Commit Graph

87 Commits

Author SHA1 Message Date
Fox-McCloud
0524d49ff3 Fixes Unlimited Bullets 2015-07-17 19:36:14 -04:00
Fox-McCloud
6610d71dd7 Fixes Emitter Beam Pooling 2015-07-04 20:59:12 -04:00
ZomgPonies
5c79a9a065 Small object manipulation stuff 2015-05-26 14:00:20 -04:00
ZomgPonies
fa5e97deb5 Missing dmis, final fixes 2015-05-25 20:35:35 -04:00
ZomgPonies
1935a82afe 2/3 of port done 2015-05-25 19:48:13 -04:00
Tigercat2000
e1249fc640 Lighting overhaul.
This commit overhauls the lighting system to Bay12 standards. It is better
in pretty much every way.
2015-05-10 12:03:27 -07:00
ZomgPonies
6dfb4a732d Finally done 2015-05-09 07:12:54 -04:00
ZomgPonies
cb0a65b96f Let's try this 2015-05-08 17:32:34 -04:00
DZD
8de0140dcc Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into shadowling
Conflicts:
	code/modules/mob/living/carbon/human/human.dm
	code/setup.dm
2015-04-21 18:56:34 -04:00
ZomgPonies
1b4bfe1196 Removing all mutantrace crap except for slimepeople 2015-04-13 06:20:17 -04:00
DZD
00035a51f0 It compiles!
- Makes shadowlings compile, require snowflaking of a few things to the
human Life() proc due to how Bay species works.
- Renames monkeyizing var to notransform, as that's effectively what it
was used for, to prevent transformation. (/tg/ port)
2015-04-12 19:54:45 -04:00
Markolie
1cb3e38b65 Update saw-off code 2015-03-16 19:36:40 +01:00
Markolie
607ebed0f0 Further turret fixes 2015-03-01 02:53:01 +01:00
Markolie
b28f791f8f (Porta) turret update, map area update 2015-03-01 02:10:32 +01:00
Markolie
20ac07de8d Bug fixes 2015-02-27 17:51:57 +01:00
Markolie
672305e034 Adds a "params" parameter to attackby(), so it keeps track of pixel_x and pixel_y among other things 2015-02-22 22:12:11 +01:00
Markolie
982102a407 Standardize mutations 2015-02-22 19:04:43 +01:00
Markolie
3b072b5a62 Remove click delay from most things 2015-02-22 18:47:58 +01:00
DZD
b3a0c9a975 Removes TABLEPASS and FPRINT flags
- Also adds ABSTRACT and NODROP flags in preparation for removal of
canremove and abstract vars.
- Sorts some of the setup.dm flags so they're in order.
- Replaces 'flags & 2' in policetape.dm with pass_flags & PASSTABLE,
should have the same effect.
2015-02-10 17:41:37 -05:00
Markolie
d10451c567 Fix a bunch of runtimes 2015-02-09 04:03:20 +01:00
Fox-McCloud
e23841c46f Rebalance Stamina 2015-01-05 06:53:48 -05:00
Fox-McCloud
8238638283 Gun Harmonization 2014-12-13 11:18:56 -05:00
Fox-McCloud
e76c8f26f3 Stamina 2014-12-12 06:52:20 -05:00
Fox-McCloud
9a391827b6 Shotgun and Sprite Updates 2014-11-30 00:09:47 -05:00
SamCroswell
8b16d394ed Projectile Laser Update
Lasers are now projectiles instead of instant beams. Fire delay removed,
damages adjusted accordingly.
2014-11-26 19:16:21 -05:00
Zuhayr
7c07240ac9 Integrated crossbows/pneumatic cannons into launcher gun type, added back sprites.
Conflicts:
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/alien.dm
	code/modules/projectiles/guns/projectile/crossbow.dm
	code/modules/projectiles/guns/projectile/pneumatic.dm
	icons/mob/back.dmi
	maps/tgstation2.dmm
2014-07-21 06:10:45 -04:00
paprka
2c36c85729 added empty gun noises
Conflicts:
	code/modules/projectiles/gun.dm
2014-06-29 16:43:56 -04:00
mwerezak
4a2993b20b Separates the sharp flag into edge and sharp
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.

