Commit Graph

29 Commits

Author SHA1 Message Date
Erthilo
e7e1b8f9e8 More compile stuff. 2012-06-23 16:14:00 +01:00
Erthilo
8b4033c410 TG: - Ported cable restraints from Bay12. You make them by using a verb on cable
coils. Takes 15 lengths to make, applied the same way as handcuffs, they have
the same effects as handcuffs, but only take 30s to remove if you resist. They
can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow
and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the
8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog

So yeah, some stuff is credited to bay12, tho some of it was nearly enough
completely recoded.

Screenshots:
http://www.kamletos.si/wire%20colors.png
http://www.kamletos.si/cuff%20restraints.png
Revision: r3770
Author: 	 baloh.matevz
2012-06-23 16:04:24 +01:00
Erthilo
3fb579d188 TG: - Added an 'equip' button to the old hud (just this one for now) which equips
the item in your hand to the appropriate slot.
Revision: r3737
Author: 	 baloh.matevz
2012-06-07 02:09:44 +01:00
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
Erthilo
a4686e9cff HUD Update
TG: - User interface updates.
Revision: r3646
Author: 	 baloh.matevz

TG: - Added a character setup option which allows you to pick between the Midnight,
Orange and Old icon sets for the user interface.
- Deleted most of the unneeded icons from screen1_Midnight.dmi Use that as the
reference for making new icon sets.
Revision: r3647
Author: 	 baloh.matevz
2012-05-23 22:58:52 +01:00
Erthilo
3fcd1f68f7 Comments out blood regen due to runtimes. Fixed some problems with sleeping and resting and chloral (does not actually increase sleeping times!). Adds some messages for sleeping. 2012-05-23 02:14:35 +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
c6f143acfe Added some \the checks. 2012-05-15 22:52:59 +01:00
Erthilo
db3b96c0a7 Adds cable restraints that can be made from 15 lengths of coil, and fixes table grammar. Also reverts lockdown changes so it works for the Exodus for now. 2012-05-15 22:24:25 +01:00
Erthilo
9d76032058 Adds logging to holodeck controls. Allows AI to toggle saferty on and off, unless emagged. Fixes mech weapons not firing. Add ADVANCED INTERROGATION TECHNIQUES (smashing peoples faces with tables). Grab someone once and then click on a table. Fixes sleep button not waking you up. 2012-05-15 03:57:56 +01:00
Ren Erthilo
4fccc35067 TG: ◘The problem:
People being able to move while resting/lying

◘What caused it:
When a user decided to press "rest", a single variable, resting, was switched
from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw
the mob resting && his weakness being 0 or less, it would just give him 2
seconds of being-weak, through Weaken(2). Later on, the proc called
update_canmove() to see if the guy had the ability to move due to weakness but
also due to reagents/drugs/sleep etc.

At every tick, this proc also reduced mob.weakness by 1.

The chain that led to the problem was:
○User decides to rest
○resting is set to 1, handle_regular_status_updates() runs
○Proc sees that the user's resting var == 1. Does mob.weakness = 2
○Proc handles weakness. mob.weakness -= 1. It is now 1.
○update_canmove() is blind to resting, though sees that there's weakness. Sets
canmove to 0
○Proc runs again the following second
○Proc sees user is resting.
○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1.
○Proc handles weakness, mob.weakness-=1. It is now 0.
○update_canmove() now sees that there's  no weakness, and sets canmove to 1,
even though the user is still resting & lying
○For a second, the user is able to roll around on his lying butt
○Proc runs again, giving Weaken(2) and disables movement again, and the circle
repeats.

◘How it got fixed:
Made update_canmove() not blind to resting. I don't like this solution, as
resting still equals weakening and there's wasted processing, albeit miniscule.
I will try to work on something better.

◘Sleep can now go over 1 again, some dumb shit did not realise this and led to
sleep being weak as hell. You can now put people to permanent sleep through
anaesthetic gasses and toxins. Deciding to sleep will put you out for 20.
Deciding to faint will put you out for 10.
Revision: r3442
Author: 	 polyxenitopalidou
2012-05-03 00:40:47 +01:00
Ren Erthilo
8d605c33d5 TG: Minor fixes to the tensioner, changes to the borg deathsquad from 6->3 and fixes
their cell
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system!  In time, we can make SS13 as
realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes.  This is
included in the savefile.
Adds code support for a parrot in!  Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works.  I don't
see how it could have ever worked before.
Preferences are now attached to a mob
Revision: r3386
Author: 	 VivianFoxfoot
2012-05-01 18:42:23 +01:00
Ren Erthilo
bc02dbff87 TG: - Moved three (well two, one was doubled for some reason) screen/attackby()
procs to appear AFTER the screen object is defined. They were in a random file
instead of where the objects are. If you double-click and 'screen' object in the
object browser it now takes you to the definition instead of some random file.

- Clicking a grille with a glass or r-glass sheet in your hand, when the grille
is in one of your cardinal directions (North, south, east or west) will make you
start building a window. It takes 2s to build the window, which spawns
unfastened (same as when you create one.) This should make fixing damaged
grille-window combinations easier. If you are standing on a grille and click it
with a glass / r-glass sheet in your hand, the window will face the direction
you're currently facing.

Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG
Revision: r3081
Author: 	 baloh.matevz
2012-04-22 19:22:02 +01:00
Ren Erthilo
276fc39010 Adds message for people breaking out of cuffs. 2012-03-28 09:57:49 +01:00
Ren Erthilo
089e844be9 A large amount of groundwork for /tg/ code. Comes with some gameplay changes.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
2012-03-26 03:16:01 +01:00
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
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
c2bf323caa Fixed some screwwy icon stuff from the last commit, fixed an overlay not updating. 2012-03-03 15:22:33 -07:00
SkyMarshal
1107f6e768 Fixes for package wrap, added proper buttons and hotkeys to the gun system, fixed PDA manifest. 2012-03-03 15:08:01 -07:00
SkyMarshal
eab449cbbb Added a "Deadman's switch" (Not really) to the signaler, shooting while standing off makes the other guy shoot, balanced stunning, added a time limit to switching hostage modes.
Signalers: Right click verb makes you ready to signal it, being shot with it in your active hand has a 80% chance to trigger it, dropping it has a 5% chance.
Stunning always stuns you SOME, but armor can now lessen it (It used to be possible to not get stunned at all by being shot normally)
Shooting during a mexican standoff now makes the other guy shoot you too.
Added a time to how quickly you can adjust hostage things.  1.5 seconds per thing.
2012-03-02 09:41:03 -07:00
SkyMarshal
ee9146cda4 Added more sanity checks to the gun code. 2012-03-01 22:15:03 -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
0fe42327a5 This should hopefully reduce processing requirements, by not rebuilding icons every tick.
(Ported oldcode, all props to Strumpetplaya)
2012-02-13 21:54:22 -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
Tastyfish
3c15526e3f accidentally called the wrong unequip proc, they're all so similar! 2012-01-02 12:52:09 -05:00
Tastyfish
1feb16439e can get out of straight jacket after 4 byond minutes now (better than infinity) 2012-01-02 04:54:19 -05:00
Tastyfish
8c596e5c53 added sleeping on logout, willful sleeping, custom event message, slots 2011-12-02 17:28:24 -05:00
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