Commit Graph

124 Commits

Author SHA1 Message Date
SkyMarshal
f39676cacb Removes the unfortunately derpy bloody footprints. 2012-06-21 11:10:05 -07:00
Erthilo
e5250972a9 TG: Readded detective work, with much bugfixing and optimizations.
Any PDA that can access the Security Records can, via the forensic scanner
function (that was already there) store data on what was scanned, the same way
that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will
transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be
improper.)
Updated changelog.
Revision: r3713
Author: 	 joeheinemeyer
2012-06-05 01:29:35 +01:00
Erthilo
5b426e0e8b Merge fixes. 2012-06-02 22:33:26 +01:00
Erthilo
8268b3d824 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/objects/devices/scanners.dm
2012-06-02 22:12:07 +01:00
SkyMarshal
e79871e40b Detective improvements, take two. 2012-06-02 13:28:47 -07:00
Erthilo
36effbacc2 TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief:

- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.

- A couple of minor bugfixes here and there, along with some code tidying.

Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00
SkyMarshal
cb432489cb Merge pull request #1206 from Erthilo/TGUpdates
TG Update r3659 to r3681
2012-05-31 20:00:50 -07:00
SkyMarshal
b70673e0c8 Some comments, tweaks, and improvements to detective work, evidence bags, and packages. Removed a worthless proc, and moved a few proc definitions into better places. 2012-05-31 15:48:52 -07:00
Erthilo
b409a84f2d Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
2012-05-29 15:00:11 +01:00
Erthilo
340f4ced91 tg: - Added a equip_to_appropriate_slot() proc for later use with the UI to speed up
equipping yourself. Human mobs only.
Revision: r3667
Author: 	 baloh.matevz
2012-05-29 00:43:50 +01:00
cib
0799cddb4b Cleanup of all the update_clothing() calls.
Mostly I replaced them with rebuild_appearance() or update_body_appearance() where suitable.

I also reorganized the new update_clothing() code a bit.
2012-05-27 20:43:52 +02:00
Erthilo
c9bfde5d7a Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	html/changelog.html
2012-05-21 21:13:32 +01:00
Erthilo
c84aa96cc4 TG: The new 'sleek' user interface is going live.
OLD screenshots (Actual hud uses black/orange scheme):
Humans:
http://www.kamletos.si/ss13%20hud%2018%20human%20standard.png
http://www.kamletos.si/ss13%20hud%2018%20human%20full.png

Borgs:
http://www.kamletos.si/ss13%20hud%2018%20borg.png

Aliens:
http://www.kamletos.si/ss13%20hud%2018%20larva.png
http://www.kamletos.si/ss13%20hud%2018%20alien.png

Monkeys:
http://www.kamletos.si/ss13%20hud%2018%20monkey.png
Revision: r3630
Author: 	 baloh.matevz
2012-05-21 20:29:35 +01:00
Erthilo
4bda83ec51 Implant removal surgery. Scalpel > Hemostat > Restractor > Hemostat (Multiple times may be needed). For now syndicate implants simply disintegrate. Other implants can be put back into an implanter.
Also allows rag to hold 5 reagents, smother people with it, and also stops it causing attack messages.
2012-05-21 15:13:15 +01:00
SkyMarshal
58570a0f65 As many bugfixes as I could cram into here. 2012-05-20 14:23:10 -07:00
Erthilo
7b3ec1bdfb TG: - Added a middleclick function that swaps your hands.
- Some reorganization of DNA display in DNA modifiers. It's much easier to see
where blocks start and end now.
- Tried to clean up some mob stuff, mostly dead humans unnecessarily grabbing
their atmosphere.
- Made turret controls emaggeable.

I've also committed Invisty's new ending station animations. They're pretty
cool, check them out!
Revision: r3621
Author: 	 vageyenaman
2012-05-19 19:29:13 +01:00
Erthilo
08191c824d Merge branch 'DetectiveWork' of https://github.com/SkyMarshal/Baystation12 into SkyMarshal-DetectiveWork
Notes:
Fucking hell. Makes the detective backend shit non-retarded. <3 Hashtables.
Map changes. Some improvements/adjustments to code to work with the map changes.

