Commit Graph

1325 Commits

Author SHA1 Message Date
hal9000PR
3eb3bdcdc7 indestructable walls (#16362) 2021-07-14 15:01:28 +01:00
Qwertytoforty
f8bc686abb Adds the B.S.G (#15798)
* Adds the 100% original and serious BSG

* Adds sprites

* prevents divide by zero

* Adds to protolathe, shield from projectiles, prevents hitting through walls

* adds sprites for inhands, pain, and suffering

* Finished the gun sprites.

* Adds admin version, sound effect, visual

* moves chain to base projectile, adds shitty sprite for bsg explosion

* Fixes it, maybe.

* I hate merge conflicts, gun sprites are back

* I need this, it seems.

* re-adds sprites back

* Prevents turrets from working with BSG, adds a variable for it, heavily nerfs the BSG stun to be more of a trip

* Apply grammer and spaceing suggestions from code review

Co-authored-by: dearmochi <shenesis@gmail.com>

* Makes the code clearer, use update icon, fix shaded charge

* Better inhands, tweaked base sprite

* Better explosion effect, mochi suggestion, PR ready

* Accidently removed this

* I did not intend to put this in, I discarded this change

* Update settings.json

* Spelling and return removal

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>

* Removes spawn, makes it a callback

* Lowercase states

Co-authored-by: dearmochi <shenesis@gmail.com>
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2021-07-08 22:48:54 +01:00
SteelSlayer
7c505d93d9 Fixes a couple things related to miner borg upgrades and kinetic accelerator modkits (#16306)
* miner borg upgrade fix

* re-add check
2021-07-05 19:18:20 +01:00
Fox McCloud
d9d09deb00 Merge pull request #16212 from AffectedArc07/atom-rotation
Better atom rotation
2021-07-01 22:15:58 -04:00
AffectedArc07
9b86a42a3d Casing 2021-06-24 17:29:18 +01:00
SabreML
0b375de42c Removes the the vast majority of 'The the' from the the code (#15597)
* The the

* Some more

* Review 1

* A couple more
2021-06-20 10:20:32 -04:00
Qwertytoforty
810a94e48b Prevents every gun under the sun from lying about alt skins (#16205) 2021-06-18 21:14:33 +01:00
Pidgey
f28e20af21 Anyone can now use the finger gun and fake finger gun spells. (#15941) 2021-06-17 10:40:35 +01:00
SabreML
4960f5440c Various Tweaks & Fixes (#15857)
* Stuff

* Grammar reviewer review

Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>

* Shuttle call HTML fix

And multiline announcements too, à la #15645.

The clean_input() was causing the message to be encoded twice, and only decoded once. Removing it still encodes the string.

* Loadout revert

Co-authored-by: Sean Williams <12197162+S34NW@users.noreply.github.com>
2021-05-24 16:29:07 +01:00
SteelSlayer
e4bbd94d6a Robot_module and cyborg stack refactor (#13527)
* robot_module refactor

* some fixes

1. adds medical stacks of 25 for the syndi medical borg
2. fixes various construction steps that weren't using `use()` or `get_amount()`

* review tweaks + other stuff

1. Makes a bunch of for loops into istypeless loops
2. Adds a readout of the current out of stacks a borg has, in the status panel
3. Slightly reorganizes the medical, syndi medical, engineering and syndi engineering cyborgs items

* fixes after upstream merge

* blank line for travis

* fixes and improvements

1. Fixed welder icon's not updating periodically if you were charging in a borg recharger
2. Fixes solar panels dropping /cyborg type glass when they were deconstructed.
3. Band-aid fix (incase #2 doesn't fix this) for cyborg stack's `source` var being null which resulted in tons of "cannot read null.energy" runtimes

* more fixes + constructable frame runtime fix

* removes toy sword placeholder

remove comment

* remove these as well

* .amount to .get_amount(), really should have done this before

* refactors robot_upgrades to work with the new system

- more cleanup
- adds documentation
- fixed a bug I made where you could delete your robot stack via crafting

* moves some unemag logic to the module file, makes more loops typless

* farie review

* fox review

* affected review and more TM bugfixes

* fixes comment

Co-authored-by: SteelSlayer <SteelSlayer@users.noreply.github.com>
2021-05-24 16:24:25 +01:00
S34N
ae6f6148c2 Solgov tweaks (#15896)
* marines, solgov, and more!

