Commit Graph

6614 Commits

Author SHA1 Message Date
Ccomp5950
b15fb8a04b Supermatter update.
Now gives an instability% warning in it's messages.

Limited the "If they can see it and aren't wearing mesons, have some hallucinations" range to a max of 7

Can't be pelted with lasers while out in space allowing for unlimited power only to drag it back on a turf and instantly explode.

Removed extra if(!removed) check, we already checked for that above.

Moved the oxygen ratio variable "oxygen" to be declared under the object instead of it's process proc for easier debugging.

Changed the alert interval.

Add luminosity value so the big glowing shard of supermatter actually generates light.

Conflicts:
	code/modules/supermatter/supermatter.dm
2014-01-17 09:06:00 -05:00
Ccomp5950
7541463e01 Moved Supermatter.dm out of the WorkInProgress directory.
Conflicts:
	baystation12.dme
2014-01-17 09:01:09 -05:00
Furlucis
208f5fd592 Removes the second holywater
Deletes the second kind of holy water that doesn't do anything. Lemme
know if I should do the opposite of this.

Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2014-01-17 08:57:11 -05:00
alex-gh
fd9c78dd85 Assembly holders get destroyed by explosions. 2014-01-16 17:10:41 +01:00
ZomgPonies
48403dcc8e A lot of fixing up job preferences. 2014-01-16 09:18:49 -05:00
ZomgPonies
2525a3d057 Added barber karma job 2014-01-16 08:42:36 -05:00
ZomgPonies
6dbf776ff4 Gamme to shuttle, part two 2014-01-16 06:57:17 -05:00
ZomgPonies
2f2e6c611f Re-added? Stop drop and roll 2014-01-16 03:47:26 -05:00
d3athrow
c8ceab5aa2 Adds Randomized Character Slot, if enabled picks a random populated character slot to use upon round start. Does not affect late joins for now.
Conflicts:
	code/modules/client/preferences.dm
	code/modules/client/preferences_savefile.dm
	html/changelog.html
2014-01-16 00:48:24 -05:00
ZomgPonies
42f286f210 Fixing Gamma armory exploits 2014-01-15 13:06:47 -05:00
ZomgPonies
391cad7d5f Trying to add xenor to traitor panels 2014-01-15 11:56:59 -05:00
ZomgPonies
1caf56a29f Buff pulse rifles 2014-01-15 08:10:40 -05:00
ZomgPonies
a99b45a3bd Able to melt decapitated heads into skulls with acid 2014-01-15 08:10:33 -05:00
ZomgPonies
d40ebc5cc5 Revert "Tradeband and Gutterspeak now have a different font than Tradeband."
This reverts commit b5906bba39.

Conflicts:
	code/modules/mob/living/carbon/human/human.dm
2014-01-15 06:54:46 -05:00
Incoming
048ed6e9fd [tumblr approved] Sausage Party Reduction
*Lets adamantine golems and ninjas generate female where before they were generated exclusively male.

The ninja spacesuit has a coded in female variant that has existed forever but was not actually used. It only shows up upon suit ACTIVATION because (?:?:?)|\|i|\|j4c0d3(?:?:?).

Likewise female adamantine golems have their own sprites and can show up in staff of change shots, but ones generated from the rune were always male.

This does NOT effect admin summoned unknown humans, those are all still male.