Conflicts:
	baystation12.dme
2012-05-10 16:48:01 +01:00
SkyMarshal
ef7f71a963 Fucking hell. Makes the detective backend shit non-retarded. <3 Hashtables. 2012-05-09 12:01:27 -07:00
Erthilo
026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
Adds BS12 dismemberment.  Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night.  For some reason.
Adds an afterattack to mobs that can be used.  (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00
Erthilo
6e1bc2b0fb TG: AI can now ctrl-click APCs to turn them off.
Purge module no longer gives robocop laws.
Revision: r3524
Author: 	 VivianFoxfoot
2012-05-06 19:14:59 +01:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
Ren Erthilo
f7e4ab6975 TG: Adds randomlly spawning rooms to the mining asteroid that contain various
goodies.  (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again.  Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: 	 VivianFoxfoot
2012-05-02 00:21:18 +01:00
Ren Erthilo
c2a1c149df TG: Fixed and further improved package wrapping. Added a sprite for wrapped closets.
Revision: r3302
Author: 	 petethegoat
2012-04-28 17:42:36 +01:00
Ren Erthilo
99e385aa83 TG: Blood_DNA fixes.
Bloodied icons rewritten to be overlays, not replacing the icons. Hopefully this
should fix \icon[src] breaking everything.
Bloodied hands/gloves don't transfer blood to infinite amounts of touched items.

Please report any bugs!
Revision: r3290
Author: 	 elly1...@rocketmail.com
2012-04-27 00:25:22 +01:00
Ren Erthilo
c80705b245 TG: Speed things up yet /AGAIN/ and added an improved UI to the detective's
scanner's dossier screen.
Revision: r3262
Author: 	 joe.heinemeyer
2012-04-25 23:35:45 +01:00
SkyMarshal
169ee52065 Merge pull request #904 from Erthilo/TGUpdates
TG Updates up to r3077
2012-04-21 21:26:20 -07:00
Ren Erthilo
4efe517ce1 TG: You will now face the direction of the item/turf/mob/anything you're interacting
with (or trying to interact with) (applied whenever you click, shift-click or
alt-click)

Added this to the changelog.
Revision: r3077
Author: 	 baloh.matevz

Also some merge fixes.
2012-04-22 04:02:07 +01:00
Ren Erthilo
2444daca6b Adds fingerless gloves that leave fingerprints. Adds new filing cabinet sprites. Adds some new unused sprites. 2012-04-21 18:40:14 +01:00
Ren Erthilo
7a111e992d TG: ▫ Telecommunications is finally live. There's just too much to explain so I'm
going to recommend you visit the wiki article on Telecommunications.
▫ AI satellite replaced with Communications Satellite.
▫ Some turret tweaks. Gave "AI" turrets a variable that controls what type of
lethal shots they shoot.
▫ New job access level, Telecommunications Satellite. The CE, RD, and Captain
get this access level.

▫ Some icon tweaks and stuff.
▫ Faster chem machine energy regeneration rate.
Revision: r2959
Author: 	 vageyenaman
2012-04-15 20:35:24 +01:00
Ren Erthilo
ebebfaabb3 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/modules/mob/mob_defines.dm
2012-04-04 20:19:23 +01:00
SkyMarshal
5b20f6a2fd Adds dismemberment to Tajarans and Monkeys. Added some sanity checks to prevent you from punching you when they are missing hands. Fixed more wound stuff. Some examine fixes. Adds a hasorgans proc which checks if the given argument is a mob with organs. Fixed pathing for guncode. 2012-04-02 19:44:43 -07:00
Ren Erthilo
af9a80cce4 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/modules/mob/mob_defines.dm
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/storage.dmi
	maps/tgstation.2.0.8.dmm
2012-04-02 00:37:54 +01:00
SkyMarshal
cd4a82a90b Fixes for the fingerprint runtimes, other runtimes, the new damage system, and the new objective system, to reduce the super hard objectives. 2012-03-31 22:01:21 -07:00
Ren Erthilo
77636ce696 TG: Fixed issue 287 , 290, 291
-Cutting/restoring cameras now leaves a print
-building certain overly-abused griff items leaves prints
-grenade launcher no longer shoots your face if you try to backpack it

Chameleon projector movement speed is now based on temperature
Added add_hiddenprint(mob) proc
it's like add_fingerprint but only adds to fingerprintshidden isn't that neat? r2898
2012-03-27 05:57:51 +01:00
Ren Erthilo
bcdf76861f TG: Simple mobs can now attack humans (and you are able to set the attack messages
and min/max damage of the attack with vars)

Simple mobs who attempt to attack and have a max damage of 0 (which is the
default) will emote a friendly gesture towards the target, the default being
"nuzzles" though also editable via vars.

