Commit Graph

9 Commits

Author SHA1 Message Date
baloh.matevz
a5fea19b5d - clicking the internals button on your UI (below zone select, above the suffocation indicator) will now properly toggle your internals if you are wearing a mask and your tank is in one of the following slots: back, hand, pockets, suit storage or belt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3114 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-12 18:15:18 +00:00
baloh.matevz
64bcc1c0f0 - Moved three (well two, one was doubled for some reason) screen/attackby() procs to appear AFTER the screen object is defined. They were in a random file instead of where the objects are. If you double-click and 'screen' object in the object browser it now takes you to the definition instead of some random file.
- Clicking a grille with a glass or r-glass sheet in your hand, when the grille is in one of your cardinal directions (North, south, east or west) will make you start building a window. It takes 2s to build the window, which spawns unfastened (same as when you create one.) This should make fixing damaged grille-window combinations easier. If you are standing on a grille and click it with a glass / r-glass sheet in your hand, the window will face the direction you're currently facing.

Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3081 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-11 00:04:21 +00:00
quartz235@gmail.com
4a6805c4e3 Undoing my shitty moved_recently thing since petey sweetie actually made do_after not suck
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2771 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-22 14:16:43 +00:00
quartz235@gmail.com
a694e06991 upped the lag gratuity for breaking cuffs since apparently 40 seconds wasn't enough, if 90 doesn't work I'm just going to scrap this idea
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2769 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-22 13:17:09 +00:00
quartz235@gmail.com
3c5416fcde fingerprints on cans now log on any attackby() that isn't a wrench/analyzer/pda/tank
added a 2 minute countdown var to humans/monkeys that resets when move() is called (for an actual fix to the cuffbreak bug)
changed a typo in security levels

committed a gib animation fix for Sieve (todo: make custom gib animations for simple_animals/metroids)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2750 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-20 05:55:24 +00:00
quartz235@gmail.com
2d360ca4da so i learned has_moved_recently is pretty bad and stuff today pretty cool thing to learn
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2748 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-20 00:44:06 +00:00
quartz235@gmail.com
c6e2da83b3 fixes for issue 260 issue 262 and issue 263
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2747 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 23:48:09 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00