Commit Graph

6416 Commits

Author SHA1 Message Date
Zuhayr
20b6e6fecf Merge branch 'master' of https://github.com/Baystation12/Baystation12 2013-12-27 17:48:41 +10:30
SkyMarshal
30970b7b56 Hypothetically adds proximity check to droppers.
This code is awful, but it appears "flag" (who names this shit?) acts as a proximity check.
2013-12-26 21:22:00 -07:00
Zuhayr
4746a3ada9 Merge pull request #4120 from Miniature/master
Added leaving prints on APCs when using item on them
2013-12-25 03:52:04 -08:00
Miniature
3d6f8ee4b2 Added leaving prints on APCs when using item on them
(fix issue #4109)
2013-12-25 22:11:13 +10:30
Chinsky
0c94d2892d Fixes #4071
Emote needed "me" action first, using custom_emote instead.
2013-12-25 14:44:50 +04:00
Chinsky
5071ea57ad Fix for #3583
Hostile mobs now check adjacency before applying damage.
2013-12-25 14:20:56 +04:00
alex-gh
a48100da74 Reattaching a mindless head no longer results in a runtime error 2013-12-21 22:50:13 +01:00
RavingManiac
b26492e66d Simplified the monkey pulling check as per Giacom's suggestion. 2013-12-21 13:51:06 +08:00
Zuhayr
dfeb32ce79 Merge pull request #4070 from RavingManiac/master
Crouching monkey, hidden mousetrap
2013-12-20 03:43:34 -08:00
Zuhayr
5b1bc6f8da Tentative fix for #4037, unable to reproduce runtime to check. 2013-12-19 22:13:48 +10:30
Zuhayr
c4b847e9c6 Amendment to chemistry beaker range fix. 2013-12-18 23:54:11 +10:30
RavingManiac
e92bb6a02b Two config variables added - disable_player_mice and uneducated_mice. The first, if enabled, prevents players from spawning as mice, and the second, if enabled, prevents mice from understanding human speech (which they now do my default)
universal_understand = 1 now allows player-controlled mobs to understand what everybody is saying without necessarily allowing them to talk back intelligibly. Mice have universal_understand = 1 by default.
2013-12-18 16:56:49 +08:00
Zuhayr
e110b51337 Allows gibs to be scanned for DNA. 2013-12-18 11:09:13 +10:30
RavingManiac
751219dbfd Added "hide" verb to mousetraps, placing them on the same layer as hidden mice.
Triggered mousetraps and dead mice will be moved back to the top layer.

Monkeys will no longer move randomly while being pulled.
2013-12-18 02:08:38 +08:00
Zuhayr
9f9b5285d8 Fixes #4058 2013-12-18 00:24:21 +10:30
DJSnapshot
bf1216ea3d Merge pull request #4041 from Ccomp5950/syndicate_id_runtime_fix
Runtime fixes with nuclear mode.
2013-12-07 17:47:25 -08:00
Mloc
0208cef65b EMERGENCY HREF exploit fix.
Impressive chaos, but its time is over.

Signed-off-by: Mloc <colmohici@gmail.com>
2013-12-07 21:26:37 +00:00
Chinsky
6c7391fd21 Merge pull request #4039 from Ccomp5950/teleport_bug_squish
Teleport bug fix...maybe.
2013-12-07 10:50:26 -08:00
Ccomp5950
570c98f0e2 Runtime fix: N00k agents on spawn were causing a runtime here. 2013-12-07 05:18:27 -06:00
Ccomp5950
4cb9cd0911 Teleport bug fix
Since we're unable to reproduce this bug in a testing environment and I've already concluded this isn't a telescience bug then I am leaning more towards Xenoarchiology, specifically the artifacts.

This sanity check basically makes it where if there is an artifact on null terf or inside a container it won't process the effect.
If it's the teleport effect of artifacts that is causing this to happen and it's based on the item being in nullspace somehow then it should squash the bug.
Though the root of this is probably #4037 I cannot reproduce the runtime either.

So here goes, a stab in the dark.
2013-12-07 00:18:40 -06:00
Chinsky
828bd55c09 Merge pull request #4036 from Ccomp5950/telesci_fix
Telescience bugfixes
2013-12-06 16:56:46 -08:00
Ccomp5950
f7d0d95775 Removed useless sanity check.
I debugged telesci with a proc that fires the teleport but bypasses all sanity checks and sets target = locate(0,0,0) or null
neither case caused the teleport bugs we are seeing
2013-12-06 06:03:21 -06:00
Ccomp5950
9a6b4c6a0d Telescience bugfixes
UI will now update when clicking on stuffs