* belts are belts

* forgot da hat

* swapped guns around, loadout hat no longer strong

* Update code/datums/outfits/outfit_admin.dm

* updated shading on uniforms

* yeets a null entry

* gas masks, flipped caps

* renamed gas masks

* merge conflicts

* dmi conflicts confuse me

* ARG mag update
2021-05-16 11:38:16 +01:00
Fox McCloud
d13b407646 Merge pull request #15885 from S34NW/tginhands
Ports /TG/ shotgun inhand sprites, adds custom ones
2021-05-15 10:47:01 -04:00
Stokes52
8c20b0aef2 Adds new security laser sprites and flavor examine descriptions (#15871)
* Add new security laser and energy gun sprites with flavorful descriptions

* Fix the tesla revolver ammo sprite while I'm here

* Change 1s and 0s to TRUE and FALSE

* fix flashlight x offset and remove unused ammo offset

* remove green flashing lights

* remove green flashing lights from hand sprites
2021-05-04 21:39:54 -04:00
S34NW
86b7f81701 bye-bye sticks, come with me if you want to live 2021-04-13 20:56:18 +01:00
Sean Williams
c0d07bb627 shotguns now go off in your face upon sawing (#15772) 2021-03-30 16:15:47 +01:00
Ryal
e7310cac9b Adds missing things to drone cleaning (#15553)
* Adds missing things to drone cleaning.

* Update code/game/machinery/doors/airlock_electronics.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/windowdoor.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/airlock.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

* Update code/game/machinery/doors/airlock.dm

Co-authored-by: dearmochi <shenesis@gmail.com>

* Moves destroyed electronics to emag_act

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: dearmochi <shenesis@gmail.com>
2021-03-28 12:45:29 +01:00
Sean Williams
cca4be869f Adds in-hand sprites to xray and mindflayer guns (#15699)
* Xray gun and mindflayer now have proper in-hands

* Apply suggestions from jade code review

Co-authored-by: dearmochi <shenesis@gmail.com>

* banish twig guns for good

Co-authored-by: dearmochi <shenesis@gmail.com>
2021-03-20 18:34:47 +00:00
Fox McCloud
9c425cbed3 Ports Slapping and Kissing (#15539)
* Ports Slapping and Kissing

* forgot this

* table slapping
2021-03-14 10:44:43 +00:00
AffectedArc07
f2770ed6be Merge remote-tracking branch 'ParadiseSS13/master' into brutal-part1 2021-03-11 18:41:17 +00:00
Fox McCloud
f65c8994ce Broad TG Sound Update (#15608)
* Broad TG Sound Update

* jester update
2021-02-27 11:59:33 +00:00
Fox McCloud
c73cc5aa68 Refactors Organ Shocking To Use Signals (#15593)
* Refactors Organ Shocking To Use Signals

* proper source

* hush you
2021-02-26 18:43:11 +00:00
Fox McCloud
07d505b33b Ports Biotypes (#15471)
* Ports Biotypes

* styling

* converts a species trait

* comment
2021-02-25 15:55:55 +00:00
Fox McCloud
20485c029b Pickup and Dropped Bugfixing (#15575) 2021-02-24 19:23:31 +00:00
Fox McCloud
efa3aecb61 Ports TG Pickup, Equip, and Drop Sounds (#15572)
* Ports TG Pickup, Equip, and Drop Sounds

* really
2021-02-24 12:51:59 +00:00
Dsdiy
7bfc68afa6 Updating Clown Ruin and nerfing Staff of slipping. (#15362)
* Updating Clown Ruin and nerfing Staff of slipping.

I noticed how the staff of slipping was commonly used by antags as an infinite stun that also affected borgs. So, I replaced the one that spawns on lavaland with one that only has 5 charges.

* Updates as requested

Changed to wand of slipping to avoid confusion with staff

* Old nerfed Staff removal

Quickly removes old nerfed staff

* fixes errors

should compile in DM now

* requested changes

Changes as requested by Arc
2021-02-21 21:30:28 +00:00
Fox McCloud
02b9445b9b Refactors DNA Mutations; Refactors Mutations to use Traits (#15483)
* Refactors Mutations

* traits

* more work

* styling fix

* yet even more work

* oh hush

* almost there

* it continues yet further

* and that's genetics done

* and that's it folks

* last bit and golem fixup

* oof

* oops

* tweaks and fixes

* styling
2021-02-21 21:25:19 +00:00
Fox McCloud
8947e97f3b Refactors Electrocution and Tesla Zapping (#15357)
* Refactors Electrocution and Tesla Zapping---Improves Supermatter and Tesla

