Commit Graph

69 Commits

Author SHA1 Message Date
Fox McCloud
a6a6953b58 Merge pull request #6304 from Kyep/uo45_mining_fix
Fixes #5449 - weird corpses in UO45 away mission
2017-02-06 10:15:31 -05:00
Fox-McCloud
390f6768b3 Merge remote-tracking branch 'upstream/master' into botany-rework 2017-02-05 05:26:46 -05:00
Kyep
99e3413f51 Easier Replace 2017-02-01 23:41:56 -08:00
Kyep
4917747b96 Fixes weird corpses in UO45 away mission 2017-02-01 01:51:58 -08:00
Fox-McCloud
5c828db250 fixes, comfrey, and aloe 2017-01-23 05:25:42 -05:00
Fox-McCloud
5b643dd6b1 secondary maps 2017-01-22 21:08:54 -05:00
Markolie
f85e8fe551 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/modules/mob/living/carbon/human/species/station.dm
#	icons/mob/screen_alert.dmi
2017-01-11 23:11:29 +01:00
Markolie
031eec59c1 Evil santa turret fixes 2017-01-06 17:29:14 +01:00
Markolie
f500c7918a Add warning when megafauna travels via shuttle, metastation/away mission path fixes 2017-01-06 17:13:35 +01:00
Fox-McCloud
a1b8205fdd food 2016-11-29 08:45:46 -05:00
Twinmold
284e853f7e Fixes Fake Blood Sample on Hotel Cleaver
The blood sample of the cleaver in the cult room in the space hotel has
an unlisted blood sample, causing a runtime when scanned by the
detective's scanner, breaking said scanner. This fixes the variable by
turning it into a proper list without changing the underlying value. As
such, it does give 1e+009 as the readout, but otherwise works
appropriately with no runtime.

:cl:Twinmold
Fix: Fixes a runtime issue caused by using the detective's scanner on
the space hotel cleaver.
/🆑
2016-10-29 04:09:23 -05:00
Markolie
16adf62319 Fix wildwest wall 2016-10-21 23:11:13 +02:00
Fox-McCloud
403d758503 should have known 2016-08-21 06:23:12 -04:00
Mike Long
78c4f7a9aa Fixes away mission to utilize correct brain typepath 2016-08-18 17:37:04 -04:00
Fox McCloud
f27123e1ba Merge pull request #5429 from tigercat2000/mecha
/tg/ mecha - Part 1
2016-08-17 17:30:00 -04:00
FreeStylaLT
97004fe247 jesus fucking christ 2016-08-14 18:54:18 +03:00
FreeStylaLT
3fbdc0e78b airless instances 2016-08-13 18:20:47 +03:00
FreeStylaLT
2d6195f28b adds a lot of rock to fix the issue 2016-08-12 16:59:22 +03:00
Tigercat2000
258f477eb3 /tg/ mecha - Part 1
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.

