Commit Graph

3823 Commits

Author SHA1 Message Date
Anewbe
cf09e7f55c Merge pull request #3570 from Belsima/master
Enables unused cypherkey sprites.
2017-07-08 14:48:02 -05:00
Belsima
770afea46b Enables unused encryption key sprites. 2017-07-07 13:52:04 -04:00
Neerti
9a08825681 Receiving Communicator messages and voice requests as a ghost now plays sounds to the ghost, which may help them notice in their chatlog. 2017-07-07 01:01:48 -04:00
Neerti
005ef28f13 Adds the Anti-Surveillance Tool for Traitors.
Adds a traitor device to warn the traitor if they're being spied or are about to be spied on by the AI or anyone using a camera console.
It will warn the holder by changing color, beeping a specific tone, and sending a message to their chat log.  It only does this when the state of spying changes, so it will not spam the chatlog if nothing changes.  Only the holder can hear the warnings.  It also functions like a regular multitool.
2017-07-05 21:18:52 -04:00
Andrew
378bb4af49 Readds Jumper Cable Kits
+Readds jumper cable kits to revive FBPs (Robotics will spawn with these
without any map changes but they will be empty so that needs to be fixed
anyways)
+Readds jumper cable kits to cargo orders
-Lowers jumper cable kits in order to 2 from 4 to be in line with the
defibrillator changes
+Adds robot defibrillators to both medical modules
+Adds robot jumper cables to research module
+Adds some new icons for jumper cables to fit in better with the new
defibrillator sprites
2017-07-03 18:33:48 -05:00
Anewbe
12be304ba4 Merge pull request #3528 from VOREStation/aro-pol-defibs
Ports Bay/Paradise Defibs
2017-06-25 16:15:01 -05:00
Anewbe
2bd869026a Merge pull request #3534 from Neerti/6/13/2017_infiltrators
Adds a new Infiltrator Gamemode (Team Traitor)
2017-06-24 12:32:16 -05:00
Neerti
dbdc88dd88 Adds a new Infiltrator Gamemode (Team Traitor) 2017-06-16 18:03:10 -04:00
Anewbe
99320866b0 Merge pull request #3530 from VOREStation/qdel-hints-gen-4
Qdel Hints Round IV
2017-06-16 16:21:58 -05:00
Anewbe
7cb81853a4 Merge pull request #3529 from VOREStation/qdel-hints-gen-3
Qdel Hints Round III
2017-06-16 16:17:33 -05:00
Leshana
6a0cc39419 Fixes objects using walk_to() not being able to be garbage collected.
* Okay evidently walk_to(A, B) doesn't stop when A reaches B, but keeps running in the background forever until it is manually canceled!  Therefore in order to be garbage collected, we must cancel walking on any object that might have initiated it.
* Fixes this on chemsmoke and spiders.
* The same story applies to walk_towards; fixed for dust, meteors and immovablerod, and also to walk_away; fixed for flashbangs.
* Also fixed chemsmoke actually getting qdeled at the right time.
2017-06-16 13:40:15 -04:00
Leshana
c91dc333cd Some more types which need Destroy to return qdel hints! 2017-06-14 01:13:54 -04:00
Leshana
4b46703d9d A plethora of Destroy() fixes - return qdel hints and clean stuff up. 2017-06-14 01:07:35 -04:00
Arokha Sieyes
836970e310 emag_act tweak since Bay's is different 2017-06-13 11:45:50 -04:00
Arokha Sieyes
69a95cce08 Tweak defib time and damage 2017-06-13 10:22:16 -04:00
Arokha Sieyes
fad93cf366 Ports Bay/Paradise Defibs
I like the ones I wrote, but these are proooobably better.

They have normal units, which are worn on the back and you can grab the paddles out of to shock people.
Then there's compact units, which are worn as a belt, and serve the same purpose.
And finally there's the combat units, which allow revives through spacesuits, and have no safety so you can zap living people on harm intent (good for antags? CMO?).

These appropriately check for blood, a heart, etc. So, in that way, they're a bit more realisic than my original ones which I was sorta lazy in writing.
Emagging them turns off the safeties, allowing them to zap people who are still alive.

I actually cleaned up their sprite choice code a little and added a sprite for the 'combat' one since previously it was just the emagged sprite (flashing exclamation point). Now it's just got a red heart monitor, and the emagged ones keeps the exclamation.

