Commit Graph

54 Commits

Author SHA1 Message Date
Mark van Alphen
a05b37c5ca General Lavaland fixes, add Hierophant ruin 2019-03-31 01:12:10 +01:00
Mark van Alphen
f92be2c67d Add Beach biodome ruin and other fixes 2019-03-30 22:48:11 +01:00
Ty-Omaha
2ce52aa2fe ricochet and stuff 2018-11-21 10:50:45 -05:00
variableundefined
65c246c1c9 TG container_type refactor 2018-10-13 08:20:52 +08:00
tigercat2000
8ce0592ac0 SSOverlays & Hover Inventory Indicator
This ports the hover inventory indicator from /tg/, and by necessity, SSOverlays.
The hover inventory indicator basically shows where you are trying to
put an item, and then shows an item ghost in red or green, giving visual
feedback as to if that item will go in the slot or not.

SSOverlays is a much broader system for managing overlays, which should
eventually take over *all* overlays, but I have only ported the basic
system and implemented it where necessary for it to work for the hover
inventory items currently.
2018-10-08 22:50:39 -07:00
Citinited
ce42a6d952 RPD refactor
Adds rpd_act proc to do stuff instead of doing it all in one big
afterattack proc
Removes RPD_ALLOWED_HERE flag as it is now redundant
2018-05-30 21:47:02 +01:00
Fox McCloud
0382afcb33 Ports TG Components 2018-04-21 01:22:50 -04:00
Fox McCloud
f7521320a0 fixes the runtimes 2018-04-04 19:14:22 -04:00
tigercat2000
b14faa19c3 Merge remote-tracking branch 'upstream/master' into SMC
# Conflicts:
#	code/__DEFINES/flags.dm
2018-03-22 15:35:12 -07:00
tigercat2000
b1278de3d2 Merge pull request #8674 from uraniummeltdown/attacks
[READY] Attack Code Update
2018-03-22 11:55:53 -07:00
Citinited
4bba349cb6 Adds RPD_ALLOWED_HERE flag to deny use of the RPD to certain turf types 2018-03-11 03:44:42 +00:00
uraniummeltdown
b09e3ae6f6 spacing, src/loc consistency in playsound, reverted the weapon hitsound change, removed silicon/damage_procs.dm as it's unrelated and wasn't even included in the .dme, fixed some typos 2018-03-05 02:07:31 +05:00
uraniummeltdown
946ae0d58d moves var/list/armor to /obj level
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
2018-03-04 13:52:54 +05:00
tigercat2000
47cd4cb127 StonedMC
This commit ports the StonedMC from /tg/station, intended to replace the
Process Scheduler from goon. Currently, they exist simultaneously, as
it's very difficult to port our 22 processes to the SMC all at once.
Instead, we can make them work together until everything is converted
over at a later point, and then take the old PS out back and put a
couple of rounds into it's deformed skull.

Primary benefits of this new process controller include: Other people
that can actually maintain it, unlike the PS, pre-world-init
initialization for subsystems, ease of ports from /tg/station13, and
potential performance improvement (to be seen).
2018-03-02 21:12:49 -08:00
Fox-McCloud
b07eb1a0b5 Refactors Species Flags into Species Traits List 2017-07-13 18:55:45 -04:00
Tigercat2000
bbca8405ef -tg- Move Refactor
This commit ports /tg/'s move refactor.

The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.

Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.

Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.

All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.

Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.

Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~

For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
2017-05-25 06:35:01 -07:00
uraniummeltdown
dd12fbe13a new flags_cover var for clothes, adjust existing flags 2017-03-10 11:33:42 +04:00
Crazy Lemon
0e42e416b6 Merge pull request #6176 from Fox-McCloud/reagents-noreact-refactor
Makes Reagents Holder Process and Refactors NOREACT
2017-01-26 03:47:30 -08:00
Fox-McCloud
ea8080e6c9 Makes Reagents Holder Process and Refactors NOREACT 2017-01-14 20:09:49 -05:00
Fox-McCloud
56f0d79f15 Adds Species Levers 2017-01-14 03:51:43 -05:00
Fox McCloud
2aa86d8777 Merge pull request #5704 from uraniummeltdown/lingfixesspecies
Changeling Changes
2017-01-13 15:50:17 -05:00
uraniummeltdown
7667112d6f changed lingprotect flag to notranssting, no injecting vox or plasmaman dna, plasmamen can be ling and affected by powers 2017-01-10 22:13:19 +04:00
uraniummeltdown
efb92fda84 added new LING_PROTECT flag and gave it to plasmamen, allowed Slime People to be clings and removed NO_SCAN and NO_BLOOD absorb/sting restriction 2016-09-23 13:53:49 +04:00
KasparoVy
a5722fdfc4 Overhaul, adds color2R/G/B helper procs, adds marking/head accessory/body accessory (colours included) randomization in char prefs.
Color2R/G/B helper procs and PR overhaul suggested/co-authored by Krausus.
2016-08-12 22:37:40 -04:00
KasparoVy
3610cfd4ea Markings refactor, body/marking/head accessory/hair sprite darkening, adds tail markings, more hair styles...
Tajara ears are on their head now, fixes a crash bug with tail wagging
with body accessories that are split-rendered, adds secondary
hair/facial hair themes, fixes issues with human/skrell arm/lower body
sprites etc.
2016-08-09 22:01:45 -04:00
Fox McCloud
607642d4ef Revert "Refactors Markings, Adds Tail (some body and head) markings, Adds Alt heads, Secondary (F)Hair Themes, Darkens Vulp/Taj + Unathi horns/frills, Sprite adjustments and more..." 2016-08-08 23:26:51 -04:00
KasparoVy
39d3d64207 Staying up to date. 2016-07-28 17:02:07 -04:00
TheDZD
7fa74a1d1e Re-adds PDA slot 2016-07-21 13:04:02 -04:00
KasparoVy
0232a7a427 Keeping up to date. 2016-07-21 11:57:15 -04:00
KasparoVy
710c722535 Tidies up and Finalizes Alt Heads, adding Morph + CMA support + more...
Another parameter has been added to the update_body proc that allows you
to force the regeneration of limb icons. Absolutely crucial to alt_heads
as, without this functionality, you would never be able to change the
head after you spawned via Morph or CMA among other issues.
2016-07-17 19:23:41 -04:00
KasparoVy
766245091b Back up to date. 2016-07-15 13:00:35 -04:00
SamCroswell
e139f81412 PDA Slot Removal + PDA ID Changes 2016-07-15 00:54:14 -04:00
Fox-McCloud
14cfc90ff9 TG Hit Reaction Port+Armor Fixes 2016-07-07 21:17:03 -04:00
Fox-McCloud
b57391aba6 Minor Flag Refactor 2016-07-03 23:43:12 -04:00
KasparoVy
38717e3b03 Fragments Markings, Adds Tail and some Body Markings, Tajara Heads now have Ears
Adds Tajara inner ear and muzzle colouration as head markings, adds muzzle colouration for Unathi (sharp and round) as head markings, adds belly colouration for Tajara and Unathi as body markings.
Fixes issue where the Unathi stripe marking name in sprite_accessories was incorrect.
Also fixes a bug where setting your IPC's head to 'normal' gave it a random screen style that was often not compatible with the monitor head.
Does a bit of tidying up in tail generation mainly, but also in icon skin-tone handling and just about everywhere else I ended up working.
Adds ears to Tajara heads. Removes ears from tajara hairstyles.
Removes the now pointless Tajaran Ears hairstyle and renames the Tajaran hair objects appropriately.
Adds a Vulpkanin Body Marking and some Tail Markings.
2016-06-27 05:29:01 -04:00
KasparoVy
3dba1b2886 Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.

Both ported PRs by Intigracy.

Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.

Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.

* Morph Support

* CMA Support

* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.

* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.

Fixes Heist Goofery

Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).

Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.

Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.

Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.

* No More Vox Tail Colours, but they can Colour Their Hair.

* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.

Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.

* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration

* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.

* Adds Emerald and Azure Vox Skin Tones.

* Stealthy Wryn Typo Fixed.

* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions

* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
2016-06-19 11:35:36 -04:00
Fox-McCloud
78437d5e46 Ports TG's Holy Weapons 2016-05-26 23:38:31 -04:00
TheDZD
06eafc8a25 Merge pull request #4407 from Fox-McCloud/no-guns
Refactors Species Gun Handling
2016-05-10 22:46:52 -04:00
Fox-McCloud
4f8c42484e Refactors Species Gun Handling 2016-05-09 16:31:51 -04:00
Mieszko Jędrzejczak
48888c891c Tape gags for all 2016-05-07 15:02:38 +02:00
IK3I
8d18ce19df Incorporates Suggestions for code format
Redoes get_damaged_organs() to use defines and flags instead of strings.
2016-04-29 21:43:19 -05:00
Fox-McCloud
5081e6d892 Diona Refactor 2016-04-12 23:54:12 -04:00
KasparoVy
98285c0518 No longer, I hope. 2016-03-17 20:37:41 -04:00
Fox-McCloud
243fae96c6 flag split 2016-01-27 16:36:43 -05:00
Fox-McCloud
913922b408 Adds in Skeleton Race 2016-01-27 00:45:32 -05:00
KasparoVy
b6af0dd02b TAIL FIX! Squashing all those commits...
- Adds blank icons with standardized timings for species tail wagging,
used in icon generation.
- Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or
WEST.
- Ensures tails will overlap stuff as normal only when facing NORTH so
as to avoid unwanted interference with the base sprite.
- Tails now appear in ID cards, overlaying things correctly.
- Tails now overlay and are overlaid by things correctly in preview
icons.
- Modifies the positioning of tail icon generation in the ID card
preview icon generation file.
- Modifies the positioning of tail icon generation in the player
preferences preview icon generation file.
- Breaks limb generation into its own layer, breaks tail generation into
a second layer that can be overlaid by limbs.
- TAIL_LAYER will now overlay the NORTH direction sprite of a tail now,
while TAIL_UNDERLIMBS_LAYER gets all remaining directions.

**AIMS TO DO THE FOLLOWING:**
- *ELIMINATE THE ISSUE IN #3183 WITH DUPLICATE TAIL ICON GENERATION*
- *ELIMINATE THE ISSUE IN #3183 WITH TAILS WAGGING TOO FAST/INCORRECTLY*
- *ELIMINATE THE ISSUE IN #3183 WITH BODY ICONS NOT RENDERING*

Missed a spot

Occurred when reformatting the code and reducing the number of pointless
variables

Missed a spot 2

Crash Fix

Fixes Spontaneous Tail Overlapping Limbs

Tiny Unathi Sprite Corrections

One pixel on the Unathi right arm east direction sprite was miscoloured
(used left arm west direction as a reference), and the animated Unathi
tails previously did not meet the body while naked-- appearing to float.

Fixes both

Finalizes Changelog

Cleans up Vox puke

Accommodates Admin Overrides to body_accessory Species Checks & Fix

Does the above
Elaborating on accommodation: Species getting body accessories that
wouldn't normally be getting body accessories will inherit the
Vulpkanin's default animation template as those are currently the only
tails we have to worry about right now
Elaborating on Fix: Adds a default animation template for Vulpkanin in
body_accessory as the animation timings for Vulpkanin tails there are
different from those in effects/species.dmi

Unathi Static Tail Fix

Adjusts north-direction Unathi static tail sprite, now attaches to the
body in the correct location.

This PR is now on Sale!

Significantly cheaper.

Now, it will only generate tail icons on a per-direction basis if the
user's species is flagged to have a tail that is overlapped by limbs
(TAIL_OVERLAPPED).

Otherwise, it just uses the traditional cheapo method of icon
generation.

This way, we have fixed wagging Voxtails at a lower cost.

Even Cheaper

If the user's species isn't flagged to have a tail that needs to be
overlapped by limbs, it won't divert limbs into their own layer as it's
unnecessary. Tested by spawning a member of every species, walking
around to see if there was any directional issues, wagging and *swagging
all tails-- all is still working as it should be.
2016-01-17 19:32:22 -05:00
KasparoVy
366d05f745 Generalization + Features for Other Species
Turns horns into head accessories, fixes some species checks, gets
Tajara and Vulpkanin into the mix, ensures the system cannot be
exploited, adds species-specific body markings for Tajara, Vulpkanin and
Unathi.
2015-12-28 01:02:23 -05:00
KasparoVy
be3bb885f2 Melting Snowflakes & (Adds/Changes Frills & Adds Body Markings) 2015-12-26 00:48:01 -05:00
ZomgPonies
fab7f1f6b0 exotic blood changes 2015-12-05 16:46:07 -05:00
Tigercat2000
4fc91429e5 Baystation Rigsuits
This commit adds baystation's rigsuit system on top of our own hardsuits;
Our own hardsuits still function fine and are around, but these are
available to admins. Next commit will contain balancing and player
implementation stuff.
2015-10-05 16:42:00 -07:00