 - Removes relative pathing from /datum/events
 - Updated Process_Spacemove() to use
   atom/movable/proc/get_spacemove_backup()
   - Basically just makes launching off of unanchored objects in space an
     OOP behaviour
 - Removed styling atrocities and relative pathing from most of the mecha files.
  - Notable exceptions:
   - code/game/mecha/mech_bay.dm
   - code/game/mecha/mech_fabricator.dm
   - code/game/mecha/mecha_construction_paths.dm
   - code/game/mecha/mecha_parts.dm
   - code/game/mecha/mecha_wreckage.dm
   - code/game/mecha/paintkits.dm
 - Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
   calls. Replaced by specific code for the 3 modules that used it.
 - Refactored module cooldown. It now uses addtimer, and power usage is
   hooked directly into the cooldown calls.
 - Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
   but, necessary for porting the multi-buckling system from /tg/.
 - Split code/game/mecha/equipment/tools/tools.dm into multiple files.
 - Removed snowflake behaviour from exosuit drill. It now calls
   turf.drill_act(src).
  - Different from /tg/: Allows you to drill any wall/floor normally.
 - Drill no longer gibs mobs. It deals 80 organ damage instead.
 - Drill can be used to harvest dead mobs.
 - Removed all global_iterator systems from mecha and mecha equipment.
   Everything now uses object processing.
 - Mecha now have a turn sound variable and step sound variable. Updated
   all subtypes to use these instead of snowflake domove procs.
 - Removed mecha_do_after, mecha now uses the normal do_after.
 - Removed enter_after, same as above.
 - /obj/mecha/Process_Spacemove no longer strangely calls the user's
   spacemove.
 - /obj/mecha/return_pressure now uses return_air instead of copypasted
   cabin air detection.
 - Same for /obj/mecha/return_temperature
 - Added /obj/mecha/Exited. Basically, properly clears occupant refs,
   even if they teleport out/otherwise exit improperly.
 - Added hooks for mecha action buttons; Didn't implement them yet.
 - Moved mecha UI to code/game/mecha/mecha_topic.dm
 - Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
 - Updated visible_message and audible_message. Both now use
   get_mobs_in_view() to ensure that mobs inside containers can see
   messages.
 - Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
   use. Any subtypes are now just subtypes of
   /obj/item/mecha_parts/mecha_equipment.
2016-08-12 06:14:00 -07:00
FreeStylaLT
4dec60d1bd it's now quite spacious 2016-08-11 23:07:13 +03:00
Fox-McCloud
a58c85941b More Reagent Refactoring 2016-07-19 14:06:41 -04:00
Fox-McCloud
a1341f02af Sleeper Changes 2016-07-16 01:31:34 -04:00
Tastyfish
4dd64607dd Makes Space Hotel Great Again (#4700) 2016-06-30 20:42:29 -04:00
LittleBigKid2000
623f970354 Fixes wild west cheese (#4796)
Fixes? Removes? Whatever the word is. This (hopefully) seals the holes
in the wall of blockers preventing players from cheesing by digging
through the rock wall things.
2016-06-28 11:21:08 -04:00
Aurorablade
b93fef2369 snek? snek?! SNEEEKEKKKKKK!!!!! (#4759)
* snek? snek?! SNEEEKEKKKKKK!!!!!

* PLANT ops
2016-06-24 11:30:54 -04:00
monster860
d3603a4615 Fixes more shuttle corners. 2016-06-23 19:38:15 -04:00
TheDZD
a4e950d21a Compiles, and guns work™ 2016-05-31 22:50:55 -04:00
Mieszko Jędrzejczak
0f7be5576f Gunshot sounds, uplink references, less spammy tommygun, fixes 2016-04-25 11:32:48 +02:00
Mieszko Jędrzejczak
5cf3f25892 Ports /tg/ Foam Force guns 2016-04-22 23:35:55 +02:00
Tastyfish
a0ad6582a1 Updates maploader code to be in line with tg's, startup improvements 2016-04-10 02:57:58 -04:00
Fox McCloud
84801ae98a Merge pull request #4039 from TheDZD/fukken-away-missions
Removes Easily Abused Away Mission Items/Mobs
2016-03-31 20:27:09 -04:00
Tastyfish
6a8ea815b2 Merge branch 'master' into buttbots2
Conflicts:
	code/defines/procs/AStar.dm
	code/modules/mob/living/simple_animal/bot/cleanbot.dm
	code/modules/mob/living/simple_animal/bot/medbot.dm
	paradise.dme
2016-03-31 13:33:46 -04:00
TheDZD
9606bb1899 Removes much of the easily abusable mobs/items on certain away missions 2016-03-29 21:28:50 -04:00
Tastyfish
25195208a9 Ports tg simple_animal bots 2016-03-28 00:22:04 -04:00
Fox-McCloud
dfc8b44ff7 Removes Xeno Egg 2016-03-27 06:46:11 -04:00
Tastyfish
ece677221f Made shallow->deep edge nicer 2016-03-14 02:56:37 -04:00
Tastyfish
5e5083ba23 Fixes some things for away missions, and a few missions themselves 2016-03-11 00:42:22 -05:00
FalseIncarnate
374c2db600 Beach Expansion Update
Expands the beach away mission to include a brand new scuba-diving area!
- Somewhat empty, but has a few points of interest scattered about and
can be added to in the future

