Raptor1628
f1c44601e5
Brig Fixes
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Fixes a few lighting issues, brig cell doors, adds missing berets to the
wardrobe and closes disposals outlet.
2014-08-14 18:26:17 -04:00
PsiOmega
6fffe8e077
Merge remote-tracking branch 'upstream/dev' into Brig2
2014-08-14 08:58:59 +02:00
Zuhayr
43a7757252
Merge pull request #5982 from Jarcolr/customs
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Adds the cigar case as a premium cigarette vending machine item.
2014-08-14 12:02:49 +09:30
Chinsky
af9f56f164
Merge pull request #5969 from GinjaNinja32/floortiles
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Adds floor painter.
2014-08-14 06:31:09 +04:00
Chinsky
abc587b64c
Merge pull request #5971 from Lancer411/dev
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Fix for infinite loop in smokeFlow() proc.
2014-08-14 06:31:06 +04:00
Jarcolr
6c807199c9
Adds the cigar case as a premium vending item
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5 may be a bit too much, but who is going to get all those coins,
anyway?
2014-08-13 12:10:43 +03:00
GinjaNinja32
7b7f526903
Fixes being able to use the floor painter through windows, windoors etc.
2014-08-13 09:30:11 +01:00
PsiOmega
2a46b83dce
Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928
2014-08-13 09:35:04 +02:00
Lancer411
2882576358
Fix for infinite loop in smokeFlow() proc.
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When chemical grenade being activated on any unsimulated turf (for example a space turf), smokeFlow() starts infinite while loop, overloading the server.
With the only one unsimulated turf in pending list while() loop can't finish itself and for() loop can't start.
This fix makes chemical grenades being able to explode in space without server going in infinite loop.
Also fixed issue with smoke being able to pass through glass walls with help of c_airblock() proc. That's the best solution I could come up with.
Zone check code was useless because every single turf besides walls (which allready checked) and unsimulated turfs have it, making algorithm believe that turfs behind the glass wall are being reachable by chemsmoke.
I don't know if it was intended not to spread smoke in airless or unsimulated areas, but a bunch of airless simulated floor tiles in space is good enough for this algorithm to start spreading smoke around.
P.S. this algorithm is good for large, open areas and horrible in narrow maint tunnels. It is creating only a single cloud of smoke for 50/50/50 recipie in 1 tile wide tunnel.
2014-08-13 06:26:30 +08:00
GinjaNinja32
9abd6765b1
More floor tiles
2014-08-12 21:13:46 +01:00
GinjaNinja32
0493090f15
Add more floor tile types
2014-08-12 21:09:51 +01:00
GinjaNinja32
dcd5092f23
Add floor painter
2014-08-12 20:47:26 +01:00
Zuhayr
f09d1218fe
Master to dev merge.
2014-08-11 17:23:40 +09:30
Chinsky
18070da974
Merge pull request #5922 from Jarcolr/customs
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Complements the job specific satchels with 5 new job specific backpacks
2014-08-10 04:02:26 +04:00
Jarcolr
b4e9d9923f
Complements the satchels with backpacks
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5 new backpacks: virologist, chemistry, geneticist, science,
hydroponics.
2014-08-08 22:20:11 +03:00
Chinsky
9f9865dac4
Merge pull request #5619 from mwerezak/power-net
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ATMOSPHERICS and Power Net Overhaul
2014-08-08 09:49:42 +04:00
Zuhayr
aa90ebb0c6
Merge pull request #5903 from Ccomp5950/mouse-trap-tag-fix
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Fixed the font tag on mouse traps description.
2014-08-07 10:01:23 +09:30
Ccomp5950
74fd47e2de
Fixed the font tag on mouse traps description.
2014-08-05 18:55:15 -05:00
Ccomp5950
52da372bac
Fueltanks now log and admin_msg when shot at / weldered
2014-08-04 21:11:09 -05:00
Ccomp5950
ec3262a2a9
Merge pull request #5894 from atlantiscze/cyborg_module_icons
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Cyborg component icons!
2014-08-04 19:38:57 -05:00
Ccomp5950
4df46548ac
Merge pull request #5896 from Glloyd/fixes
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Two Fixes
2014-08-04 19:37:02 -05:00
Ccomp5950
f95074d17e
Merge pull request #5887 from mwerezak/jetpack-icon
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Fixes #5852
2014-08-04 15:17:02 -05:00
Ccomp5950
a4fc1bfd6a
Merge pull request #5886 from mwerezak/stun-baton
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Fixes some handcuff oversights
2014-08-04 15:15:52 -05:00
Graham Lloyd
2c30af6124
Fireaxe cabinet hacking now fails if player moves away
2014-08-04 14:53:33 -04:00
Atlantiscze
3627417c7b
- Adds cyborg module icons. Each component has it's own specific icon now. Two icons are animated, four static. Includes broken versions.