* forgot this one

* fixes and styling

* last tidbits hopefully

* machine frames

* use flags

* styling
2021-02-03 20:52:03 +00:00
AffectedArc07
f5f97882cf BRUTAL Part 1 - No proc var/ in procs 2021-02-01 14:10:08 +00:00
Fox McCloud
de795c4e31 Radiation Refactor (#15331)
* First Commit

* visible radiation and engine goggles

* correction

* t-ray fix

* further adjustments and fixups

* gieger addition and cleaning fixup

* yet more fixes

* styling fixes

* fixes

* human glowing fix

* do the merge conflict avoidance dance

* Update supermatter.dm

* supermatter rads

* mapping in

* radiation doors

* yeah yeah line endings

* clean up

* styling issues

* showers
2021-01-24 22:03:13 +00:00
Farie82
4224400ae7 Improves existing projectile logging. Deflect/Reflect etc (#15281)
Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
2021-01-20 10:08:37 +00:00
Farie82
d8714d98bc Makes the plasmacutter and spellblade not delete cut of limbs (#15288)
Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
2021-01-20 09:55:24 +00:00
Farie82
f945e60545 Fixes an exploit with the foam dart and pen combo (#15322)
Co-authored-by: joep van der velden <15887760+farie82@users.noreply.github.com>
2021-01-20 09:35:52 +00:00
shmabuu
6d894ad950 Affected change 2021-01-10 15:00:04 -08:00
shmabuu
bf1b98999f Address fox 2 2021-01-10 14:12:58 -08:00
shmabuu
91b3b5938c address fox 2021-01-09 00:34:42 -08:00
shmabuu
2441614ff9 More two handed shotties 2021-01-08 19:04:12 -08:00
shmabuu
b8dee9dd04 two handed shotties 2021-01-06 15:59:22 -08:00
AffectedArc07
8f72d7556e Annihilates the blackbox (#15132)
* Lets get this show on the road

* Now were talking

* These matter

* Oh the joys of CI testing

* And this

* Wrong version

* Tweaks

* More tweaks

* Lets document this

* This too

* Upgrades this

* Fixed some sanity issues

* This too

* Screw it, this too

* More sanity

* And these

* This too

* Documentation

* This too

* Fixes **awful** scoreboard logic

* Why do we care about only half-absorbing someone

* Revert "Why do we care about only half-absorbing someone"

This reverts commit 8de1cfdf05.

* Refactors these

* Hashing

* Moxian tweaks
2020-12-24 16:06:48 -05:00
hal9000PR
1249616676 Update staff.dm (#15164) 2020-12-21 09:43:09 +00:00
moxian
1683c4271a Refactors renaming things with a pen. (#14960)
* Refactors renaming things with a pen.

* Farie review (thanks!!)

* Derp.

* Farie take 2
2020-12-16 14:43:15 -05:00
SabreML
678435d50a Blood Cult 2: Electric Boogaloo (#14516)
* DMI files

* Progress

* we compiling

* innate cult action, various progress

* Reorganise runes, fix cult dagger action and admin cultist

* Cult tooltips, dagger icons

* Add mirror shield, return runes back to OG circles

* Cult structure lights, pylon update

* bola update, progress..