Visually updates the beach
- Sand texture changed, and given randomization for a more varied
beachfront.
- The row of crates and lockers has been replaced with 3 changing
rooms/tents so you can change into that mankini in private.
- Changes the water texture to be less bland
- Expands the water area to give more room for swimmers to play in
before they reach the edge

Adds in the Diving Point Buoy and Diving Point Anchor objects, used to
transition between the beach surface and the underwater area
- Hit with an empty hand to transition between the two points

The underwater area has a few "minor" dangers to prepare for:
- Sea Carp
- These carp (unlike their space-faring cousins) won't attack on sight,
and will try to swim away when attacked. They still bite if they work up
the courage to come back.
- Water
- Water and lungs don't work well together, who knew!? Skrell, Neara,
and anyone who has NO_BREATHE can happily explore, while the rest will
want to pack some internals lest they begin to drown.
- Drowning in the scuba area doesn't require you to be lying down,
unlike the pool. You're in over your head (literally).
- Darkness
- Not quite a danger in itself, but it's easy to get disoriented in the
dark water, and that can be frustrating.

CODE STUFF
- Broke up the pool controller code into a couple procs for cleanliness
and in case we want to have a type of pool controller that doesn't drown
or doesn't adjust bodytemp
- Made ladders use forceMove instead of directly setting loc
- Removed an entirely unused area (/area/beach)

Crappy coder-sprites for Buoy and Anchor done by myself.
- Ok, they actually aren't THAT bad, but they aren't fantastic.
2016-03-01 21:02:15 -05:00
Tastyfish
b3591c996f beachy beach 2016-02-27 18:07:21 -05:00
Tastyfish
b55f79f754 Adds soda dispenser to beach bar. 2016-02-27 03:24:48 -05:00
Tastyfish
cb2989eea1 Gave the beach an edge instead of endless void. 2016-02-27 03:03:23 -05:00
Tastyfish
63048c7492 Fixes some spelling grammar errors 2016-02-22 04:11:04 -05:00
Tastyfish
423b6ae206 Fixed knives & shotguns in outpost maps 2016-01-28 21:10:27 -05:00
Tastyfish
ec2e80ea65 Fixed airless floor being plasteel airless floor 2016-01-23 08:43:03 -05:00
Tigercat2000
31aab5452b -tg- smoothing/floor refactor
Squashed:

Add plasteel goonplaque turf

Builtin_tile nulling

Levelupdate()

Fix falsewalls, update smoothing.dmm

fixes rwall decon
2016-01-03 19:24:13 -08:00
FalseIncarnate
3462bbcbc3 Returns Away Missions to normal cycle
Christmas is over, time to put away the Christmas away mission.

Santa might return next year though...
2015-12-30 12:14:27 -05:00
FalseIncarnate
5132e67d64 Cleanup
Cleaned up the code a bit
- Fewer death proc defines
- Cleaner away mission list
- Slightly increased the time between Santa's "death" and next form (0.5
-> 1.0 seconds)
- Made the victory announcement slightly more visible among other
messages
2015-12-24 18:01:05 -05:00
FalseIncarnate
c032781c7b Naughty List Revenge
Santa has refused to deliver presents to the NSS Cyberiad for an unknown
reason.

Meanwhile, a distress beacon is received from the North Pole, on an
unencrypted Syndicate frequency. Apparently, Christmas Eve was anything
but a silent night.

A rogue operative seems to have infiltrated the North Pole and attempted
to coerce Santa into removing him from the Naughty List, but his plans
may have backfired. Santa has finally snapped, and must be put down in
order for the crew to receive their gifts this year.

The gateway has been reconfigured to lock onto the general location of
the distress signal, and will not lock on to any other destinations
until after Christmas has passed. Be warned, however, that the frozen
north is far from hospitable, and a variety of dangers await you beyond
the safety of the blast doors.

This mission will offer some new challenges, and is designed to be
undertaken by a squad of players. Will your team be able to put Father
Christmas to rest and rescue the presents, or will you meet your demise
in the freezing tundra?
2015-12-24 03:40:31 -05:00
Tastyfish
edbe6a8479 fixed outpost flour 2015-11-21 03:45:16 -05:00
Markolie
beca09eaee Make sure MO19 doesn't trigger alarms 2015-10-01 04:47:08 +02:00