Commit Graph

193 Commits

Author SHA1 Message Date
Uristqwerty
8e84ff57df Three fixes for the Runtime Errors topic.
- null.check_tile_graphic() in FEA_system
- "Cancel".network in /proc/camera_network_sort
- "d699999427062f612349cb4948a6eb...".len (Might not be fixed entirely, but I fixed one place that it was being set incorrectly)
2012-02-12 13:54:52 -05:00
SkyMarshal
8b62eff01a Cleaned up the fingerprint code
Added sanity checks to the clean blood proc.
2012-02-09 09:42:08 -07:00
Albert Iordache
7df0181e60 Code cleanup: renamed the ID card's variable "registered" to "registered_name" for better clarity 2012-02-07 20:05:43 +02:00
Albert Iordache
a20481062c Cleaned up parts of the code, no other changes 2012-02-07 20:05:42 +02:00
SkyMarshal
1f25c49c06 MOAR BUGFIXES 2012-02-05 21:56:12 -07:00
SkyMarshal
7a4b21382e Fixes for *custom v/h emotes
Blood type is now a variable of the DNA datum
Fixed runtime from blood
Fixed the AI prompt being missed.
Added breath holding.
2012-02-04 14:17:17 -07:00
SkyMarshal
37ac7e31ee Hallucinations. 2012-02-02 21:53:08 -07:00
SkyMarshal
4290c35af8 Several detective fixes. 3 hour tape recorder. 2012-02-02 21:41:30 -07:00
SkyMarshal
e7a7b8017d Fix for fingerprints. (They work right, now!)
Fixed the runtime related to brainmobs (sanity check)
do_after now works right.
Added the Decapitate objective, that is admin only ATM, which requires you remove their head and take it on the escape shuttle.
Fixes for a lot of surgery related bugs
Added a prompt to AI players when they are greeted, warning them not to stalk the traitor and so on.  Cacophony and Spaceman approved of it.
Sanity check for limb removal and blood stuff.
Added in sprites for a Syndicate statis/sleeper for a secret thing I have planned!
2012-01-31 21:23:37 -07:00
SkyMarshal
beffc2299a Final updates on Fingerprints
fix for traitors getting assassinate and protect targets for the same person
Ported blood rejection
2012-01-31 02:01:39 -07:00
SkyMarshal
6648061dcb MAJOR UPDATE: Detective/Fingerprints update
bugfix for wardrobes
blood type is now handled by datum/dna, and blood_DNA for atoms is a list of list, each sub list containing DNA and blood-type. (This allows multiple blood splatters)
added BS12 give command and explosives
Map update to remove blob spawn.
2012-01-31 02:01:38 -07:00
SkyMarshal
5dba3ccf88 WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
2012-01-31 02:01:37 -07:00
SkyMarshal
d2eff85c17 Porting much of Aryn's stuff
-Sounds
-Detective Work
-Hallucinations
Tweaked server air alarm
Tweaked gibs
Working on de-derping surgery
Ported some BS12 stuff (stunned radio and adminwho)
Player's mind datum now holds their antagonist preferences.
2012-01-31 02:01:36 -07:00
SkyMarshal
3e9146f99a Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-01-28 02:03:42 -07:00
SkyMarshal
12afd61ffc Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant. 2012-01-27 20:15:06 -07:00
Albert Iordache
619afea38f Revert "water pipes base + pda support"
This reverts commit a591aef35c.
2012-01-27 10:06:12 +02:00
Tastyfish
a591aef35c water pipes base + pda support 2012-01-24 15:45:51 -05:00
Albert Iordache
25f7741772 Fixed a UI bug caused by the lack of var/over = 1 for PDAs 2012-01-12 16:58:46 +02:00
SkyMarshal
66322d580c Bugfix for implanters. 2012-01-11 11:26:56 -07:00
SkyMarshal
755d2d711a Nuke revamp, some tweaking. 2012-01-01 18:58:28 -07:00
SkyMarshal
5ab20fdf55 Merge branch 'master' of git://github.com/Baystation12/Baystation12
Conflicts:
	code/game/objects/items/weapons/papers_bins.dm
	code/game/objects/items/weapons/uplinks.dm
2011-12-29 10:08:58 -07:00
cib
b5f8c930f1 Revert SkyMarshal's last commits since they don't even compile, which means they weren't tested.
Revert "Alien removal surgery, new traitor item, other stuff."

