PsiOmega
5863112d2d
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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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
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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()
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Fixes #11102 .
2015-09-14 11:13:15 +02:00
Zuhayr
e0cfd8fdbd
Merge pull request #10420 from Kearel/sbike
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[Feature] Space Bikes!
2015-09-07 13:58:25 +09:30
PsiOmega
affff253bc
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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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
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Conflicts:
code/_onclick/rig.dm
2015-08-22 02:36:05 +09:30
Kelenius
bed03443d1
Merge branch 'dev' into ofClicksAndCooldowns
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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
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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
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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
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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.
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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
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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
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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
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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
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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
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Conflicts:
icons/mob/screen1.dmi
2015-04-19 16:00:28 +02:00
PsiOmega
2ddf8ecf28
Movement fixes.
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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.
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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.
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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
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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
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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.
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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
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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
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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
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- 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
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- Partial fix for #6634
- Fixes #7414
- Fixes #7609
2015-01-02 00:05:47 +13:00
Mloc-Argent
117ca6a135
refactor 'dir = ' into 'set_dir()'
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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.
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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.
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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.
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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