mwerezak
1a57ed7355
Having an infection raises your body temperature
...
Also the toxin damage taken during INFECTION_LEVEL_ONE is greatly
reduced.
Fixes robotic internal organs getting infections.
Fixes the organ_failure random event. Forgot to set the affected organ
as needing processing.
2014-06-21 16:55:07 -04:00
mwerezak
b9fa433087
Adds suit cooling device
...
Also:
Breathing in hot/cold air will affect your body temperature.
Fixes old body temperature stabilization code not working.
Thermometer icon now adjusts based on species.
Reduced BODYTEMP_AUTORECOVERY_MINIMUM to a less ridiculous value.
2014-06-21 16:53:18 -04:00
mwerezak
0c060d144b
IPCs now need to be scanned with a robotanalyzer
2014-06-21 11:08:09 -04:00
mwerezak
244b43c657
Infections now spread between organs
...
Infections can now spread between internal and external organs.
Also changes the organ_failure random event to cause an infection
instead.
2014-06-20 23:22:03 -04:00
mwerezak
1b86e3548f
Cleans up organ processing
2014-06-20 21:02:24 -04:00
mwerezak
cf5ff7e992
Body temperature fixes and updates
...
Body temperature regulation is now based on species, and environmental
temperature now respects the air density when affecting living/humans.
This also fixes some bugs with heat/cold protection handling and
improves the way synthetic species body temperatures are handled to be
much more logical.
IPCs always gain temperature but cool down because of their environment.
When the heat transfer to the environment is reduced because of the lack
of air, this will cause IPCs to heat up.
As well, having an infection will increase your body temperature, and
body scanners now detect infections.
2014-06-20 18:18:02 -04:00
mwerezak
032061522b
Body temperature damage now uses species values
2014-06-20 13:37:07 -04:00
mwerezak
ffbad1ef15
Spaceacillin cures infected organs
2014-06-19 23:49:23 -04:00
mwerezak
82a85c2bae
Tweaks wound infection a bit
2014-06-19 23:48:49 -04:00
mwerezak
d512d62869
Re-enables organ infections, adds wound infection
2014-06-19 21:25:59 -04:00
mwerezak
9ef1216147
Updates l_move_time to use world.time
2014-06-19 18:11:39 -04:00
Hubblenaut
8a4739197e
Merge branch 'backup' into medical
2014-06-19 15:36:28 +02:00
Mloc
a00128c0ad
Merge pull request #5280 from comma/virus-racism
...
Diskette size change
2014-06-19 14:21:19 +01:00
Zuhayr
39acf41328
Merge pull request #5293 from mwerezak/armour
...
Allows armour to turn sharp attacks into blunt attacks with some probability
2014-06-19 21:08:39 +09:30
Zuhayr
69d25ea048
Merge pull request #5301 from mwerezak/cargo-shuttle2
...
Docking Controllers Stage 3: Cargo Shuttle
2014-06-19 21:08:29 +09:30
Zuhayr
2a804244e3
Merge pull request #5279 from comma/guestid
...
Guest passes
2014-06-19 18:06:47 +09:30
mwerezak
c28fd0ecb5
Adds supply shuttle docking controllers
2014-06-18 21:25:17 -04:00
mwerezak
5006ebde14
Makes the supply shuttle process in a tighter loop
2014-06-18 21:24:57 -04:00
mwerezak
e46c3c8834
Renames supply controller global var
...
Renamed from 'supply_shuttle' to 'supply_controller'
2014-06-18 19:37:46 -04:00
mwerezak
462593f0b5
Adds supply shuttle datum
2014-06-18 19:37:30 -04:00
Hubblenaut
5e8a82bb0a
Fixes text color in advanced trauma kit surgery step
2014-06-18 23:11:01 +02:00
Hubblenaut
909c2d44a9
Removes medical belts from lockers
2014-06-18 22:35:56 +02:00
mwerezak
37b71c81fb
Armour can turn sharp attacks into blunt ones
...
Kind of messy, but I couldn't find another way to do it without
reworking a lot of the mob defence procs.
2014-06-18 10:28:23 -04:00
mwerezak
5a3c7dc432
Fixes human/checkarmor getting the armour...
...
...value for the wrong body part.
Whoever put ran_zone() in there wasn't thinking straight, as it's not
going to affect the part that actually gets damaged.
2014-06-18 10:05:04 -04:00
mwerezak
2daab86c89
Fixes special shuttle consoles being...