Added a sanity check to make sure the teleport location isn't 0 or null on all 3 coordinates.
Not sure if this will plug up the random teleporting bug but it can't hurt to have this in there.
2013-12-06 04:48:02 -06:00
Ccomp5950
0850c30d37 Become Mouse now has a confirmation window.
Squeek!  Now people can quit complaining about hitting it by accident.
2013-12-05 20:29:38 -06:00
Zuhayr
78f6c478e7 Merge pull request #4031 from Ccomp5950/investigate_fix
Added Telesci to the investigate list.
2013-12-05 03:00:33 -08:00
Zuhayr
b3c0079e18 Merge pull request #4004 from volas/master
Minor fixes
2013-12-05 02:56:06 -08:00
Ccomp5950
dd94adc765 Merge branch 'master' of https://github.com/Baystation12/Baystation12 into investigate_fix 2013-12-05 04:42:28 -06:00
Ccomp5950
157b67404c Added Telesci to the investigate list.
Admins will now be able to select it and view who used the telescience machines
2013-12-05 04:21:18 -06:00
Michael Johnson
65d62026b0 Fixes #2355 2013-12-03 13:53:52 -05:00
DJSnapshot
2203309fcc Merge pull request #4006 from Baystation12/master
merge master into dev-freeze
2013-11-30 15:22:31 -08:00
volas
e05b7f4341 brainmob fix: decapitated head is now really dead 2013-11-30 15:45:53 +04:00
Chinsky
027b0d8ec6 Merge branch 'master' into dev-freeze
Conflicts:
	html/changelog.html
2013-11-30 05:16:49 +04:00
Ccomp5950
3be474bab8 Admin request: Added ability to jobban players from becoming Dionaea nymph 2013-11-28 22:35:12 -06:00
Iamgoofball
e02566fd2f Changes Telescience to Projectile Trajectory!
Conflicts:
	code/modules/telesci/gps.dm
	code/modules/telesci/telesci_computer.dm
2013-11-28 17:50:09 +04:00
Zuhayr
8b5664f321 Merge pull request #3975 from Ccomp5950/lasertag_suicide
Can no longer commit suicide with a lasertag gun.
2013-11-25 03:19:05 -08:00
Mloc
503302dae5 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/game/objects/items/weapons/implants/implant.dm
	code/modules/reagents/Chemistry-Machinery.dm
2013-11-24 23:37:09 +00:00
Ccomp5950
72b762db53 Can no longer commit suicide with a lasertag gun.
And you will feel silly for even making the attempt.
2013-11-23 21:51:15 -06:00
Ccomp5950
e684b69741 Fixed a runtime issue with demonsblood. Was causing runtimes because data was inheriting the bloods data var (which is a list).
The drink will still maintain it's reagents and data vars but when ingested and procesed the blood is ignored.

Downsides, you can't get sick from ingesting blood in a drink (which..you shouldn't anywho)

Possible future updates:  since blood is an amnetic substance make the person have nausia for ingesting it if quantities are high
2013-11-23 20:21:51 -06:00
Mloc
c5cd3562e3 Merge pull request #3961 from Ccomp5950/loyaltyimplant_fix
Bugfix(2126) Traitors still have loyalty implants, admins should be able to remove/disable implants
2013-11-23 04:02:40 -08:00
Ccomp5950
9e4e46cf44 Removed soda items from Booze dispenser 2013-11-23 04:49:02 -06:00
Zuhayr
471c45471e Fixes #3927 2013-11-23 21:08:52 +10:30
Zuhayr
b476a55b47 Fixes #3967 2013-11-23 20:52:39 +10:30
Ccomp5950
df7c877da7 Space Soda should now show up in the Soda Dispenser 2013-11-23 02:02:14 -06:00
Ccomp5950
3a177a95c4 And fix so Space Cola shows up too. 2013-11-23 01:50:17 -06:00
Ccomp5950
ec79e75c0f Fixed nanoUI issues with Watermelon Juice in the Soda Dispenser
Added some if statements so that NanoUI for the booze/soda dispensers isn't /exactly/ like the chemdispenser, mentions glass instead of beaker, and "drinks" instead of chemical.

Also removed my debug messages
2013-11-23 01:43:34 -06:00
Ccomp5950
91c56c6e77 Fixed Booze dispensers and soda dispensers to be able to use glasses instead of beakers.
Typo fix:  Added taquilla back in, it's ID wasn't correct in the reagent list for booze dispenser.

added watermellon juice to the soda machine.

Todo:  Fix NanoUI for these to now mention beakers, and have enough space to list watermellon juice
2013-11-22 21:46:11 -06:00
Zuhayr
abd17deb5b Fixes #3962 2013-11-23 14:02:10 +10:30
Zuhayr
7cc1c93207 Clamps pill numbers between 1 and 20. 2013-11-23 13:47:20 +10:30
Zuhayr
85661195bc Merge branch 'master' of https://github.com/Baystation12/Baystation12 2013-11-23 13:20:15 +10:30
Ccomp5950
e00c6ae21e Bugfix: is_loyalty_implanted() now checks to make sure the implant is actually implanted and now in your hand.
implant adding via the traitor panel will also update it's location to be in the players head for autopsy as well as is_loyalty_implanted() reasons.

Thanks Chinsky / alex-gh for the heads up on this.
2013-11-22 12:52:25 -06:00