fixed up AIs on the shuttle, bug #747, and interacting with windows. 2012-03-25 00:33:38 -07:00
SkyMarshal
f45aff1bae Chameleon Jumpsuit now has armor, space tiles now get generated faster, fixed fingerprint runtime, optimized autosay, fixed crates + package wrappers, retired admins are no longer spammed, can now click through blindness, packages and evidence bag contents now count toward traitor objectives, stunning and such stops you instantly, guncode improvements. 2012-03-24 17:21:31 -07:00
SkyMarshal
0d2b327ded Chemicals now react in mobs, old reaching restrictions, fixed a give bug, tried to fix a resting bug. 2012-03-18 11:35:52 -07:00
SkyMarshal
53bd5a3441 Some detective work updates. Fixes a runtime, handles blood better. 2012-03-15 12:08:10 -07:00
SkyMarshal
7bc39b8733 Few more bugfixes. 2012-03-07 16:21:17 -07:00
SkyMarshal
25fc27849b HOTFIX! 2012-03-07 15:25:28 -07:00
SkyMarshal
c522b5db7b Holy shit did that speed things up. 2012-03-06 21:09:56 -07:00
SkyMarshal
43f7487429 Some optimizations for fingerprints. General debugging. 2012-03-05 16:33:47 -07:00
SkyMarshal
7534154fa2 Cleaned up some code, fixed a bug with dead/sleeping people seeing you talk into headsets, reworked guncode some, readded point-blank shooting, removed disposal space cannon, hacktool works on windoors and secure closets, now. 2012-03-05 12:27:55 -07:00
SkyMarshal
1e4bdf7183 Fix for bloodying shoes when walking in blood. 2012-03-02 20:14:27 -07:00
SkyMarshal
0d8c7d5e51 Reworked the gun system to handle hostage scenarios better.
Ported and adjusted with permission from Lost Worlds.
2012-03-01 19:20:39 -07:00
SkyMarshal
4524a2ff10 Disposals for mining, final blood_DNA stuff, cleaned up more code, fixed some scattered bugs, added 50% chance to end up in deep space. 2012-02-29 13:48:16 -07:00
SkyMarshal
50ffc5409c Fixes for some DNA/Fingerprint stuff
Fixed explosions autogibbing corpses at any power (WHY was this there?)
2012-02-26 16:34:16 -07:00
SkyMarshal
7631f9c32c Fixed #460, #456, and #478
Cleanbot autopatrols now
Ghosts can see PDA messages, a PDA will show you the fingerprints if it is complete enough (Security scanner)
Display case can be repaired.
More update_clothing() calls
Disabilities have their own window, now.
Removed the genetics scanner, go use yer penlights!
2012-02-21 18:58:28 -07:00
SkyMarshal
feef637419 Delagged singularity.
It will now grab and slow down any humans when it tries to drag them in, and tell them:
"\red The singularity has you in it's gravitational pull!  It's hard to break free!"
And adds 20 to their movement delay (can be adjusted later)
All the DNA superpowers work now.
Readded fatness as sprite only, can only be triggered by admins (some people were complaining about it being unavailible for adminstoff, so now they get a taste of how bad the sprite is.)
To trigger fatness, modify the "mutations" variable to a value of 32
2012-02-19 18:19:12 -07:00
SkyMarshal
a36982a677 DNA and chooseable disabilities! Yaaay! 2012-02-17 19:38:30 -07:00
SkyMarshal
58d7da9008 Missing blood_DNA now goes into admin logs and stuff. 2012-02-15 10:26:22 -07:00
SkyMarshal
b5c1d99471 Added some more feedbacks on the blood_DNA stuff
Fixed up some chemistry stuff
Nitrogen now adds atmospheric nitrogen when splashed on the ground.
2012-02-14 21:34:52 -07:00
SkyMarshal
5e332d297d Added a sanity check, added some feedback stuff to help identify WTF is happening with blood. 2012-02-14 19:58:21 -07:00
Mloc
b690b1386f Hotkeys here! Adds alt-click (pull object), ctrl-Q and ctrl-E (cycle backwards and forwards through the intents).
Signed-off-by: Mloc <colmohici@gmail.com>
2012-02-13 20:18:17 +00:00
Head
bff5a0fecc Added new shortcut for examine (ctrl + left click). 2012-02-10 20:36:55 +01:00
SkyMarshal
8b62eff01a Cleaned up the fingerprint code
Added sanity checks to the clean blood proc.
2012-02-09 09:42:08 -07:00
SkyMarshal
1f25c49c06 MOAR BUGFIXES 2012-02-05 21:56:12 -07:00
SkyMarshal
85ee6ae562 Fixed a warning with meteors, HAWK: COMPILE DAMMIT
Blood now works properly.
2012-02-05 11:52:42 -07:00
SkyMarshal
7a4b21382e Fixes for *custom v/h emotes
Blood type is now a variable of the DNA datum
Fixed runtime from blood
Fixed the AI prompt being missed.
Added breath holding.
2012-02-04 14:17:17 -07:00
SkyMarshal