Conflicts:
	code/modules/events/tgevents/ninja.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
2014-01-14 22:55:39 -05:00
ManeaterMildred
c016debe54 Added the Mech Ion Rifle, Mech Carbine, Mech Rocket Launcher
and Ion Rifle to the list of things you can build with the
Protolathe and Exosuit Fabricator.
2014-01-14 22:42:50 -05:00
d3athrow
f16a6a83db clean up the code
Conflicts:
	code/modules/mob/mob.dm
2014-01-14 04:30:13 -05:00
d3athrow
bf275e1964 Should fully resolve issue #344
Conflicts:
	code/modules/mob/mob.dm
2014-01-14 04:25:24 -05:00
ZomgPonies
1dc7b05b76 Gibsound changes 2014-01-14 04:17:42 -05:00
Hornygranny
95835ac98c Changed neurotoxin from a child of energy to a child of bullet
Conflicts:
	code/modules/projectiles/projectile/bullets.dm
2014-01-13 04:36:15 -05:00
Hornygranny
550d9b2e76 Extra indents removed 2014-01-13 04:27:44 -05:00
Hornygranny
5a443e5010 Replaced spaces with tabs. 2014-01-13 04:27:18 -05:00
Hornygranny
6eefff2c68 Code by Giacom. Changes alien neurotoxin spit to dumbfire.
Conflicts:
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
2014-01-13 04:27:08 -05:00
ZomgPonies
2a3620b90f Merge pull request #114 from alex-gh/tweaks_and_fixes
Tweaks and fixes
2014-01-12 23:55:12 -08:00
ZomgPonies
d24cdd2f10 Added a gib sound effect 2014-01-13 02:11:15 -05:00
alex-gh
9f2c0b30c1 Roughly halved the chance for spider infestations 2014-01-13 07:21:12 +01:00
alex-gh
71a065438d Shuttles outside of SS13 are no longer valid areas for events 2014-01-13 07:03:54 +01:00
alex-gh
8ae4ad268e 'Unidentified Foreign Body' Effect is no longer abtainable through virology, random events can still spawn it 2014-01-13 06:34:16 +01:00
alex-gh
cc349de85c Suiciding syndrome actually kills you now 2014-01-13 06:26:38 +01:00
alex-gh
a8e73dbef7 Nerfed unstable mutagen rads, buffed radium rads 2014-01-13 06:13:31 +01:00
ZomgPonies
33d1461293 Showing brain part deux 2014-01-12 23:14:35 -05:00
Rob Nelson
55e918cc6a Wire hacking recode from /tg/.
Conflicts:
	baystation12.dme
	code/__HELPERS/mobs.dm
	code/defines/obj/weapon.dm
	code/game/machinery/alarm.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/machinery.dm
	code/game/machinery/vending.dm
	code/game/objects/items/devices/paicard.dm
	code/game/objects/items/weapons/explosives.dm
	code/global.dm
	code/modules/assembly/signaler.dm
	code/modules/mob/living/silicon/mommi/life.dm
	code/modules/mob/living/silicon/mommi/mommi.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/wires.dm
2014-01-12 22:37:55 -05:00
Mark Aherne (Faerdan)
7fdb4ac503 APC NanoUI
* Created new APC UI
* Tweaked Chem Master UI width.

Conflicts:
	code/modules/power/apc.dm
	nano/templates/apc.tmpl
2014-01-12 21:52:06 -05:00
Mark Aherne (Faerdan)
a2049081bf NanoUI Caching and SMES tweaks
* Made NanoUI caching code neater, added check for directories (which are ignored).
* Moved SET to between MIN and MAX on SMES UI.

Conflicts:
	code/modules/nano/nanomanager.dm
2014-01-12 21:29:40 -05:00
Mark Aherne (Faerdan)
06541aecc5 NanoUI assets are now sent to the client automatically.
* NanoUI now finds and sends it's assets to the client (css, images, javascript and templates).

Part of my effort to make creating NanoUIs as simple as possible. This removes the need to add new NanoUI assets (such as templates) to the client send_resources proc.

Conflicts:
	code/modules/client/client procs.dm
	code/modules/nano/nanomanager.dm
2014-01-12 21:28:14 -05:00
Rob Nelson
a971c74d85 Disable nanoUI debugging, for now. 2014-01-12 21:22:56 -05:00
ZomgPonies
f3ee81d26c Fix 2014-01-12 21:22:39 -05:00
ZomgPonies
719c254817 Showing brain first pass 2014-01-12 08:42:03 -05:00
ZomgPonies
cf79a5f972 Fix puking over skeletons 2014-01-12 00:16:40 -05:00
Mark Aherne (Faerdan)
11ff90b718 SMES NanoUI
* Converted SMES to NanoUI.

Conflicts:
	code/modules/power/smes.dm
2014-01-11 22:07:00 -05:00
Laharl Montogmmery
76495953db Moved up Bump() in silicon.dm, and tested it.
According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
2014-01-11 10:45:19 -05:00
LaharlMontogmmery
c9baf8b226 Unanchored AIs can now be pushed and can bump. 2014-01-11 10:42:08 -05:00
Laharl Montogmmery
5160576244 AI can now anchor/unanchor itself.
Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
2014-01-11 10:41:24 -05:00
ZomgPonies
2494bfb177 Doubled the shot capacity of the taser 2014-01-11 07:30:35 -05:00
d3athrow
c8bc025cc7 Fix holywater hurting full power vampires 2014-01-11 04:41:32 -05:00
fleure
f62de1ca2e Added spider butchery
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
	icons/mob/animal.dmi
2014-01-11 00:21:42 -05:00
fleure
27c35cfdac Added spider meat recipes
Conflicts:
	code/modules/food/recipes_microwave.dm
	code/modules/reagents/reagent_containers/food/snacks.dm
	icons/obj/food.dmi
2014-01-11 00:16:12 -05:00
Furlucis
9dedba21cf Talisman icon fix
Makes talismans keep looking like talismans for more than a tick.
2014-01-11 00:04:09 -05:00
Zuhayr
600bfba275 Colour fix for bread slices. 2014-01-11 00:02:07 -05:00
Zuhayr
2f0cb6635b Icon fixes, shards hidden in food will now lacerate random body parts because damage code is weird. Stop eating chocolate cake sandwich with your left food. 2014-01-11 00:01:34 -05:00