Commit Graph

98 Commits

Author SHA1 Message Date
PsiOmega
5863112d2d Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/clothing/spacesuits/rig/rig.dm
2015-09-15 20:31:59 +02:00
PsiOmega
5c1b8380a4 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/objects/items/weapons/tanks/jetpack.dm
	code/game/objects/items/weapons/tanks/tanks.dm
2015-09-15 20:25:13 +02:00
PsiOmegaDelta
bb5680193f Converts some loc = to forceMove()
Fixes #11102.
2015-09-14 11:13:15 +02:00
Zuhayr
e0cfd8fdbd Merge pull request #10420 from Kearel/sbike
[Feature] Space Bikes!
2015-09-07 13:58:25 +09:30
PsiOmega
affff253bc Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	.travis.yml
	code/modules/mob/living/living.dm
	code/modules/mob/mob_grab.dm
2015-09-02 14:58:13 +02:00
PsiOmega
d78db0231b Merge remote-tracking branch 'upstream/master' into dev-freeze 2015-09-02 14:42:27 +02:00
Zuhayr
a00ac82221 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into hardsuitcontrol
Conflicts:
	code/_onclick/rig.dm
2015-08-22 02:36:05 +09:30
Kelenius
bed03443d1 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/ZAS/Airflow.dm
	code/__defines/items_clothing.dm
2015-08-21 16:15:07 +03:00
Chinsky
317eaf4771 Merge pull request #10101 from mwerezak/shards
Refactors obj flags and changes defined bitflag representation
2015-08-20 19:47:58 +03:00
GinjaNinja32
dc35b0e717 fix wonky diagonal inputs 2015-08-20 09:42:48 +01:00
mwerezak
7f17505e48 Cleans up mob_grab.dm
Moves all of the grab abilities into their own proc instead of having them all dumped into /obj/item/weapon/grab/attack().
2015-08-18 22:02:01 -04:00
mwerezak
ac738f3db4 Moves flags values to item_flags var
Moves flags that seemed to pertain more to equipment to a new item_flags
var in /obj/item
2015-08-18 17:18:25 -04:00
GinjaNinja32
1957029890 HUD cleanup, human/monkey HUD now turns correctly with client.dir 2015-08-18 18:21:25 +01:00
GinjaNinja32
912f689e51 Diagonal, ctrl+dir, and alt+dir actions are now consistent with client.dir 2015-08-18 16:05:37 +01:00
Zuhayr
59d0e28aff Allowed pAIs and AIs loaded into hardsuits to move and rest when control is enabled or the user is unconcious/dead.
Allows AIs/pAIs in rigs to use the selected module via middle click.
2015-08-13 17:09:22 +09:30
Kelenius
60196df634 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/modules/projectiles/gun.dm
2015-08-13 08:40:31 +03:00
PsiOmegaDelta
03578d4ea3 Merge remote-tracking branch 'upstream/dev-freeze' into dev 2015-08-06 08:12:38 +02:00
Kearel
10359889e7 Fixes
Slight change to airflow/animations interaction when buckled
2015-08-04 13:41:27 -05:00
RavingManiac
aeea42ded9 Refactors floating and magboot checks. Fixes #10256 2015-08-03 23:19:04 +10:00
mwerezak
9468508226 Adds move cooldown for inventory management, clicking on adjacent atoms 2015-07-05 13:10:52 -04:00
mwerezak
06000a6984 Adds setMoveCooldown() 2015-06-30 22:30:12 -04:00
PsiOmegaDelta
9887f16135 mob/living/Life() now has basic gravity handling (no overrides). 2015-06-17 15:32:23 +02:00
PsiOmega
ee88e7b8b4 Base Life-addition() 2015-06-13 13:36:08 +02:00
Hubblenaut
1b3ddb8633 Merge remote-tracking branch 'upstream/dev' into dev
Conflicts:
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/modules/mob/mob_grab.dm
2015-05-12 14:39:21 +02:00
Hubblenaut
fb8812d1b7 Adds knifing, pressing eyes, jointlocking, headbutting, pushing, dancing and forcing onto the floor
fixup
2015-05-10 17:54:34 +02:00
PsiOmega
799a5b79db Ensures new players cannot ghost by moving, really breaks things. 2015-04-20 08:37:57 +02:00
Hubblenaut
a40ef85a5f Merge branch 'grab' into dev
Conflicts:
	icons/mob/screen1.dmi
2015-04-19 16:00:28 +02:00
PsiOmega
2ddf8ecf28 Movement fixes.
Ensures observers use Process_Incorpmove() despite being dead, while disallowing the once living from doing the same.
Ensures incorporeal creatures denied moving unto holy ground don't keep calling more movement code.
2015-04-15 14:21:58 +02:00
PsiOmega
d8f1045e53 Moving while dead now auto-ghosts you.
Also removes now redundant incorporeal_move check that's made further up the proc.
2015-04-15 09:19:19 +02:00
PsiOmega
1511e2b3f4 Ports /vg/'s Nas-Sie remake.
