Commit Graph

1557 Commits

Author SHA1 Message Date
SkyMarshal
175661aae5 Another attempt to fix the crashes, this time by switching to old radiocode! 2012-08-14 17:51:27 -07:00
CIB
ab7c78f3f5 Merge pull request #1604 from comma/master
Metroid surgery fix
2012-08-12 03:57:27 -07:00
comma
49cdc1a13c Fixed metroid core surgery. 2012-08-12 02:39:57 +04:00
headswe
79412c9a75 Merge pull request #1588 from CIB/suit
Moved the captain's suit
2012-08-10 09:19:53 -07:00
headswe
8103abcd9f Merge pull request #1583 from CIB/cib
Full wound system rewrite - Tested and ready to merge
2012-08-10 09:18:28 -07:00
Mloc
0d94175887 Merge pull request #1585 from comma/master
Surgery fixes and tweaks
2012-08-08 06:44:45 -07:00
comma
138e41dd54 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	code/game/objects/items/weapons/surgery_tools.dm

Did not do a pull in ages, all constants I sued in surgery code got renamed.
2012-08-08 13:21:47 +04:00
cib
8ee4280e73 Moved the captain's space suit to a secure position in EVA. 2012-08-07 02:33:30 -07:00
cib
5785c817f8 Added a few hacks to make wound processing happen less often. 2012-08-07 00:01:40 -07:00
cib
cc2aaf1731 Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts:
	code/modules/mob/living/carbon/human/examine.dm
	code/modules/mob/living/carbon/human/life.dm
2012-08-06 15:18:27 -07:00
cib
f13a961a65 Merge branch 'cib' of github.com:CIB/Baystation12
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/organ/organ.dm
	code/setup.dm
2012-08-06 13:36:26 -07:00
cib
0c67bc7439 Restructured the organ wound system.
Wounds are now datums rather than pure text, which means wound descriptions in examine will now always be in line with the actual damage of the mob.
2012-08-06 12:51:18 -07:00
comma
2e6da1ab7a Surgery changes.
Gameplay-wise:
-Made all messages consistent, no more message about 'beginning' to do something when actually it's done. (Addresses Issue #1540)
-Now to attack patient on table with surgery tool you need to have harm intent (Addresses Issue #1540)
-All surgeries now have delays and begin/finish messages on each step, much like bone surgery.

Code-wise:
-All code handling surgery steps was moved in appropriate procs for each tool, to get rid of one HUGE attack proc.
Now attack proc checks for prereqs for surgery (like masks covering face), checks for targeted zone and calls needed proc.
-Deleted all code that handled messages for when user performs surgery on himself, because that's honest to god dead code. You need to be down to get surgery don on you, and you can't use tools while down. So until something is changed, those messages removed to improve readability of code.
-Added interrupt proc, that handles interruptions during surgery for each tool. For now all types of surgery handled the same, may be implemented differently later.

Signed-off-by: comma <krauchinsky@gmail.com>
2012-08-06 19:07:48 +04:00
FireFishie
9b4cdb357e Captain's cap is now a hat
-Traded the Captain's cap back for the hat, as the cap is actually not all that sensible
2012-08-06 06:50:31 -04:00
Cael_Aislinn
6d0058a31e fix for contraband >.>, also simple_animals can't buckle themselves in now
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 20:58:53 +10:00
Cael_Aislinn
8d4f6a8efe admins can change the serial number of a rolled up poster to change the poster decal type when applied. note that you'll need to change the name of the rolled up poster to reflect this if you want to avoid confusion
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 20:00:59 +10:00
CIB
9fa25a84ce Merge pull request #1563 from FireFishie/belts
Added some belt storage options
2012-08-03 14:06:13 -07:00
FireFishie
a13e620abe Added some belt storage options
-Medical, security, and tool-belts may now hold any type of lighter
-Medical belts may now hold latex gloves and sterile masks
-Security belts may now hold gas masks
-Tool-belts may now hold cigarette packs
2012-08-02 15:26:24 -04:00
Cael_Aislinn
7ae269f38f some tweaks to mice and roaches, tried to get the gameticker to periodically spawn them but failed (will come back to)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 04:56:48 +10:00
Cael_Aislinn
469a8bb601 ported over the majority of /tg's simple_animal code and changed a lot of things for simple_animals and critters
- added bears, mice (cats will chase mice, mice squeak occasionally)
- removed some unique simple_animals (ian and runtime will be the only ones for now)
- structure improvements, tweaks and cleanup for simple_animals and critters
- space carp should work fine now
2012-08-02 03:22:44 +10:00
CIB
e9937050aa Merge pull request #1558 from FireFishie/closets
Some minor changes, mostly related to wardrobes and fluff text
2012-08-01 00:23:05 -07:00
FireFishie
60c962ebb8 Clipboard added to the head of personnel's wardrobes and starting items. If the quartermaster has a clipboard on him and in his wardrobe bag, then his boss should too. 2012-07-31 04:36:32 -04:00
FireFishie
eac1335607 Added the warden jacket and pepperspray to the warden's wardrobe, and added fingerless gloves to the cargo technician and shaft miner wardrobes.
The janitor spawns with a portalathe but doesn't have one in his wardrobe, so this adds that. If the librarian gets a barcode scanner in his, then the janitor's should include the portalathe.

