Commit Graph

6890 Commits

Author SHA1 Message Date
Kyep
8ee9e342a0 removes old airlock stuff 2018-03-01 20:45:03 -08:00
Kyep
5f2ef09a13 fixes merge conflict with bureaucracy.dmi 2018-03-01 19:12:10 -08:00
Fox McCloud
010d8d5eca Merge pull request #8651 from uraniummeltdown/titaniummineral
Titanium
2018-02-21 03:20:20 -05:00
uraniummeltdown
edda7c9c52 make power tools and abductor tools use titanium 2018-02-21 11:09:47 +05:00
tigercat2000
f73c3c01d8 Merge pull request #8418 from Fox-McCloud/disco-inferno
Adds Dance Machine
2018-02-19 22:04:01 -08:00
tigercat2000
ff06bf8854 Merge pull request #8430 from Fox-McCloud/ied-buff
Buffs IEDs
2018-02-19 21:45:05 -08:00
Fox McCloud
1e1146cd21 changes 2018-02-20 00:33:22 -05:00
Fox McCloud
2de6875f60 Merge pull request #8626 from Citinited/flagged-for-review
Flag tweaks
2018-02-19 23:55:01 -05:00
Citinited
065965df0a Better way of handling icon_state code 2018-02-16 19:17:04 +00:00
Aurorablade
20ddaccb9b Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into DisMemberments 2018-02-08 02:31:44 -05:00
tigercat2000
93610061e0 Merge pull request #8590 from IK3I/RiseOfSpork
The Utensil of the future!
2018-02-05 12:49:59 -08:00
tigercat2000
ee894f887a Merge pull request #8556 from Tayyyyyyy/glowing_eswords
Esword visual update
2018-02-05 12:49:42 -08:00
uraniummeltdown
369c654c70 moves material defines to construction.dm
adds the titanium mineral, titanium [false]walls, titanium floors, titanium airlocks
adds plastitanium, plastitanium [false]walls, plastitanium floor
made survival pod wall a subtype of titanium wall
changes a few rnd recipes to use titanium
small refactor of ORM code, smelt titanium+plasma to plastitanium
shuttle windows have explosion block 3
2018-02-06 01:24:36 +05:00
Citinited
9929e01332 better way of handling chameleon flag icon_state 2018-02-02 14:27:54 +00:00
tigercat2000
d8a00048bd Merge pull request #8424 from uraniummeltdown/airlockoverlay
Airlock Overlays + Tweaks
2018-02-01 08:19:24 -08:00
Citinited
514d49340d Flag tweaks
-You can now roll up flags
-Fixes an issue with chameleon flags not correctly updating their icon
2018-01-31 20:55:10 +00:00
Fox McCloud
5c24e7720d Merge remote-tracking branch 'upstream/master' into disco-inferno
# Conflicts:
#	code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
2018-01-29 20:56:44 -05:00
Tayyyyyyy
eb19ebab4f Refactor to use light_power 2018-01-24 13:43:31 -06:00
uraniummeltdown
1b914dd3a3 minor edits and a fix 2018-01-24 22:44:11 +05:00
IK3I
f94f77fc50 The Utensil of the future! 2018-01-23 18:45:55 -06:00
Tayyyyyyy
460cada461 Add light to flashbangs 2018-01-23 15:32:04 -06:00
Tayyyyyyy
1729552e8e Toy dual eswords don't glow 2018-01-22 15:53:29 -06:00
Tayyyyyyy
35ef33dab4 Refactor per Fox recommendation 2018-01-22 15:52:35 -06:00
Tayyyyyyy
93693cb197 Add light to energy sabers 2018-01-22 12:16:59 -06:00
uraniummeltdown
4730376381 move door_assembly types to new door_assembly_types.dm
fixed some redundant varedits
made glass airlocks a subtype of their solid variant
examine door assembly to see name set with pen
2018-01-22 21:54:11 +05:00
uraniummeltdown
9312f1fb7d airlock assembly states have defines, removed redundant door layer defines
added abductor airlocks from /tg/
station2 airlocks have a solid version, added external maintenance airlocks
added airlocks to RCD
survival pod airlocks have a solid version
door assemblies have examine hints, give more feedback, use overlays, mineral assemblies can have glass installed, use deconstruct() proc
multi tile airlocks have a solid version
moved airlock-specific procs to airlock_types.dm
airlocks use overlays now
airlocks use deconstruct() proc
map edits done to ensure nothing changes
some old airlock icons kept in due to use as /door/unpowered by away missions
airlocks open faster, delays between frames of icon states halved
added isshade() and isconstruct() helpers
cult airlocks will show their overlay