4290c35af8 Several detective fixes. 3 hour tape recorder. 2012-02-02 21:41:30 -07:00
SkyMarshal
0e15736ba9 Fixes for gibber and detective computer.
Fixed some hallucination and fingerprint stuff.
2012-02-02 19:30:12 -07:00
SkyMarshal
3b9efc849e Updates to fingerprints/bugfixes. 2012-02-02 12:22:46 -07:00
SkyMarshal
2ed57e0cc6 Finished up the last parts of my fingerprints work. Added a rag which lets you smudge away prints, and sinks do the same.
Added hallucinations properly.
Added LSD (with hallucinations.)
Remapped slightly.
2012-02-02 00:35:48 -07:00
SkyMarshal
e7a7b8017d Fix for fingerprints. (They work right, now!)
Fixed the runtime related to brainmobs (sanity check)
do_after now works right.
Added the Decapitate objective, that is admin only ATM, which requires you remove their head and take it on the escape shuttle.
Fixes for a lot of surgery related bugs
Added a prompt to AI players when they are greeted, warning them not to stalk the traitor and so on.  Cacophony and Spaceman approved of it.
Sanity check for limb removal and blood stuff.
Added in sprites for a Syndicate statis/sleeper for a secret thing I have planned!
2012-01-31 21:23:37 -07:00
SkyMarshal
6e3aef823a Fix for wardrobes and lockers.
Fix for Fingerprints.
2012-01-31 17:58:22 -07:00
SkyMarshal
80be80a4c1 Bugfixes!
Fingerprint sanity checks
Mulebot sanity checks
Traitor objectives work, now
Some mapping errors fixed.
Attempted fix for solar tracking.
2012-01-31 15:00:46 -07:00
SkyMarshal
beffc2299a Final updates on Fingerprints
fix for traitors getting assassinate and protect targets for the same person
Ported blood rejection
2012-01-31 02:01:39 -07:00
SkyMarshal
6648061dcb MAJOR UPDATE: Detective/Fingerprints update
bugfix for wardrobes
blood type is now handled by datum/dna, and blood_DNA for atoms is a list of list, each sub list containing DNA and blood-type. (This allows multiple blood splatters)
added BS12 give command and explosives
Map update to remove blob spawn.
2012-01-31 02:01:38 -07:00
SkyMarshal
5dba3ccf88 WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
2012-01-31 02:01:37 -07:00
SkyMarshal
4b1359e722 Removes odd (and buggy) Z-levels 7-12 that are randomly generated on Sandbox and Extended. I put 10 dollars that this was goon code. 2012-01-29 03:49:35 -07:00
SkyMarshal
0d7ce5f347 Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
2012-01-17 00:12:30 -07:00
cib
40fb4bb628 Mucus and a few fixes to vira.
Added mucus that is added to the map sometimes when sneezing or coughing. Blood now carries the spiller's virus2. Fixed a problem with virus spreading.
2012-01-01 20:50:46 -08:00
StrumpetPlaya
32811b1b9d Fixed runtime error involving cyborgs and fibers.
Also changed Show Server Revision at Head's request.  Can't really test it
locally so hopefully this is what he meant.
2011-12-10 11:27:48 -05:00
Miniature
af301633f6 Merge branch 'master' of git://github.com/Abi79/tgstation13-git
Conflicts:
	baystation12.dme
	code/defines/obj/vending.dm
	code/game/machinery/vending.dm
	html/changelog.html
	maps/tgstation.2.0.8.dmm
2011-12-07 07:53:20 +10:30
StrumpetPlaya
4489db546d Added detective stuff - fibers.
Left out bloody footprints for now.  Not sure we want that with the
current system of corpses dropping blood spatters all around when dragged.
2011-12-06 07:12:19 -05:00
uhangi@gmail.com
44c0cfc46d -Adding pepper spray for security officers.
-Fixed a storage bug for chemsprayers and space cleaner

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2618 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-04 22:42:18 +00:00
rockdtben
9aecc4286b Implemented more getters/setters for damage system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2555 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 12:58:15 +00:00
vageyenaman@gmail.com
c8452fa96b ◦ When equipping corgis with objects, their icons immediately update. Fixes a bit of visual lag.
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?


New stuff:
   ◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
   ◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
   ◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
   ◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.


    

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-23 02:00:18 +00:00