The captain has taken a few lessons from the head of security! When joining, the captain will now start with matching gloves, a pair of jackboots, and the more sensible captain's cap. The old Napoleonic hat is still available in the captain's closet, and both the closets and wardrobes were updated to reflect this change.

The quartermaster started with brown shoes, but only had black ones available in his wardrobes. This change should make his starting equipment more consistent.

The head of personnel should no longer be so paranoid, and now spawns without wearing body armor or a helmet. Additionally, the body armor and helmet from the wardrobe closet and bag were removed. A gun, helmet, and body armor are still available in the secure locker for emergencies.

The breath mask inside the engineer box included with the ERT backpack looked terrible when worn with the ERT helmet, yet was required if any of the team were operating near a breach or anything. This change only returns the removed SWAT mask (which leaves the helmet sprite intact) to the response team's basic equipment.

Both the secure closet and the wardrobe bag have the medsci headset in it, and the chemist lab is conjoined with research, so why shouldn't the chemist start with that headset? This commit also moves the chemist to Medical on the roster because that's where the job shows up everywhere else.
2012-07-31 01:21:44 -04:00
FireFishie
8c7592fa00 Changed all entries of "Nanotrasen" to "NanoTrasen" and corrected the misspelling of "apologize" in the gravity toggle messages. 2012-07-31 01:14:14 -04:00
Nerezza
b6d6dc2574 modified: code/game/jobs/job/engineering.dm
modified:   code/game/objects/closets/wardrobe.dm
2012-07-30 13:09:52 -05:00
Albert Iordache
4f5bdc6c64 Merge branch 'master' of github.com:Baystation12/Baystation12 2012-07-29 15:50:44 +03:00
Albert Iordache
8a340237c6 Merge branch 'master' of https://github.com/comma/Baystation12 into comma-master
Conflicts:
	code/game/objects/items/weapons/surgery_tools.dm
2012-07-29 15:49:56 +03:00
comma
b2522daa5d Surgery bugs.
Stopped attacking patient during head surgery with hemostat.
Was caused by try_bone_surgery called twice in code.
Removed one redunant call.

Fixed runtimes during face surgery.
Null organ was caused by not being 'mouth' organ there.
Made it select 'head' as affected organ.
2012-07-29 08:21:37 +04:00
TurboCamel
005b5ec1e5 Added new circuit boxes
Added power control module box and airlock electronics box.
2012-07-28 16:37:17 -05:00
Head
f814d99249 Added condition to the rest of the code in effect_system.dm 2012-07-28 17:53:13 +02:00
Head
04fac7a528 Fix for the fix!, God i hate byond code. 2012-07-28 17:46:25 +02:00
Head
3a1f30ece4 A few fixes. 2012-07-28 17:16:22 +02:00
Albert Iordache
6b2a3531df Moved magboots from fire closets to atmos wardrobes 2012-07-25 21:26:56 +03:00
Albert Iordache
836e32b5d8 Merge pull request #1517 from Nerezza/atmosmags
Giving atmos techs magboots for ZAS immunity.
2012-07-25 04:53:08 -07:00
Nerezza
01e18f821a modified: code/game/objects/closets/firecloset.dm 2012-07-25 03:30:53 -05:00
Cael_Aislinn
4f3374cdaf compile fix
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-21 20:54:31 +10:00
Cael_Aislinn
779ca913f4 death alarm implants no longer announce deaths on syndicate shuttles
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-21 20:51:11 +10:00
Albert Iordache
8b976b3279 Debug message 2012-07-15 12:29:02 +03:00
Albert Iordache
b94b57e04c Partially fixed the double definition of BROKEN, renamed organ definitions 2012-07-13 23:42:05 +03:00
Albert Iordache
dda09390ac Merging pull request from caelaislinn-master 2012-07-13 20:54:22 +03:00
Albert Iordache
d931bb9ad7 Removed X button from PDAs. 2012-07-11 13:18:36 +03:00
Albert Iordache
a2ef50ed29 Fixed bug where helmet lights would not turn off when placed in backpacks and updated changelog 2012-07-10 22:14:08 +03:00
Albert Iordache
d47b71b7c8 Added cancel button to teleport dialog, close button to PDA window and cancel button to telepathic mind projection 2012-07-10 16:31:19 +03:00
Albert Iordache
a3ea5fb087 Fixed a bug where rig helmet lights would not turn off and a bug with door assembly icons. 2012-07-08 19:25:10 +03:00
cib
674042aa35 Cauterizing amputated limbs should now stop the pain. 2012-07-07 13:00:29 +02:00
cib
bce2e2a66a Removed redundant wire object. 2012-07-07 11:17:11 +02:00
CIB
f6fe1f252e Fixed some issue with cyborg limb repair wires. 2012-07-07 11:58:52 +03:00
unknown
050b697486 Ugh, grammar 2012-07-06 15:37:05 +03:00
unknown
3d839120a4 and some more 2012-07-05 23:06:03 +03:00
unknown
46dcfb2d3d Fixes wounds not bleeding and makes gauze stop bleeding
Fixes issue #1408
2012-07-05 20:48:08 +03:00