Commit Graph
1418 Commits
Author SHA1 Message Date
Chinsky 40cf940f13 Fixes #8564 2015-03-30 22:04:13 +03:00
PsiOmega ef8b7466ac Merge remote-tracking branch 'upstream/dev' into NarsiePort
Conflicts:
	code/modules/projectiles/projectile/change.dm
2015-03-30 20:17:05 +02:00
PsiOmegaDelta fefb55db93 Merge pull request #8674 from GinjaNinja32/rig_guns
Rig weapon fixes
2015-03-30 15:02:22 +02:00
mwerezak 1b4e13aabc Removes unnecessary and cruft procs from mob/inventory.dm 2015-03-30 05:28:09 -04:00
Kelenius bb2ad4efdb More change for the staff of change
Better item dropping
elseif instead of if
No more create_new_xenomorph
And a span class
Yay for named xenos
2015-03-30 10:11:41 +03:00
GinjaNinja32 e342bf8a3a Fixes #8673, also makes some messages clearer and removes the twin cooldowns on rig weapons 2015-03-30 03:54:18 +01:00
= d77010221c Merge with dev. 2015-03-30 08:36:52 +10:30
PsiOmega 1a000b0e0f Merge remote-tracking branch 'upstream/dev' into NarsiePort
Conflicts:
	code/modules/mob/living/carbon/human/say.dm
2015-03-29 13:04:53 +02:00
PsiOmega 464d702d4b Mob refactoring.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
2015-03-29 10:44:31 +02:00
mwerezak c59fac2e16 Adds unloaded item state for the STS-35. 2015-03-29 02:40:57 -04:00
mwerezak ba9b8756da Allows items to specify which icon files are used for specific slots, moves gun icons to a separate file 2015-03-29 01:52:26 -04:00
Kelenius 47ad072225 Merge branch 'Baystation12/dev' into ofStaffsAndChange
Conflicts:
	code/modules/projectiles/projectile/change.dm
2015-03-28 19:37:50 +03:00
Kelenius 24ef7752cd Merge branch 'Baystation12/dev' into ofChemistryAndStuff
Conflicts:
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
2015-03-28 19:14:59 +03:00
Zuhayr 0c3a18b0b6 Merge pull request #8380 from volas/sanitize_procs
[DNM] sanitize() and text.dm refactoring
2015-03-29 00:57:33 +10:30
mwerezak 36cf695256 Adds Skowron's inhand icons for various guns 2015-03-28 02:10:09 -04:00
Zuhayr 59adbae59e Removes the vox armalis. 2015-03-27 16:41:32 +10:30
Zuhayr c0887333bc Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev-freeze 2015-03-27 11:13:53 +10:30
Zuhayr aa6439096c Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into limbs 2015-03-26 23:25:26 +10:30
Kelenius b4b635f32d Chemistry commit
I messed something in the git
2015-03-25 19:09:10 +03:00
Kelenius bdeb4da5f4 Fixes SoC and xenos 2015-03-25 16:22:11 +03:00
Zuhayr d26800d29c Preliminary work on converting all monkeys to a human subspecies. 2015-03-25 02:15:45 +10:30
Zuhayr f017764e64 More work on adjusting/tweaking/fixing the limb port to make it functional. 2015-03-25 00:59:17 +10:30
mwerezak 8ff15108f9 Reduces 14.5mm ammo box cost to 2 TC, slight rename 2015-03-23 00:16:48 -04:00
mwerezak a60921326e Adjusts ammunition autolathe costs, makes 7.62 mags printable 2015-03-23 00:06:28 -04:00
volas f8822626bb sanitize() refactor: second pass(other sanitize functions) 2015-03-23 01:38:09 +03:00
volas 855755f808 sanitize() refactor: first pass (sanitize) 2015-03-22 23:31:19 +03:00
Kelenius 5af16cdea0 Staff of change fixes 2015-03-22 19:06:45 +03:00
Zuhayr 8d698f0c06 First pass on making heist a pirate mode (human based) 2015-03-21 11:13:05 +10:30
PsiOmega a1cbc80ed3 Merge remote-tracking branch 'upstream/dev-freeze' into dev 2015-03-16 12:39:32 +01:00
mwerezak 6c794a8608 Fixes damage multiplier mixup, bumped var not being reset 2015-03-14 02:56:05 -04:00
mwerezak e6e0c87062 Aggressive grab auto hit only applies to close targets and melee attacks 2015-03-14 01:53:11 -04:00
mwerezak c4e4c77320 Having a neck grab on someone causes them to be hit by projectiles first instead of you.