...
...deconstructible
2014-06-18 09:37:30 -04:00
Chinsky
9e8b124037
ixes #5075
...
Mech fabricator redefined check access for no reason, let base proc handle it.
Adds span classes for messages guestpass console gives.
2014-06-17 18:25:39 +04:00
Chinsky
be95e54e43
Merge branch 'master' into dev
...
Conflicts:
code/defines/obj/weapon.dm
code/modules/mob/living/carbon/species.dm
code/modules/mob/living/silicon/say.dm
icons/mob/uniform.dmi
maps/tgstation2.dmm
2014-06-17 16:16:44 +04:00
Chinsky
08dd01801e
Merge pull request #5266 from mwerezak/firelock-fix
...
Proposes a fix for #5224
2014-06-17 14:58:33 +04:00
Chinsky
e304d0010d
Merge pull request #5273 from boopcat/happydrones
...
fixes!
2014-06-17 14:43:55 +04:00
Chinsky
dd4a937ca9
Merge pull request #5275 from GinjaNinja32/lighters
...
Fixes cheap lighters burning body parts other than the hands they're being held in
2014-06-17 14:43:24 +04:00
Chinsky
1ca6a54d3a
Merge pull request #5265 from mwerezak/wound-fixes
...
Fixes the wounding system
2014-06-17 14:41:22 +04:00
mwerezak
944394a042
Fixes armour being applied to projectiles twice
2014-06-17 01:20:49 -04:00
mwerezak
72377d160f
Fixes apply_damage ignoring species mods
...
Also adds some adjust*Loss type procs for adjusting the damage on
specific body parts. apply_damage() should be the standard way to deal
damage to a mob, though.
2014-06-17 00:54:20 -04:00
GinjaNinja32
fcdd0198c0
Fix lighter burning random body parts
2014-06-17 04:50:14 +01:00
mwerezak
274b03b083
Adds thrown object sharp and edge flags
2014-06-16 23:21:01 -04:00
unknown
e16658c37f
Adds diona unarmed attack type
2014-06-16 19:23:20 -04:00
unknown
95e05a894b
Fixes projectile sharp and edge flags being ignored
2014-06-16 19:17:20 -04:00
unknown
c5e09980b9
Fixes bleeding checks not respecting merged wounds
2014-06-16 18:49:20 -04:00
unknown
7b59cbec5c
Fixes large amounts of damage being carried by minor wound types
2014-06-16 18:42:17 -04:00
Boop
07a6ad4897
Fixes #5270
...
Changes simple_animal/Die() to use death from mob/living instead.
2014-06-16 23:30:37 +01:00
mwerezak
9f7e7004a3
Breach detection update
...
Now only triggers for abnormally low pressures.
Allows breach detection to trigger if an alarm was already raised in an
area for a different reason.
2014-06-16 13:47:04 -04:00
mwerezak
6dee9cf65d
Adds sharp and edge flags to appropriate items
...
Went through as many /obj/item/weapons as I could find and added sharp
and edge flags where appropriate.
2014-06-16 13:26:44 -04:00
mwerezak
45c2274b0a
Species claws are now sharp
2014-06-16 12:54:09 -04:00
mwerezak
8461e5b01f
Fixes bruises not having the right damage_type set
2014-06-16 12:15:31 -04:00
mwerezak
e829f8a633
Fixes wound merging
...
Fixes wound merging completely ignoring things like bleed_timers,
bandaged and salved states, etc.
2014-06-16 12:15:11 -04:00
Loganbacca
32af387a25
Cargo train tweaks
...
- Reduce speed to slightly slower than running
- Only knock people over if emagged, otherwise just bump them back
- Temporarily disable latching trailers inline because no directional sprites (may or may not introduce bugs)
2014-06-16 20:54:18 +12:00
mwerezak
17aca7e84d
Fixes #5224
2014-06-16 01:43:56 -04:00
mwerezak
832fb31941
Fixes many small wounds protecting against...
...
...internal damage.
Also removed started_healing() proc because it doesn't actually report
whether the wound is healing and isn't really used for anything.
2014-06-16 01:04:30 -04:00
mwerezak
9f594e4755
Bullets are now properly sharp
2014-06-15 20:28:34 -04:00
mwerezak
1b33ca943d
Separates the sharp flag into edge and sharp
...
Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.
Also separates is_sharp, has_edge, and can_puncture.
2014-06-15 20:25:39 -04:00