Conflicts:
	code/__HELPERS/unsorted.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/silicon/robot/component.dm
	code/modules/mob/living/simple_animal/bees.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/reagent_containers/syringes.dm
	code/modules/surgery/eye.dm
2014-06-17 06:51:51 -04:00
d3athrow
d8fa6f65dc Dionas can't into guns
Conflicts:
	code/modules/projectiles/gun.dm
2014-03-06 21:07:43 -05:00
alex-gh
e0d84dba7e Revolver conversion kits now modify revolvers without catastrophic failure chance 2014-02-11 12:10:09 +01:00
Rob Nelson
d49e6d3bf4 Standardize CLUMSY
Conflicts:
	code/game/jobs/job/civilian.dm
	code/game/objects/items/weapons/defib.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/modules/mob/living/silicon/robot/component.dm
	code/modules/reagents/reagent_containers/syringes.dm
2014-01-21 22:49:22 -05:00
Rob Nelson
22a2df1115 Standardize HULK.
Conflicts:
	code/game/mecha/mecha.dm
	code/game/objects/items/weapons/swords_axes_etc.dm
2014-01-21 22:45:40 -05:00
ZomgPonies
90496be20a Standardized intent names so it's all harm. Fuck you hurt. 2014-01-19 08:30:50 -05:00
ZomgPonies
12b8ae8d76 Magic Overhaul 2013-12-14 05:54:03 -05:00
ZomgPonies
d4055a89af Buckshot whee! 2013-12-12 22:10:33 -05:00
ZomgPonies
19596fa6fd Bug fixes 2013-11-24 11:23:54 -05:00
ZomgPonies
81d393d20b Bug fixes and paincrit balances 2013-10-31 04:07:57 -04:00
ZomgPonies
7048545d6d Projectile code overhaul 2013-10-30 10:32:21 -04:00
ZomgPonies
5daf979b72 Pretty much all new click code 2013-10-12 14:44:36 -04:00
ZomgPonies
853d490660 Various fixes. 2013-09-27 02:41:41 -04:00
Mloc-Argent
71bdaa1698 Fully reverts clickdelay change.
It was immensely buggy with certain mobs, and server lag all but negated the benefits.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-08-13 13:10:09 +01:00
Mloc-Argent
9d2e107005 Reactiveness update part 1: Removed click delays from most objects, keeping them on for attacks and breaking windows/grilles.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-07-25 18:30:24 +01:00
comma
bdaeb2c6fb Adds fire delay to all weapons (except automatics).
For most weapons it is only slightly bigger than clicking own delay, but still can see difference between revolver and SMG.
Shotungs do not get special delay because they are slow as they are anyway.
Biggest delays go to laser cannon (40 damage per shot) and pulse rifle, ~2 seconds for one shot.
2013-07-10 21:19:21 +04:00
MisterBook
b835ab4bd2 Fix of breacher chasis to keep anyone but Ughanti from wearing it.
Fix of gun suicide - lethal is lethal, nonlethal just hurts like a mother.
Despamming electrode resistance.
2013-06-09 14:10:11 -05:00
MisterBook
f240edcdb8 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze 2013-06-04 22:42:45 -05:00
MisterBook
fd8d61aa8b New taser fix is now in place. Rather than full deflection, armor mitigates the damage. Updates along all sorts of Clothing for minor mitigations to major mitigations.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.

HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.

Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.

Icon adjustments.
2013-06-04 22:41:23 -05:00
Chinsky
4749d6016d Made syringe gun work with aiming system. 2013-06-01 08:23:38 +04:00
Chinsky
81a432930b Bit of refactoring.
Moved gun icons adding/deletion in separate procs.
Moved dropping aim in separate procs.
Moved gun empty clicking in separate proc because all the copypaste.

Fixed issues with aim mode HUD icons not being updated in some cases.
Now toggling mode cancels aim properly.
Fixed type in firing message.
2013-03-08 02:56:55 +04:00
Chinsky
56b4f0c85f Fixed couple of issues with suicide - no sound and inability to suicide again if tried to do it without ammo. 2013-03-07 05:54:46 +04:00
Chinsky
5a916019de Refactored and moved targeting code around a little.
Refactored suicide and point blank shooting code to use their projectiles properties instead of huge chain of conditions with arbitrary values.
2013-03-07 00:44:28 +04:00