* cleaning rune fix, girder/structures anchor

* speed up cult walls

* Convert rune update, tweaks

* Add teleport portals

* fix runtimes

* cult objs start

* move current cult objs to backup

* Rework cult objectives, add narsie/singulo interactions

* spacing, admin log and message

* reviewstuff

* refactor cult conceal/reveal

* add a bit of range to reveal

* blood magic tweaks, hallway not in summon areas

* implement structure concealment, offer uncuff

* add parry sound, fix cult airlock reveal appearance

* Update remaining runes

* fix pylon blood restaure, up blood magic cost

* review tweaks and progress

* fix compilation

* fix offering rune bug

* Draw blood rune action refactor

* moar tweaks

* fixes, holy water blood magic clean, icons

* Add cultist hardsuit, tweaks

* reduce needed pylons for cult ghost, cult shield

* spirit realm fixes

* fix dark spirit

* Add blood rites

* exotic blood handling

* spacing, add adminbus dagger, bal. rune health cost

* woops

missed a var

* fix blood rite healing

* emp spell cult immunity

* fix exploit and narsie references

* new rune sprites

* color defines

* SEND_SOUNDS, cult summon areas

* fix soap, barrier, and add CC location on narsie

* cult structure fix

* functional ascendance, undo cult spacesuit changes

* woops

* whetstone qdel, tweaks

* fix empty area selection bug

* cult ascendance numbers

* add cult blade sprite, add sacrificing head/brains

* review stuff

* fix runtime and twisted cons target

* review stuff

* code clarity

* remove unnecessary cultist checks

* Add support for wizard cultists

* cleanip

* fix concealed glass airlocks

* update objs

* remove talisman ref

* fix status procs

* clarifications, remove unnecessary var

* deconflicting

* deconflicting LF

* oops

* readd new icons

* more conflcit stuff

* readd drill and jaws icons

* review stuff

* silence on conversion

* Readd compact sniper icons

* Remove ambiguity

* 2 sacrifices required

* check antag panel improvements, bug fixes

* limits narsie cult ghost cheese

* CC message

* trailing newlines

* Shade/construct update

* bug fixes

* balance bloodboil, update CC message

* add a newline to something i didnt touch

idk ask travis bout it

* remove metastation extra null rod and shard

* fix teleport runes list, update icon

* remove tg cultist icon

* update cult actions with new tome

* Remove mirror shield throw, spell constructs

Add in sacrificing any brain with a mind.

* Fix more conflicts

* Fix double return

* Add descriptions to cult recipes, fix icons

* fix shuttle curse exploit

* Update wall rune, cult shields, runed recipe width

* implement flagellant sprites, misc changes

* Fix conversion rune

* Add cult blood barrage healing

* Trailing line

* fix whitespace

* Remove can_speak check on invoke

* Deconflict pt. 2

* Bugfixes the 1st

Fixes bugs 2 and 4 in the 'Known Issues' section

* cult.dm tweaks

Oh boy, even more commits!

* Fixes blood halberds swapping directions on wield

* Tweaks and stylin'

Changed a few span classes around and added a 'Remaining Charges' display to the Blood Rite spell

* Ritual tweaks (And some other stuff)

Fixes:
Altar stray pixel,
Using 'Twisted Construction' on a cult door,
Rune drawing checks,
probably more idk

* Rune tweaks & fixes

Fixes:
Wraith glowing not turning off while jaunted,
A MASSIVE oversight by me with playsound(),

probably also some other stuff but I've been staring at this file for a week and I've forgot most of what I did.

* Testmerge fixes the 1st

Fixes:
Ascendent is now Ascendant,
The Cultist greeting is now in the correct order,
IPCs now draw oil coloured runes,
No longer able to sacrifice a body multiple times,
Sacrificing a brain or head now gives a soul shard,
Converting an IPC or someone with robotic limbs now heals them correctly,
Probably more.

* Mirror Shield balancing

Being hit by a projectile above a damage threshold (10) now increases the chances of the mirror shield shattering, by 3% per damage point.

This may seem pretty low, but an Energy Gun would have a 30% chance of breaking the shield per hit. (Assuming I did this right, anyway.)

* Insect repairs and more

Changes:

Makes the shuttle curse lines a define,
Comments out the changing construct names,
Made flagellant robes block hair,
Added documentation to the mirror shield (See said documentation for details),
Made the cooldown examine text for cult structures display minutes and seconds,
Removed the ability to sacrifice the same body multiple times,
Cleaned up the soulstone code (and hopefully didn't break anything),

Probably still missed something, oh well!

* Rune opacity and Stun timing

Changes:

Halved all the values of the 'Stun' spell, since it was presumably an oversight. (20 second stun to 10)
The 'mouse_opacity' for runes has been set to 'opaque', this means that clicking on any spot on the tile will select it. (Less fiddly)
The '(REMOVE SPELL)' choice when choosing spells now only shows if there's any spells to remove.
Dunking someones head in the lava forge now only works if they have a head.

Also fixed a whole bunch of typos/gramatical errors.

* Blood Boil, Blood Barrage and EMP Sprites!

Changes:

Overhauled the 'Blood Boil' rune (See documentation)
Added in-hand sprites and red sparks for 'Blood bolt barrage'.
The nar'sie rune now removes all runes around it to prevent clipping.
Fixed runtime when examining the 'Arcane Barrage' spell.

Added new sprites for the EMP spell, courtesy of @kugamo!

Co-Authored-By: Kugamo <thekugamo@gmail.com>

* A few more tweaks

Changes:

Halved the percentages of 'Rise' (Glowing eyes) and 'Ascend' (Halos) to 10% and 20% respectively.
Hopefully fixed shield walls being passable while active.
Changed "Nar-sie" to "Nar'sie" in a few places.

