Commit Graph

5009 Commits

Author SHA1 Message Date
Fox-McCloud
561e0c2268 pass 3 and cleanup 2015-07-07 01:32:40 -04:00
Fox-McCloud
88dfaa51a4 Replaces Reamining Del()'s 2015-07-07 00:35:19 -04:00
Tigercat2000
3a45d52fe0 Fix remaining non-returning Destroys()
Plus a little refactor to mining flaps and spacepod doors- they now use
CanAtmosPass instead of manually setting the turf to no-atmos-passing
2015-07-06 09:20:39 -07:00
Fox-McCloud
650580c0b6 Removes Unused/Non-functional Medical Side-Effects 2015-07-04 18:10:44 -04:00
Fox-McCloud
6fd8d83f4b Merge pull request #1431 from tigercat2000/bayholder
Update mob holder code to bay's modular system.
2015-07-02 14:42:14 -04:00
Chinsky
9a6f636815 Moved scooping into a seperate helper. 2015-07-01 09:31:54 -07:00
Fox-McCloud
62ef1cb7e2 TG Supermatter Port 2015-06-30 21:07:08 -04:00
ZomgPonies
62d8435b12 Merge pull request #1410 from Fox-McCloud/ether
[Chemistry] Adds in Ether
2015-06-29 19:05:51 -04:00
Fox-McCloud
a89ddd5a7d Adds in Ether 2015-06-28 20:39:26 -04:00
AnturK
675f43a01e New hallucinations
This commit adds a number of new hallucinations and increases the
modularness of the hallucination system. Included hallucinations:
 - Alien Hunter
  - Alien hunter comes out of the nearest vent, leaps and stuns you, then
    crawls back into the vent.
 - Plasma flood
 - Singularity
  - Stage 4 singularity appears and chases you.
 - Fight sounds
  - Series of sounds that sound like a fight.
 - Clown-visions
  - Delusion, which makes an image of a mob standing still.
 - Fake bolted doors
  - A number of doors will appear to become bolted, via overlay.
 - Fake speech/radio messages.
  - This makes it appear as if someone has said something, either via
    speech or radio, using one language from their avalible languages.
    Radio messages will only happen if there are no people in view to say
    something.
2015-06-28 11:38:29 -07:00
ZomgPonies
97b0b4e830 Merge pull request #1380 from tigercat2000/freeze
Admin-freeze refactor and fixes.
2015-06-25 18:59:25 -04:00
Fox-McCloud
b740f8930e Merge pull request #1377 from Robertha89/master
Definitely Not Ian
2015-06-25 02:31:14 -04:00
Fox-McCloud
c28f9bb8ca Merge pull request #1370 from FalseIncarnate/master
Synthetic Reagent Processing and Synth Drugs
2015-06-24 17:49:02 -04:00
TheDZD
9943a26c91 Merge pull request #1326 from Fox-McCloud/revenants
Revenant
2015-06-24 17:48:18 -04:00
Fox-McCloud
dad2964757 link update 2015-06-24 16:48:26 -04:00
Tigercat2000
3f2506e8fc Admin-freeze refactor and fixes.
Admin freezing is now based on mob procs, instead of a lengthy else-if
change.

Other changes:
 - No longer depends on paralysis, instead uses sleeping.
  - No more frozen mobs setting off bombs.
 - Simple animals and slimes override the default proc to make freezing
   affect them as one would expect.
 - Frozen var has been moved from human defines to living defines, no use
   yet.
 - Mobs frozen are added to a global 'admin_frozen_mobs' list.
  - List is used to determine if the freeze verb should freeze or unfreze.
 - Moved mob freeze-related vars to freeze file.
2015-06-24 10:38:19 -07:00
Fox-McCloud
02aaca9c7b Merge remote-tracking branch 'upstream/master' into revenants 2015-06-23 23:44:20 -04:00
Robertha89
b7e43286a6 New hat for Ian and new tool for pets
while life serve the same function, it is somewhat difficult to make,
the lazarus injector revives any neutral simple_animal on use, and can
turn hostile animals friendly towards them if it has been emped. so five
of those has been added to the crittercare.

Most importantly, Ian got  a new mask, the mustache.
2015-06-24 04:37:48 +02:00
Robertha89
fc6ec4982f Pet Collar Bug Fix
If you had Ian with a pet collar name like spot, and you gave him say a wizard name, then he would deafault to his real_name over his name, and making it impossible to restore the name on the collar.
2015-06-24 03:20:32 +02:00
FalseIncarnate
f3c9098ecd Reaction_Mob Checks and Golem Reagent Processing Change
Reaction_mob(), which handles things like TOUCH based reactions, now
will properly obey process_flags.
- This means things like Synthflesh won't work on Synthetics.