fixes plasteel material amount
2018-01-22 20:27:34 +05:00
tigercat2000
9a7a8c1f00 Merge pull request #8535 from KasparoVy/bloodsplatter-fix
Fixes #8508, the Needless Shedding of Blood
2018-01-21 13:43:19 -08:00
Kyep
66814ecd27 fixes merge conflict with misc_floor 2018-01-20 17:08:07 -08:00
tigercat2000
696136b579 Merge pull request #8565 from uraniummeltdown/repathvisual
effect/temp_visual update
2018-01-20 11:25:08 -08:00
tigercat2000
4830015bc4 Merge pull request #8550 from uraniummeltdown/tables
Table Construction Overhaul
2018-01-18 22:12:57 -08:00
uraniummeltdown
f1577b43f7 ethereal jaunt water effect won't show during wraith jaunt
removed unnecessary icon var settings
2018-01-18 22:25:34 +05:00
uraniummeltdown
900bfd5e3b adds ratvar_act() and adds ratvar_act()'s for a few things
adds brass, clockwork floor, brass tables and table frames
2018-01-18 18:28:41 +05:00
uraniummeltdown
c89b1e8463 repaths /obj/effect/overlay/temp to /obj/effect/temp_visual 2018-01-18 13:03:49 +05:00
uraniummeltdown
9c90c817b6 adds missing lavastaff and guardian phase effect icons
kills off anim() proc, removes ninja rigsuit electricity effect
gets rid of the flick() in temporary_visual.dm because pooling is dead
updates ethereal_jaunt.dm and makes it OOP, wraiths no longer show the wizard animation, jaunters cannot move after duration is over, fixes directions errors
turns many anim() into obj/effect/overlay/temp
smoother pet heart animation
2018-01-18 12:56:18 +05:00
uraniummeltdown
8fd3a5e890 move cult effects to their own file
move cult beams to beam.dmi
2018-01-16 23:38:36 +05:00
uraniummeltdown
065fc69742 moves /obj/effect/overlay/temp to their own files
code cleanup
2018-01-16 23:00:29 +05:00
Citinited
6b765b4ad0 Removed spaces from span class = '' 2018-01-13 17:47:08 +00:00
uraniummeltdown
7f4c9263ce removes table parts, adds table frames
table/woodentable -> table/wood
tables are built by applying stacks to table frames
altered table construction
cleaned the code and increased obj_integrity of some tables and racks
lowercased 'carpet'
2018-01-12 23:22:55 +05:00
Citinited
ad4c8b3178 Cooldown on syndicate balloon 2018-01-12 16:13:11 +00:00
Citinited
d93351eda9 You can now play with the syndicate balloon 2018-01-11 21:58:06 +00:00
Kyep
38ba2827b6 Turret fixes, loot table adjustments
- Destroying a turret in the syndie depot on peaceful mode now causes
peaceful mode to end. You can no longer cheese peaceful mode by
destroying every turret before you attempt to loot anything.
- Syndicate a40mm (/grenade) turrets now actually shoot a40mm grenades.
Previously, they were broken and just used normal bullets. A similar fix
has been applied to all other types of syndie turrets.
- With a permanent GL turret in the syndie armory, this now makes
looting the syndie armory MUCH more dangerous.
2018-01-10 15:33:09 -08:00
KasparoVy
a8492ba115 Shortens Helper Proc Name
Way too long.
Also adds sanity.
2018-01-10 17:19:10 -05:00
KasparoVy
f93c148c54 Fixes #8508
Checks for blood splatter in the target location properly and avoids creating too many blood atoms.
2018-01-09 22:07:34 -05:00
Kyep
90bb294eea armory hardening, atmos trap, syndi sheets
- Changed west lvl2 door airlock to always be an airlock, so bot is more
likely to path through depot on red.
- Repositioned some syndie mobs so they won't spawn next to breakables.
- Added toxin tank and 2 possible falsewalls next to bathroom, to make
the plasma door trap significantly more dangerous.
- Moved one of the lockers in the comms console room so it cannot block
the other if both spawn.
- Moved turret in dorm room so it cannot end up shooting the lockers.
- Adds south-facing door to armory.
- Adds grenade launcher turret in armory.
- Adds passive vents connecting officer rooms in a cross pattern, such
that using explosives in officer rooms can result in the death of
multiple officers due to air loss.