Second phase:
New Nar-Sie itself.
Two endgame phase - Nar-Sie and Supermatter Cascade.
Culty mobs.
2015-04-12 16:19:16 +02:00
Hubblenaut
ea49978958 Grab Basics 2015-04-01 19:07:39 +02:00
mwerezak
398459c2e7 Merge remote-tracking branch 'upstream/dev' into inventoryfix
Conflicts:
	code/modules/organs/organ_external.dm
2015-03-31 02:13:22 -04:00
mwerezak
9b2f5cea33 Merge remote-tracking branch 'upstream/dev' into inventoryfix
Conflicts:
	code/game/gamemodes/revolution/rp-revolution.dm
	code/game/machinery/kitchen/juicer.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/stool_bed_chair_nest/stools.dm
	code/modules/destilery/main.dm
	code/modules/hydroponics/biogenerator.dm
	code/modules/mob/living/carbon/human/inventory.dm
	code/modules/mob/living/carbon/monkey/inventory.dm
	code/modules/projectiles/guns/launcher/pneumatic.dm
2015-03-31 01:37:55 -04:00
mwerezak
1b4e13aabc Removes unnecessary and cruft procs from mob/inventory.dm 2015-03-30 05:28:09 -04:00
=
d77010221c Merge with dev. 2015-03-30 08:36:52 +10:30
PsiOmega
9b7834ff7a Refactors the AI eye.
Relocates eye movement to the eye code itself.
Adds a mask that allows any mob able of wearing it direct access to the camera network, as a proof of concept and adminbus.
2015-03-25 18:53:11 +01:00
Zuhayr
b9072baa97 Merge with dev. 2015-03-24 14:41:07 +10:30
Zuhayr
e0f23aead5 Collapsed all organs into one object type. Added more interesting amputation. Added dislocation. WIP. 2015-03-11 21:17:51 +10:30
mwerezak
a28378f819 Fixes space movement runtime 2015-03-09 03:32:18 -04:00
Chinsky
3c4bc1984c Merge pull request #8159 from mwerezak/grab
Updates grabbing
2015-02-19 19:59:13 +03:00
mwerezak
57ffdc82f6 Replaces stool structures with stool items 2015-02-18 01:06:00 -05:00
mwerezak
6479c909cd Updates grabs
Replaces broken client/Process_Grab(), makes resisting neck grabs
actually work. Fixes the grabbed_by list filling up with null entries
when a grab is broken. Aggressive grabs now prevent movement, can still
be quickly broken using resist or disarm. Neck grabs are easier to
resist if the grabber has moved recently. Some minor cleanup.
2015-02-17 23:40:51 -05:00
Loganbacca
f3b893942f More cargo train fixes
- Fixes #5906
- Fixes #5939
- Fixes #6282
- Fixes #6634 (properly this time)
- Fixed a bug with updating train stats (causing trains to be super slow if hitched while running)
- Updated train verbs (start/stop/remove key) to only show up if you are in the same turf
- Moved all train specific verbs to their own verb category: "Vehicle"
2015-01-03 01:27:10 +13:00
Loganbacca
dbeec8915e Cargo train fixes
- Partial fix for #6634
- Fixes #7414
- Fixes #7609
2015-01-02 00:05:47 +13:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
GinjaNinja32
5811122619 Fixes robot movement caused by non-self using power 2014-11-13 14:52:13 +00:00
RavingManiac
756e9ae030 Zooming with an item is now done with a general proc zoom(). This applies to binoculars and sniper rifle. 2014-10-04 17:38:38 +08:00
RavingManiac
f0da0380a5 Sniper rifle zoom now adds a client.pixel_x/y offset in addition to zoom. Currently 11 tiles in the direction the user is facing. Zooming can now be done through the right-click menu.
Binoculars added. Functionally similar to sniper scope. Adminspawn-only as of this commit.
2014-10-04 04:01:56 +08:00
RavingManiac
66527ab763 gravitychange() now makes all affected mobs have the floating animation unless magbooted, etc.
New mob proc Check_Dense_Object() seperated from Process_Spacemove(), checks for adjacent objects or turfs that can be pushed off, also handles magboots on gravity-less floors.
2014-09-30 23:18:04 +08:00
RavingManiac
c4875e7d36 Floating effect now uses animate() instead of pixel_y while loop thingy.
Distinct actions that indefinitely change a mob's pixel_y or pixel_x, like strapping someone to a roller bed, should also alter new variables old_y or old_x accordingly. This means that floating and jittering animations no longer interfere, as the animations use old_x/old_y as the "base" position.

Entering areas with gravity from areas without grabity now removes floating effect.
2014-09-30 22:37:48 +08:00