Commit Graph

120 Commits

Author SHA1 Message Date
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 03:52:09 +00:00
rastaf.zero@gmail.com
ae1d99ee73 Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 20:57:42 +00:00
n3ophyt3@gmail.com
9e50fd8e96 MMI update the third and fourth. Barring some big huge bug that didn't turn up in my testing to make sure shit works, the MMI is ready for showtime.
If you're wondering why updates third and fourth happened together, in update the third I redid how brains work, and I was halfway to committing it when I realized "wait, if I upload this now, everything that uses the brain will cause fuckups".

Notable changes:
When your brain is cut out, instead of your client hanging around inside your now brainless and more or less useless body, it it shunted into the brain object, similar to an AI in an intellicard.
While not in an MMI, your brain is "dead", deathchat and all. When stuck into an MMI, you spring to 'life', allowing you to talk to whoever stuck your brain into the thing. It occurs to me while I'm typing this up that it would be very easy to abuse this communication between life and death by slapping brains in and out of MMIs. DO NOT DO THIS OR THE ADMINS WILL HATE YOU AND DO MEAN THINGS TO YOU.

Life in an MMI is pretty boring, so you should yell at people until they stick you into an AI core or robot frame to give you something to do. I know the MMI was originally thought up as a mecha interface, but I haven't gotten around to looking at the mecha code to figure out how to hook it in yet.

I suspect there's going to be howls of "WHY DO YOU HATE ROBOTICISTS" over this next part, but the MMI itself is an R&D-researched object, with a biotech level of 3. That said, the station starts with two of them in the operating room (to get the research level up if nothing else), and they are producible at the protolathe AND the mecha fabricator (since they will eventually get to plug into a mecha.)

Known issues: The MMI is SUPPOSED to pop out of a cyborg with the player attached when the cyborg goes pop, but it didn't in my initial testing, simply ghosting the borg as they already do. Will work on this as I have time, but what with having to go to work these days, I have somewhat less of that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1311 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-30 02:42:54 +00:00
n3ophyt3@gmail.com
3d4e0fd84e derped hard with that last update, I tweaked the success checking into a single line, and forgot to add the 'return 1' I'd originally gone in to add.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@967 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 17:16:54 +00:00
n3ophyt3@gmail.com
50187a6c86 Noticed I forgot a return 1 in the "make sure a borg counts as being dead" part of the code, and ended up consolidating the check into one if
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@963 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 04:39:48 +00:00
n3ophyt3@gmail.com
37ca6b2c40 Mostly a behind-the-scenes change, stuffing someone's brain into a cyborg body now causes the mind datum to transfer over to the new body. This should prevent such shenanigans as cloning a borged guy to suck the player back to the fleshy side of life.
Given that the mind datum is where traitors store their objectives (and how assassination targets are tracked), I have gone to some effort to ensure that, much like people currently in the thunderdome, people that are borgs still get counted as being dead. Also, borgs cannot succeed at hijack/escape objectives. If you find this to not be the case, PLEASE REPORT IT.

Borging a changeling now ends the round, much like cremating/gibbing them does.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@962 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 04:35:12 +00:00
rastaf.zero@gmail.com
39dd425219 Objectives "steal plasma" and "steal AI" now correctly checks contents of backpacks.
Objectives code is made more compact and clear.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@908 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 23:11:02 +00:00
rastaf.zero@gmail.com
5a0f894e98 Fastfix by Rolfero.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@901 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-22 22:26:01 +00:00
rastaf.zero@gmail.com
5900d0596c Added targets to steal:
* a pair of magboots
* the station blueprints
* thermal optics
* the engineers rig suit
* plasma (one full tank or 4 regular)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@900 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-22 18:29:34 +00:00
uporotiy
be044b18c8 -Finished work on the "cult" gamemode. I'll still add features to it later, but it is safe to be put on secret rotation now.
-Added an energy cutlass and made a pirate version of the space suit in preparation for a later nuke update.
-Changeling now ends 15 minutes after changeling death, unless he's ressurected.
-Further fixing of wizarditis teleporting into space.
-Fixed the wise beard sprite.
-Fixed missing sprite for monkeyburgers.
-Fixed Beepsky automatically adding 2 treason points to EVERYONE.
I believe that's everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@365 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-02 19:13:32 +00:00
uporotiy
5517539459 -A bit more work on cultist
-Sleepers and disposals now require two seconds to climb inside
-More random laws
-Fixed changeling random amount of genomes needed for the objective

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@359 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-28 18:11:36 +00:00
musketstgstation@gmail.com
62f42ff5e8 Changelings now keep a copy of their original DNA and so should always be able to return to their original form. Objective tracking updated to recognise this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@288 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-15 22:05:53 +00:00
n3ophyt3@gmail.com
81b0fdea10 More runtime errors squashed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@231 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-30 18:30:49 +00:00
musketstgstation@gmail.com
49d3762e46 fixed an off-by-one error in changeling objective tracking
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@206 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-28 15:30:04 +00:00
musketstgstation@gmail.com
327113f44f Changeling mode alpha version - centcom update doesn't work, number of targets to absorb is nonrandom, probably has all sorts of balance issues, USE AT YOUR OWN RISK
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@194 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-28 00:06:59 +00:00
n3ophyt3@gmail.com
d97fad2ace Forgot to uncomment some bits I'd had commented out in the process of making sure I could only get AI theft objectives while testing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@128 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-21 06:20:45 +00:00
n3ophyt3@gmail.com
0042a4fc8c The round-end code now properly recognizes theft of a functional AI.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@127 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-21 06:18:05 +00:00
n3ophyt3@gmail.com
e8b5a09a55 Modified the traitor objective code such that people in the Thunderdome are counted as dead for assassination.
Modified the Thunderdome to allow the above change to work.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@101 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-16 00:51:18 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00