- Made vault (armory) harder to break into. It now uses high security
airlocks. In addition, on peaceful mode, these are bolted.
- Reduced the self destruct countdown when robbing the depot on peaceful
mode. Still possible, but very risky.
- Fixed issue where admin deactivation of peaceful mode was reported in
logs as a robbery.
- Fixed syndi mobs yelling 'Intruder!' during delta.
- Tweaked bedrooms, beds now have syndi bedsheets and there's a separate
mini-bedroom for an officer.
- Tweaked comms room, now has better layout.
2018-01-08 18:19:00 -08:00
Kyep
83192c3678 peaceful mode, loot rework, hand tele respect areas, AI 2018-01-07 01:12:12 -08:00
Kyep
da710c363e fixes sentry bot issues, also mechs, mirrors, medibot and pod
- add: Forcing the sentry bot off the zlevel (via teleport gun, or
otherwise) will cause both it and the depot to self-destruct. TESTED
- add: Syndie redsuit is now a possible loot spawn. TESTED
- add: Deliberate self-destructs (e.g: releasing engine) now cause a
nuclear siren TESTED
- add: Door control console now gives feedback on use TESTED
- add: Bringing a mech to the depot now causes the alert level to
increase faster TESTED
- fix: misplaced bot laws poster TESTED
- fix: mirrors being draggable TESTED
- fix: bot leaving two corpses on death TESTED
- fix: syndie medbot not having syndicate faction, causing syndie mobs
to attack it TESTED
- fix: syndicate pod incorrectly showing up as civilian pod TESTED
- fix: sentry bot's shots missing their target TESTED
2018-01-06 05:36:32 -08:00
Kyep
e6911e7c55 better alert levels, more computer functionality, less cheese, powergrids, etc
- Adds 'toggle falsewall' functionality to door control computer TESTED
- Adds teleport control computer with 'toggle beacon' functionality
TESTED
- Converts structure/fusionreactor to use obj_integrity by request of
uraniummeltdown TESTED
- Makes bluespace_beacon a permanent map feature (can be turned on/off
with agent ID) rather than a random spawn TESTED
- Deletes all other invulnerable structures (e.g comms structures) from
the map TESTED
- Makes depot use BLUE/RED/DELTA alert level system with appropriate
lighting TESTED
- Refactors raise_alert so it always says WHY the alert was raised
TESTED
- Gives syndicate officers unique names TESTED
- Adds area powergrids - main grid can be turned off to allow easy
crowbarring of doors, external lights/etc are on different network from
internal grid TESTED
- Adds powergrid alarm - syndie commms computer losing power increases
alert level TESTED
- Sentry bot now raises alert level if destroyed, or cheesed TESTED
- Overloaded fusion reactor now emits massive AoE fire effect to scare
the pants off players TESTED
- Syndie computer consoles now use varied icons, instead of all the same
icons TESTED
- Depot now contains many contraband posters TESTED
- Added more turrets and mobs to the SE area TESTED
2018-01-05 22:38:40 -08:00
Kyep
623da07147 cleanup, syndipod 2018-01-05 03:46:55 -08:00
Kyep
20e2fc2db1 Merge remote-tracking branch 'ParadiseSS13/master' into depot 2018-01-05 03:25:18 -08:00
Kyep
8affa05a35 progress
fixed: syndibot not exploding when killed
fixed: comms computer unusable by borgs
fixed: self destruct was taking too long
fixed: impossible to destroy fusion reactor
fixed: borgs could not use comms console
fixed: overload was not anchored
fixed: overload not dangerous to be near
fixed: syndibot was getting stuck on space tiles
fixed: syndibot was getting pushed by atmos
fixed: bathroom mirrors were not anchored
fixed: bug in code/game/turfs/simulated/floor/mineral.dm which was
applying abductor random tile appearance to all floor/mineral subtypes
instead of just the abductor subtype
fixed: syndibot navbeacons could be seen and interacted with
add: fusion core now supports wrenches/screwdrivers
add: fusion core is now destructible - destroying the reactor makes it
overload
add: random pillbox of drugs can now drop in medbay
add: random bar of a mineral can now drop in eastern office
add: random borg upgrade/cell can now drop in room south of armory
add: syndie shoes are now a possible loot item
add: minerals (one bar, random mineral) are now a possible loot item
remove: level 2 alert no longer locks doors
remove: removed syndi jammer - zlevel 6 doesn't even have telecomms -
its pointless
2018-01-05 03:20:48 -08:00