* TM 2 fixes

Changes:

Teleport runes now only show the user when the animation has finished.
Cult shields are now invisible to ghosts when disabled.
Crayon runes now use the new rune sprites.
Construct night vision now actually works.
You can no longer soulstone yourself.
The death message for cult structures is now bigger.
Cult objectives are now displayed at roundstart.
Tweaked the icons for artificer spells.
Tweaked some cult related 'Tip of the round's.
Summoned cult ghosts no longer show in the 'Check Antagonists' panel when dead. (Hopefully)

* Cult members and Deconversion

Changes:

Using the 'Study the Veil' ability now shows how many members the cult has.
Holy water now unequips all cult clothing on deconversion. (Flagellant robe, blindfold, etc.)
Nar'Sie no longer warns admins that it doesn't have a containment field.
Fixed Zealot's Blindfolds not temporarily blinding any non-cultists who touch them.
The 'Summon Cultist' rune description now explains that restrained cultists cannot be summoned.
Fixed Travis (Probably)

* Cult Rise/Ascend balancing V1

The values here will almost certainly need some tweaking, but I feel like it's better than it was before; and certainly more customisable.

* Possibly maybe hopefully (one of) the last commits

Changes:

The cult halo no longer vanishes on relogging.
It's now possible to drag things on to runes again.

* A few minor fixes, and a major one

Changes:

Resetting your action button positions no longer completely breaks blood spells.
The downside to this fix is that Blood spells can no longer be moved around, so sorry sorry about that.

Fixes: #14393
Fixes: #13855

* New weapon sprites!

Adds fancy new sprites for all cult daggers and swords, courtesy of @McRamon!

They will need adjustments for Vox and Kidan at some point, and the Skrell inhand can look a bit odd at times, but those are also problems for every other weapon in the game so that can be fixed later.

Co-Authored-By: McRamon <31545294+McRamon@users.noreply.github.com>

* TM 3 fixes

Changes:

Fixed action button related bugs, including making them movable again! (probably caused a bunch more but eh),
Slightly tweaked threshold for ascendance,
Blood Rites now cleans up slime blood,
The Deconversion message is now bigger,
Flagellant robes now take 5% more damage (Lasers do 30 damage rather than 29),
Teleport runes can no longer be erased while a portal effect is open,
Teleport rune portals now always show the Z-Level if they're not in station space,
Teleporting another player no longer makes you temporarily invisible,
Attempting to summon a restrained cultist now gives said cultist a warning message,
Fixed a runtime when placing a soulstone in a construct,
Cultists now show on the Orbit menu if you have AntagHUD enabled,
Fixed a few typos

Co-authored-by: datlo <quentinkoyote@gmail.com>
Co-authored-by: Kugamo <thekugamo@gmail.com>
Co-authored-by: McRamon <31545294+McRamon@users.noreply.github.com>
2020-11-06 20:41:41 -05:00
AffectedArc07
2c37ae8fd0 The road to Initialize() stability - Enforcing parent call on New(), Initialize() and Destroy() (#14719)
* The road to Initialize() stability

* Fixes sanity, for now
2020-10-28 12:35:36 -04:00
AffectedArc07
473ef41c04 Merge pull request #14615 from variableundefined/IsHolsterable
Refactor IsHandgun to a class variable called can_holster
2020-10-25 18:07:25 +00:00
moxian
0a90dd6bba Foam darts should fall to the ground, not into nullspace. 2020-10-17 23:26:36 +00:00
variableundefined
71b4daae06 Remove unnecessary comment 2020-10-15 14:08:11 -04:00
variableundefined
2c1e443747 Refactor IsHandgun() to a class variable called can_holster 2020-10-15 14:03:04 -04:00
DevL
b0501f720b Sniper Holster Fix (#14501)
* Sniper Holster Fix

Stops you from placing a sniper in your holster, because you shouldnt be able to put a 60 inch gun in your iphone sized pocket under your armpit.

* Fixed return

* Removed pointless comment

* Added isHandgun to LWAP

*clap

Also removes it from projectile sniper since i did a stupid.
2020-10-15 08:25:52 -04:00
Qwertytoforty
69b59c68a7 Makes the vox spikethrower more like a cyborg LMG, fixes bugs with it. (#14577)
* Makes the vox spikethrower more like the cyborg lmg, instead of its own cursed code.

* Update code/modules/projectiles/guns/alien.dm

Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>

Co-authored-by: Qwertytoforty <qwertytoforty@gmail.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
2020-10-15 07:49:05 -04:00
AffectedArc07
bdf7a55f8d Merge pull request #14535 from Qwertytoforty/anti-bluespace-shenanigins
Nerfs the bluespace wormhole projector
2020-10-11 14:15:42 +01:00
Qwertytoforty
4a9dcd0860 Update code/modules/projectiles/guns/energy/special.dm
affecteds request

Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
2020-10-11 08:50:11 -04:00