This reverts commit cc3bc60963.
2011-12-29 15:15:51 -08:00
Tastyfish
f3145486cc Merge remote-tracking branch 'upstream/master' 2011-12-29 08:38:42 -05:00
Tastyfish
8745b6bd40 pAI chatbot pal for when ghost aren't pAI'ing;
borgs can't move when no charge;
fixed misplaced light in RD office
2011-12-29 08:38:40 -05:00
SkyMarshal
22d5d2cd3d Small error with the new traitor item. 2011-12-28 23:23:42 -07:00
SkyMarshal
cc3bc60963 Alien removal surgery, new traitor item, other stuff. 2011-12-28 23:15:30 -07:00
SkyMarshal
43c2285a93 Fixes and stuff. 2011-12-28 14:27:52 -07:00
SkyMarshal
08ff9b06e7 Fixed several things. 2011-12-27 13:44:52 -07:00
uporotiy
ab396f50ac TG update: Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 23:39:45 +02:00
Albert Iordache
ef0a9b3632 TG update: Added Reactive Teleport armour and on/off sprites for the armour. Click in hand to toggle on/off (like a cloaking device). When worn and activated, successfully blocked attacks will cause the wearer to warp randomly up to 8 tiles. EMPs will disable it. Values may need tweaking to balance the armour. One set now spawns in the RD's office to it will get used/tested, depending on how that goes I may move it to being produceable by the protolathe only, or remove it entirely etc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2680 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 23:30:34 +02:00
Albert Iordache
1fac967212 TG update: Added the (almost finished) displacer. One minor bug with it to work out, does not actually spawn anywhere though so it shouldn't effect anything. Will try to finish it later tonight. 2011-12-26 20:30:45 +02:00
SkyMarshal
dd8deae835 Numerous fixes. 2011-12-25 10:57:23 -07:00
Tastyfish
d133fbe61d sleepy pens cost 4 2011-12-12 02:09:16 -05:00
Tastyfish
c3d6d6702a actually did skymarshal's changes to the PDA uplink, he changed the nuke team uplink radio 2011-12-11 21:20:06 -05:00
StrumpetPlaya
4489db546d Added detective stuff - fibers.
Left out bloody footprints for now.  Not sure we want that with the
current system of corpses dropping blood spatters all around when dragged.
2011-12-06 07:12:19 -05:00
petethegoat@gmail.com
a80e46c078 Fixed issue 222.
Improved closet/secure closet/crate code a bit. (Updated the paths on the map.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2585 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-01 20:02:43 +00:00
uhangi@gmail.com
48bd33c65e Fixed a bug where you could conceal things in PDAs.
..really sad I can't abuse this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2563 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-27 13:36:51 +00:00
rockdtben
1de1be054d Implemented more getters/setters for damage system. 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 13:33:18 +00:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
petethegoat@gmail.com
2f84e522cb Stunglove overhaul: part two- gloves now lose all insulation when you wire them up.
Sleepypens have been removed!
Paralysis pens have been slightly nerfed, but look like regular pens.
Changed uplink implants to give five crystals instead of four.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2447 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-29 18:44:31 +00:00
rockdtben
6655414f12 Modified the PowerUp Cart so that its process was local rather than global. You can now choose which Power Monitor to view.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2436 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 23:24:54 +00:00
baloh.matevz
d090ec651d You can now no longer toggle your flashlight, lantern, pen light or hardhat when in closets or other containers. This it to prevent some strange abnormalities. Urist said he'll fix it more in-depth by making a new item-lighting interfacing system, but after 3 weeks he has yet to deliver on his promise. Until then this is a temp-fix (And because I know Urist won't ever deliver, this is a permanent fix.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2419 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 16:00:47 +00:00
petethegoat@gmail.com
089e6b7949 Flashes now change icon when they burn out.
Fixed the purple lawsuit sprite. (The east/west mob sprites were a pixel off centre)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2348 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-13 18:16:00 +00:00
mport2004@gmail.com
67d4ceffb0 Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-12 23:00:48 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00