Did make one balance change in that compact ones use twice the power (inefficient small capacitors? or something?).
2017-06-12 14:51:39 -04:00
Anewbe
5d81148ab8 Merge pull request #3511 from VOREStation/garbage-subsystem
tg Garbage Subsystem
2017-06-10 17:20:22 -05:00
Arokha Sieyes
ade7f6c1cd Communicator QOL Tweak
Call/Msg buttons on contacts list
2017-06-06 01:03:08 -04:00
Leshana
e48b548f2b More and more Destroy() cleanups all across the board - Return qdel hints. 2017-06-05 23:01:41 -04:00
PsiOmegaDelta
ebe5cc916d Port of @PsiOmegaDelta's Baystation12/Baystation12#16820
Ports tg's garbage collector subsystem and Destroy() returning qdel hints.
2017-06-05 22:10:06 -04:00
Neerti
962cabe72c Merge pull request #3487 from Anewbe/deathalarm
Fixes Death Alarms
2017-05-31 22:54:52 -04:00
Anewbe
9d8f4cfa53 Fixes Death Alarms 2017-05-31 19:38:07 -05:00
Anewbe
0af77012c4 Merge pull request #3465 from Yoshax/radiation
Ports radiation rework and stuff from Bay
2017-05-31 18:37:58 -05:00
Spades
3ff9d441f9 Finishes fixing ammo inconsistencies 2017-05-27 04:39:49 -04:00
Spades
8579adcc53 Naming convention of ammo is now consistent
s = Speedloaders. (Functionally the same as clips, but they're not
_really_ the same thing, just in case we change these later.)
c = Clips. (Can also be used to fill other magazines.)
m = Magazine. (Holds ammo rounds.)
a = Ammo. (Individual rounds of ammo.)
2017-05-26 19:32:23 -04:00
Leshana
34c73dab69 Optimization/Rewrite of Radiation Controller
* The performance of the radiation controller as-is was not fast enough for inclusion in production servers, but it has some nice featuers, so rewrote it to be more performant.
* Instead of storing the radiation strength for every turf, we only store the sources of radiation, and calculate the strength only for mobs who might be in range.
   * Old method was ray-tracing to every turf in range whether anything was there to be irradiated or not.  Could be hundreds of turfs.  New method only lazily calcualtes strength at a turf if we actually need to know it.   Often times this is zero turfs if nobody is standing in engineering.
  * Removed the automatic processing of objects with "rad_power" set.  Objects are responsible for calling the repository to create/update their radiation sources.   Saves some extra overhead that in practice was redundant with other process controllers.
  * Also tweaked to be more respectful of qdel'd objects and added some comments.
2017-05-25 18:43:56 -04:00
Yoshax
341be4ccb8 Max health thing 2017-05-22 16:48:52 +01:00
Ben Reeve
6185bbd212 Unified radiation system 2017-05-22 16:24:34 +01:00
Yoshax
c95df78a54 Fixes a bug with healthy analzyers and adds radiation showing to them, from Bay 2017-05-22 15:33:29 +01:00
Anewbe
098e2ffff8 Merge pull request #3436 from VOREStation/aro-pol-jammer
Subspace jammer item
2017-05-18 19:12:26 -05:00
Anewbe
0bfc6de678 Trashbag can hold more 2017-05-13 10:20:45 -05:00
Arokha Sieyes
60889202c4 Moves icon 2017-05-09 20:45:03 -04:00
Neerti
d900b52a33 Defib Fixes
Fixes runtime when screwdrivering the defib to remove the powercell.
Husked people can no longer be revived.  This is because otherwise they could become alive again but remain husked.
2017-05-09 20:14:04 -04:00
Arokha Sieyes
5c7ef1bbef Subspace jammer item
Jams the three devices that I'm aware of that use subspace communications: Headsets, PDAs, and Communicators.

All three will be unable to communicate if in range of a jammer. The default range is 7 turfs, the battery that comes in the jammer is a weapon cell (just to make it a little harder to find replacements) and lasts 60 seconds. The range and power use are variables.

Speaking through a headset will produce 'soft' or 'loud' static depending on how far you are, allowing you to sort of dead-reckon your way to a placed jammer. You can just carry them, otherwise.

I've got no experience with adding tator items so I'll leave that sort of thing up to you guys.
2017-05-09 20:13:43 -04:00
Neerti
ec9617a593 Merge pull request #3433 from Yoshax/fleshlights
Nerfs flashlight brightness due to them being different due to soft lighting
2017-05-09 15:32:22 -04:00
Yoshax
1c07f11def Nerfs flashlight brightness due to them being different due to soft lighting 2017-05-09 17:00:15 +01:00
Anewbe
42fe5d9ed6 Merge pull request #3412 from VOREStation/pool-closed
Removes the datum pool, as it is not performant.
2017-05-08 17:21:24 -05:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Neerti
fedef20a53 Merge pull request #3312 from Anewbe/dice_thing
Adds the Liar's Dice game
2017-05-03 16:02:18 -04:00
Neerti
f4c2dd24ef Merge pull request #3399 from Yoshax/injectors
Kinda reworks Hyposprays/Autoinjectors
2017-05-03 08:23:44 -04:00
Anewbe
100ab0528f Merge branch 'master' of https://github.com/PolarisSS13/Polaris into dice_thing 2017-05-02 11:13:53 -05:00
Neerti
ccb5e5700b Merge pull request #3387 from VOREStation/aro-pol-zzz
Stasis Bag and Sleeper Changes
2017-05-02 12:09:33 -04:00
Anewbe
ed472a36d2 Merge pull request #3402 from LorenLuke/Communicator-Video
Can view active video calls that you camera'd out of.
2017-04-30 16:55:17 -05:00
LorenLuke
ee5e011c6c Can view active video calls that you camera'd out of. 2017-04-30 14:39:08 -07:00
Yoshax
03ff489f7a Kinda reworks Hyposprays/Autoinjectors 2017-04-30 17:13:00 +01:00
Arokha Sieyes
418db00c19 Stasis Bag and Sleeper Changes 2017-04-27 21:47:52 -04:00
Anewbe
9204176d58 Advanced medical stacks now heal some damage 2017-04-26 11:12:08 -05:00
Neerti
d89a3a4498 Merge pull request #3366 from LorenLuke/Self-Handcuffs
Can now apply handcuffs to oneself.
2017-04-25 23:43:06 -04:00
Anewbe
eda374cf83 Merge pull request #3356 from Neerti/4/23/2017_ling_nerfs
Adjusts Changelings
2017-04-25 22:04:37 -05:00
LorenLuke
c0be57b200 Adds adjacency check. 2017-04-25 10:55:21 -07:00