Commit Graph

34 Commits

Author SHA1 Message Date
Aronai Sieyes
09074eaabb Alter playsound paradigm 2020-05-18 23:42:15 -04:00
Leshana
f029c555f2 Adds the Rapid Pipe Dispenser
- Adds "paintable" flag to pipe recipes so we know if we can paint it.
- Ports the RPD from Yawn Wider.
  - Brings RPD sprites from /tg instead.
  - Slightly refactors recipes to keep type-specifc vars on subtypes.
  - Refactors RPD UI icons to use iconsheet assets: Instead of sending each individual icon to the client as needed, we declare an icon sheet asset and send the entire thing to client.  Then we just use the given CSS classes to display the icons!
- Adds icon sheet asset datum for pipe and diposals construction.
2020-05-02 19:18:10 -04:00
Atermonera
84eb15f9cc Merge pull request #7041 from VOREStation/vplk-disposal-consts
Slightly clean disposal pipe construction code.
2020-04-29 16:52:26 -04:00
Neerti
b9adc37685 Standardizes rotation verbs 2019-03-27 03:17:07 -04:00
Anewbe
c2794c571d Hopefully fixes some tool-conversion things 2018-08-03 15:13:29 -05:00
Anewbe
729ce71aa0 Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format 2018-08-02 21:45:15 -05:00
Neerti
99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00
Merchoven
5b3dadfe69 Fix for disposal pipes not vanishing under floors.
This is a fix for issue #291. Disposals pipes should now properly stop
displaying when a floor is placed on top of them.
2015-12-03 21:03:46 -06:00
Zuhayr
3b712adb5f Removed intact var in favour of is_plating() proc, fixed issues with invisible initialized pipes. 2015-08-16 17:51:19 -07:00
Karolis2011
a38ac6c8b7 Fix for invisible tagger pipes 2015-07-30 12:37:10 +03:00
Karolis2011
9ff27dc038 Now when welding sorting pipe, game update it's name 2015-06-04 20:48:57 +03:00
Karolis2011
0999f1ab78 Made sorting pipes dispesible
also fixes #9305
2015-05-16 17:27:39 +03:00
Zuhayr
495952ff5d Changed steel material name to a define. 2015-05-12 13:08:41 +09:30
Zuhayr
bc50ba5166 Merge resolution. 2015-05-11 11:47:24 +09:30
Zuhayr
dbf8e53020 Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores. 2015-04-26 12:53:26 +09:30
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
D Anzorge
7c8e810774 Fix detached disposal bins never changing to attached 2014-10-09 08:09:04 -04:00
sick-trigger
d30115f4c5 Disposals install fix 2014-09-15 17:04:30 +10:00
Chinsky
33cf071b57 Fixes #6285
Applied phil235's fix for deconstruction.
5a6e9804b9
2014-09-11 05:17:38 +04:00
Zuhayr
136ccc347b Merge with dev. 2014-06-12 01:14:40 +09:30
Zuhayr
9e7fe6d700 Rewrote autolathe, changed all m_amt and g_amt to a list called 'matter'. Updated RCD vars in view of this. 2014-06-11 01:14:38 +09:30
Boop
168c39dd54 refactors some disposals filtering code and remaps some disposals pipes
New things!
/obj/structure/disposalpipe/tagger
 - retags a holder when it passes through
/obj/structure/disposalpipe/tagger/partial - retags a holder when it passes through two times; good for loop detection
/obj/structure/disposalpipe/sortjunction/wildcard - filters out all holders that are tagged
/obj/structure/disposalpipe/sortjunction/untagged - filters out untagged holders

Tagging doesn't use an icky list index system any more, tags are put into a global list and directly checked against.

Changed the map around a bit, disposals is now a proper loop but anything that's not tagged, is tagged with "Disposals" or anything that passes the tagger twice will be filtered out.

Not a feature, just a fix for drones being sad about weird disposals. <3
2014-06-01 23:30:20 +01:00
LBraindead
3879477151 Update disposal-construction.dm
new pipe construction
2014-01-18 00:32:06 +01:00
Segrain
9eee328d34 Verb categories. 2013-09-19 08:30:05 +03:00
daniel.cf.hultgren@gmail.com
7b6e58969f I'm back with the greatest feature additions ever, as before!
* You can now dispense sort junctions from the disposal dispenser.
* Sort junctions can now properly be unwelded.
* You can now change a sort junctions filter using a package tagger (examining a sort junction shows its current filter).
This also means that you can now construct a disposal and package system entirely from scratch!

* Updated the package tagger with a slightly updated interface, and more user feedback.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4742 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 18:53:31 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
giacomand@gmail.com
82886383e3 -Fixed issue 673, it will delete the glass if none remains.
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 16:08:05 +00:00
johnsonmt88@gmail.com
fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
daniel.cf.hultgren@gmail.com
2ce2243223 Disposal update
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
* You are now forced to eject the disposal bin before unwelding it.

Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3734 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 15:35:56 +00:00
daniel.cf.hultgren@gmail.com
589267fabf Revolutionary update!
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 20:51:15 +00:00
heisen51@gmail.com
10da4a1304 Unsecured disposal pipes are now density=0, so you can walk over them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2818 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 15:44:08 +00:00
petethegoat@gmail.com
9569430cc6 Moving recycling from WorkInProgress to modules, as it isn't wip.
Also, I could -never- find it in there.

(Please note that due to what seems to be an issue with Tortoise SVN, I have to do this in two commits.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2570 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-28 20:07:44 +00:00