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- AI radio icon (chat icon) updated to use icon from robot_component.dmi file - removed duplicity from radio.dmi
- Cyborg radio icon (chat icon) updated to look like the radio module.
2014-08-04 09:25:53 +02:00
mwerezak
cf3a37d732
Fixes #5852
2014-08-03 12:32:37 -04:00
mwerezak
cf9fe8de76
Fixes some handcuff oversights
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You now don't need to be grabbing to put handcuffs on yourself, and you
can now put hancuffs on if your grab state is higher than aggressive.
2014-08-03 11:49:37 -04:00
Walter0o
a586c1dd70
remove double paper/attack() definition
2014-08-03 13:52:47 +02:00
mwerezak
cb2f68f81e
Merge remote-tracking branch 'upstream/dev' into power-net
2014-08-03 01:50:51 -04:00
Zuhayr
f510c05865
Merge pull request #5862 from mwerezak/stun-baton
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Stun Baton Nerf
2014-08-03 12:59:54 +09:30
Whitellama
a36becad2b
Wet rag no longer makes noise or hits when wiping down windows (nor does anything with the NOBLUDGEON flag)
2014-08-01 17:05:54 -07:00
mwerezak
768019b918
Stunbaton fixes and cleanup
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Apparently harm intent is "hurt", not "harm"
2014-07-31 19:17:05 -04:00
mwerezak
71e54111ab
Handcuffs now require an aggressive grab
2014-07-31 18:10:11 -04:00
mwerezak
5b90e4afc6
Allows the use of stun weapons to show up in autopsies
2014-07-31 17:01:06 -04:00
mwerezak
56ccd4303b
Merges taser and stun baton effects
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Makes the code for handling stun weapon effects much cleaner.
Moves electrocute_act and emp_act from living.dm into living_defense.dm
2014-07-31 16:21:22 -04:00
mwerezak
c8cccb64f6
Adds siemens_coefficient handling to stun batons
2014-07-31 15:38:56 -04:00
mwerezak
9bfb4642a2
Merge remote-tracking branch 'upstream/dev' into stun-baton
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Conflicts:
code/game/objects/items/weapons/stunbaton.dm
Made all obj/item/weapons have "swing_hit" as their default hitsound.
Made hitsound not play when the attack misses.
2014-07-31 14:31:21 -04:00
mwerezak
7130fd124b
Stun baton nerf
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Adds agonyforce var to stun batons, which causes halloss and eye blur.
Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
2014-07-31 13:39:06 -04:00
Zuhayr
3105297f3e
Adjusted spawn procs for heist and nuke.
2014-07-30 21:08:28 +09:30
Zuhayr
ad8ef7c4ab
Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev
2014-07-28 20:59:29 +09:30
Zuhayr
11a2b0eb3c
Merge pull request #5792 from Whitellama/flavourtext
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Dynamic Flavour Text
2014-07-28 10:11:02 +09:30
mwerezak
5eaebce87e
Merge remote-tracking branch 'upstream/dev' into power-net
2014-07-27 20:25:57 -04:00
Whitellama
8f1417f14c
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into flavourtext
2014-07-26 17:09:12 -07:00
Whitellama
bbc9150793
Updated body_parts_covered
2014-07-26 17:06:08 -07:00
mwerezak
5f9f6e2054
Merge remote-tracking branch 'upstream/dev' into power-net
2014-07-26 13:56:52 -04:00
Zuhayr
4ef8a08310
Added portable_atmospherics to hydroponics machine path, couple of other tweaks.
2014-07-27 03:20:16 +09:30
Walter0o
df6ac58d84
fixes nullpointer caused by broken organ list pt 2
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more a prevention than a fix, but meh
2014-07-26 13:08:25 +02:00
Zuhayr
bc25cca7a9
Merge branch 'hydroponics' of https://github.com/Zuhayr/Baystation12 into hydroponics
2014-07-26 15:45:26 +09:30
Zuhayr
efe1c2feb2
Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into hydroponics
2014-07-26 15:39:25 +09:30
DJSnapshot
a4fc2b04a2
fix to allow non-humans to be stunned like they should be. Gosh. (Also, clumsy check and making harmbaton actually work)
2014-07-25 16:56:56 -07:00