Added the Shade simple mob (and some temporary sprites) which is the first
simple mob capable of attacking. It was mostly for test purposes, but will
probably end up becoming a feature of soul stones later on.

Note: Simple animals still cannot interact with other simple animals, critters,
mechs, cyborgs, aliens, monkeys etc etc, only humans at this point. r2808
2012-03-26 18:04:00 +01:00
SkyMarshal
a5a7df1c20 Part two of the objective system. Also fixed up AIs on the shuttle, bug #747, and interacting with windows. 2012-03-25 00:33:38 -07:00
SkyMarshal
f45aff1bae Chameleon Jumpsuit now has armor, space tiles now get generated faster, fixed fingerprint runtime, optimized autosay, fixed crates + package wrappers, retired admins are no longer spammed, can now click through blindness, packages and evidence bag contents now count toward traitor objectives, stunning and such stops you instantly, guncode improvements. 2012-03-24 17:21:31 -07:00
SkyMarshal
0d2b327ded Chemicals now react in mobs, old reaching restrictions, fixed a give bug, tried to fix a resting bug. 2012-03-18 11:35:52 -07:00
SkyMarshal
53bd5a3441 Some detective work updates. Fixes a runtime, handles blood better. 2012-03-15 12:08:10 -07:00
SkyMarshal
7bc39b8733 Few more bugfixes. 2012-03-07 16:21:17 -07:00
SkyMarshal
25fc27849b HOTFIX! 2012-03-07 15:25:28 -07:00
SkyMarshal
c522b5db7b Holy shit did that speed things up. 2012-03-06 21:09:56 -07:00
SkyMarshal
43f7487429 Some optimizations for fingerprints. General debugging. 2012-03-05 16:33:47 -07:00
SkyMarshal
7534154fa2 Cleaned up some code, fixed a bug with dead/sleeping people seeing you talk into headsets, reworked guncode some, readded point-blank shooting, removed disposal space cannon, hacktool works on windoors and secure closets, now. 2012-03-05 12:27:55 -07:00
SkyMarshal
1e4bdf7183 Fix for bloodying shoes when walking in blood. 2012-03-02 20:14:27 -07:00
SkyMarshal
0d8c7d5e51 Reworked the gun system to handle hostage scenarios better.
Ported and adjusted with permission from Lost Worlds.
2012-03-01 19:20:39 -07:00
SkyMarshal
4524a2ff10 Disposals for mining, final blood_DNA stuff, cleaned up more code, fixed some scattered bugs, added 50% chance to end up in deep space. 2012-02-29 13:48:16 -07:00
SkyMarshal
50ffc5409c Fixes for some DNA/Fingerprint stuff
Fixed explosions autogibbing corpses at any power (WHY was this there?)
2012-02-26 16:34:16 -07:00
SkyMarshal
7631f9c32c Fixed #460, #456, and #478
Cleanbot autopatrols now
Ghosts can see PDA messages, a PDA will show you the fingerprints if it is complete enough (Security scanner)
Display case can be repaired.
More update_clothing() calls
Disabilities have their own window, now.
Removed the genetics scanner, go use yer penlights!
2012-02-21 18:58:28 -07:00
SkyMarshal
feef637419 Delagged singularity.
It will now grab and slow down any humans when it tries to drag them in, and tell them:
"\red The singularity has you in it's gravitational pull!  It's hard to break free!"
And adds 20 to their movement delay (can be adjusted later)
All the DNA superpowers work now.
Readded fatness as sprite only, can only be triggered by admins (some people were complaining about it being unavailible for adminstoff, so now they get a taste of how bad the sprite is.)
To trigger fatness, modify the "mutations" variable to a value of 32
2012-02-19 18:19:12 -07:00