Changed Golems from PROCESS_DUO to PROCESS_ORG
- This will give them back the ability to be healed via chemistry, since
they don't naturally regenerate.
- PROCESS_DUO remains defined in case someone finds a use for it
(adminbuse maybe?)
2015-06-23 18:06:54 -04:00
FalseIncarnate
fc6ebc4854 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise 2015-06-23 04:18:46 -04:00
FalseIncarnate
acf1e268f1 Synthetic Reagent Processing and Synth Drugs 2015-06-23 04:17:01 -04:00
Tigercat2000
bcb4a9601f Merge remote-tracking branch 'upstream/master' into poolit
Conflicts:
	code/game/objects/structures/displaycase.dm
	code/game/objects/structures/grille.dm
	code/game/objects/structures/lamarr_cage.dm
2015-06-22 13:40:07 -07:00
Tigercat2000
7c9139d6e0 Bay/-tg- Meteor port
Meteors now have different types, properly integrated.
Meteoract has been removed, meteors now just call ex_act.
2015-06-21 18:39:39 -07:00
Tigercat2000
d20298e996 -tg- atom pooling system, qdel changes
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.

Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.

Emitter beams are now fully pooled.

Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
2015-06-21 15:47:57 -07:00
TheDZD
6d990e2179 Merge pull request #1353 from Fox-McCloud/explosion-rework
Explosion Rework
2015-06-21 16:11:05 -04:00
Fox-McCloud
8e450f99c8 tweaks and optimization 2015-06-21 02:16:18 -04:00
PJB3005
e068fabdb4 In which I unfuck Life()...
SLIGHTLY.
2015-06-20 14:47:54 +02:00
PJB3005
8ad74ebb6e Fixes all your problems...
Except the fact that 75% of paradise is still using del, and you have no pooling.

Or defer_powernet_rebuild, do you guys have that yet?
2015-06-20 14:47:45 +02:00
Fox-McCloud
93392f8e90 Explosion Rework 2015-06-20 04:13:55 -04:00
Fox-McCloud
ada66fabd4 Update II 2015-06-18 17:47:52 -04:00
Fox-McCloud
75e68e618d Merge pull request #1325 from Nienhaus/master
Adds Deer ;D
2015-06-16 21:18:06 -04:00
FalseIncarnate
3166200c5e Diona Nymph runtime and Fruit Attack fixes
Fixes a runtime preventing Diona Nymphs from eating weeds and regaining
nutrition

Fixes fruit attacks checking for "hurt" when they should check for
"harm".
- You can now smack people with fruit on harm intent. If the plant has
TRAIT_STINGS, it will inject them with it's chemicals
- You can now crush a fruit in your hand on harm intent to destroy it
(will not leave trash like banana peels!). This will trigger the same
effects that throwing the fruit would have, except without needing to
throw it.
- Use this to activate that smoke-screen tobacco you spent all round
mutating, or to make a quick escape with your bluespace tomato!
2015-06-16 17:09:39 -04:00
Nienhaus
060318cb29 Adds Deer ;D 2015-06-15 18:50:39 -05:00
Krausus
094e3e24cc Fixes HUDType runtimes 2015-06-15 08:22:05 -04:00
Fox-McCloud
5db85679cc Singulo Optimization 2015-06-14 00:31:11 -04:00
Fox-McCloud
09097b38ed Revenant 2015-06-13 20:10:02 -04:00
ZomgPonies
bb02973e49 Merge pull request #1288 from Fox-McCloud/singularity-OOP
Singularity and Narsie Refactor
2015-06-13 04:18:40 -04:00
Fox-McCloud
344a5e8157 Merge pull request #1293 from SamCroswell/VisionUpdate
Vision Update
2015-06-13 02:49:09 -04:00
SamCroswell
4e3f4bfa17 Adds Vision Flags for Helmets 2015-06-11 23:15:42 -04:00
SamCroswell
dcc0128a54 Removes Automatic Night Vision from Mesons/Thermals
Mersons, Thermals, and Material Scanners no longer have automatic
nightvision.
2015-06-11 21:56:20 -04:00
SamCroswell
b6cd6b4384 Rewrites HUD Handling for Glasses 2015-06-11 21:42:15 -04:00
Fox-McCloud
e6524e19a4 Removes Borg Emag RNG 2015-06-11 01:19:09 -04:00
ZomgPonies
bc4525f145 Merge pull request #1283 from Fox-McCloud/Throw-BYOND-Instead
Makes the Code Compile for 508.1287+Travis Update
2015-06-10 21:19:46 -04:00
Fox-McCloud
2ad1c74457 Singularity Refactor 2015-06-10 20:04:28 -04:00
Krausus
94c2c3cca2 Removes two old/unused/redundant magical projectiles 2015-06-10 07:45:05 -04:00
Fox-McCloud
6614ab8a8c Makes the Code Compile for 508.1287+Travis Update 2015-06-09 18:14:15 -04:00
Krausus
1fc0f235ef Fixes plurality of stacks and updates miss message
Some stacks didn't have their gender set to plural, despite having a
pluralized item name.
2015-06-08 23:32:44 -04:00
Krausus
3299870a2e Fixes bees not checking for calmers properly
This check was so wrong. How could anyone even...
2015-06-08 09:09:33 -04:00
Krausus
7178370044 Fixes various runtimes
Fixes:

- Body scanners runtiming from bad drag-drops
- Flashbangs runtiming when flashing humans without eyes
- Diona nymphs runtiming because they're not simple animals with an
environment_smash var
- A thrown object colliding with a non-existent limb runtiming
- Brains runtiming when redundantly removed
- Thrown objects runtiming when they can't find an area
2015-06-08 08:53:43 -04:00