If however the bullet misses or passes through the person being grabbed then it continues on and may still hit the person doing the grabbing.
2015-03-14 01:30:09 -04:00
mwerezak 812ff9869d Implements projectile point blank damage multipliers for targets being grabbed. 2015-03-14 00:41:55 -04:00
PsiOmega ce30b00287 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/setup.dm
	icons/mob/items_righthand.dmi
	maps/exodus-1.dmm
	maps/exodus-5.dmm
2015-03-13 09:23:26 +01:00
PsiOmega 533ccef0ab Robot code clean up and fixes.
Fixes runtime when a borg is reset.
Fixes issue where /proc/select_active_ai_with_fewest_borgs() would not always return the intended AI.
Fixes issues with new borgs spamming the master AI with creation messages under some circumstances.
2015-03-10 13:37:20 +01:00
PsiOmegaDelta ff11ae9d54 Merge pull request #8426 from mwerezak/misc
Penetrating bullets are now more likely to go through glass doors
2015-03-10 09:26:11 +01:00
mwerezak 65a34943cd Penetrating bullets are now more likely to go through glass doors 2015-03-10 03:00:24 -04:00
mwerezak 645910947b Adds orderable flaregun crate
Mainly to make double-barrelled shotguns orderable.
2015-03-09 16:00:49 -04:00
mwerezak 91d7dd7049 Adjusts item_state placeholders
Tries to switch the current placeholders for something less awkward
looking. As well, the WT550 will no longer be mistaken for a pistol.
2015-03-09 15:39:24 -04:00
Loganbacca 11d340f898 Projectile effects - Part 3
- Fixes for turrets, rogue drones, and emitters
- Removed muzzle flash from chem darts
- Converted emitters to use spanclasses and have correct capitalization
2015-03-09 22:17:34 +13:00
Loganbacca 80381a87d0 Projectile effects - Part 2
- Converted the root projectiles object to support the new effects system at a generic level
- Converted laser beams to use the new effects system and removed the relics of the old system
- Added muzzle flash for ballistic ammo
2015-03-09 22:17:18 +13:00
Loganbacca 54971c1bf5 Projectile effects - Part 1
- Added base projectile effects framework
- Added vector movement helper
- Added temporary effect sprites
2015-03-09 22:17:06 +13:00
mwerezak 5abf0248fc Firing the Z8 grenade launch automatically switches back to regular firing. 2015-03-09 03:14:26 -04:00
Zuhayr 3895349787 Merge pull request #8374 from Baystation12/dev-freeze
Dev freeze into dev
2015-03-07 12:05:32 +10:30
Chinsky 07ee8424da Merge pull request #8371 from mwerezak/gun-rewrite
Edits Z8 desc
2015-03-06 11:56:31 +03:00
mwerezak 875f805724 Edits Z8 desc 2015-03-06 00:06:53 -05:00
mwerezak 3bf5a5ca99 Updates storage costs
Storage cost of an item is now twice that of the next smallest item, instead of being equal to the w_class.
Items with w_class 1 or 2 are unaffected. This produces much better behaviour for containers that are limited
by storage space instead of slots, such as how toolboxes are planned to work in a future update.
2015-03-05 10:40:25 -05:00
mwerezakandmwerezak 8d1a92a0f5 Hardsuit tweaks
Spider fang blade uses power faster.
Light hardsuits (minus ninja suit) have voidsuit-level breach thresholds.
If the suit is malfunctioning when it runs out of power then you will need someone to cut you out.
2015-02-28 14:04:53 -05:00
mwerezak a026922115 More hardsuit fixes, ion rifle fix
Fixes modules being usable when destroyed.
Fixes charge display for fractional charge values.
Fixes ion rifles EMPing themselves.
2015-02-28 04:15:29 -05:00
mwerezak 7dd82f8763 Merge remote-tracking branch 'upstream/dev-freeze' into backup
Conflicts:
	code/modules/clothing/spacesuits/rig/rig.dm
	code/modules/clothing/spacesuits/rig/rig_pieces.dm
2015-02-28 03:39:38 -05:00