Commit Graph

1904 Commits

Author SHA1 Message Date
ShizCalev
cacec75e83 Move map errors to their own log file (#43376)
In interest of getting things fixed without having to constantly crawl
through game.log to find map issues, moved them to their own log file.
2019-03-30 21:54:27 +01:00
ShizCalev
fa4ce61979 Merge pull request #43215 from AutomaticFrenzy/patch/throw-exception
Replace 'throw EXCEPTION' with CRASH or WARNING
2019-03-23 12:16:22 +01:00
ShizCalev
f8c1bccc4a Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 23:45:28 +01:00
Dennok
00fb296c4f turbine_fix (#43052) 2019-03-15 16:24:38 +01:00
oranges
b065198b41 Merge pull request #43102 from AutomaticFrenzy/patch/kwarg-overrides
Fix some proc overrides missing their parent's kwargs
2019-03-14 03:08:22 +01:00
Gary Lafortune
85ee8d3095 Gives Signal Techs APC/Airalarm access in server room (#4660) 2019-03-04 19:24:22 -05:00
yogstation13-bot
586218f4c1 [MIRROR] P.A.C.M.A.N code cleaning (#4585)
* P.A.C.M.A.N code cleaning

* * Removed unusued variables (#42891)

* Generators now stop processing when they need
2019-02-26 11:56:19 -05:00
yogstation13-bot
a9ec86b9ec [MIRROR] tesla coil zapping no longer blows up everything (#4524)
* Tesla coil zapping no longer blows up everything (#42789)

the tesla_zap() didnt have any flags specified so it was using default settings
aka tesla's zaps

* tesla coil zapping no longer blows up everything
2019-02-21 13:22:00 -05:00
Vile Beggar
aac7bb804a Tweaks lights to spark less (#42696)
* makes lights spark less

* applies cobby's suggestions from review

Co-Authored-By: VileBeggar <edmir995@gmail.com>
2019-02-19 15:53:07 +01:00
kevinz000
5b236debd0 Fixes projectiles not hitting people resting, a bit of refactoring of how projectile target collision is done (#42241)
* Fixes projectiles not hitting mobs, some refactoring too

* some stuff for projectile can hit target to work with not being ontop of an object

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* Yeah let's just refactor bullet_act while we're at it.

* CanPass returns true to projectiles regardless of hit

* snakecase?
2019-02-01 11:29:48 +01:00
nichlas0010
bb9e4bb014 Merge branch 'master' into upstream-merge-42109 2019-01-23 22:49:10 +01:00
Jordie
ed7c89f837 Merge pull request #42320 from 81Denton/dusted
[Ready] Improves various supermatter messages
2019-01-18 13:20:37 +01:00
Jordie
004cc8fdb9 Merge pull request #42415 from AutomaticFrenzy/patch/ethereal
Fix compile error in ethereal light handling
2019-01-18 10:21:09 +01:00
coiax
66df5546ee Refactors NODROP flag into TRAIT_NODROP (#42109)
* Refactors NODROP flag into TRAIT_NODROP

🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑

Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.

I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.

- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.

* Drop location
2019-01-17 21:22:38 +01:00
Jordan Brown
04f82969d8 tgui'ed P.A.C.M.A.N interface + some minor fixes 2019-01-16 20:02:36 +01:00
Dax Dupont
aeea79b1bd Fixes supermatter extraction again (#42326)
* WHAT THE FUCK YOU FUCKING MORON

* includes parts of dent

* let's talk about floyd with his dumb ass prs, who the fuck asks for or wanted hygiene except fart fetish lovers, seriously musk/body odor is one of the weirdest and shit fetishes there are why are we enabling floyd's fetishes my god man the maintainers are a disappointment jesus christ.
2019-01-14 15:46:31 +01:00
hazamaitsuru
e55c58d1bc Remove power cells from light fixtures (#42243)
* Light fixture power cells can be removed

* Cells are removed by hand

* Because cell removal is now possible, cell swapping has been removed

* tk

* requested changes made

* requested changes made
2019-01-08 15:53:25 +01:00
Jordie
a5751ef322 Merge pull request #41997 from coiax/removes-container-type
Refactors `container_type` into `reagents.flags`
2018-12-23 12:30:36 +01:00
Qustinnus
49babd9d44 Crushes some Ethereal bugs and adds bloodbags for them (#41745)
cl Floyd / Qustinnus
add: Bloodbags for ethereal filled with liquid electricity
fix: Ethereals cant clone lightbulbs anymore
fix: Fixes runtime in Ethereal charge handling
/cl
2018-12-09 11:08:12 +01:00
coiax
001583a191 Powered broken lights occasionally emit sparks (#41660)
* Powered broken lights occasionally emit sparks

* Less demanding

* SECONDS define

* Slower and defines
2018-12-02 15:39:30 +01:00
Qustinnus
c00a94b80e Adds a new race: Ethereal (also adds wrappers for nutrition adjustment) (#40995)
cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl

Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.

They have the following specifications:

    They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
    They do burn punch damage instead of blunt.
    They are weaker to blunt; especially when low on charge
    They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
    They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
2018-11-28 22:09:32 +01:00
nichlas0010
4f1f7659db Update supermatter.dm 2018-11-23 18:32:13 +01:00
Barhandar
2d33a1358a Makes magboots effective in preventing gravitational movement effects, fixes magboots not working for singularity pull, eases the chainstun effect of overcharged supermatter (#41583)
* I'm through accepting limits 'cuz someone says they're so

* Some things I cannot change but till I try, I'll never know!

* Too long I've been afraid of losing love I guess I've lost

* Well, if that's love it comes at much too high a cost!

* I'd sooner buy

* DEFYING GRAVITY

* Kiss me goodbye, I'm defying gravity

* I think I'll try

* DEFYING GRAVITY

* And you won't bring me down

* Unlimited
2018-11-23 00:38:21 +01:00
Jordan Brown
5a7079df7b Merge pull request #41602 from swindly/word_crimes
Fixes more word crimes
2018-11-21 15:42:41 +01:00
4dplanner
8d1be69d22 Passes thrownthing to hitby (#41411)
* Passes thrownthing to hitby

* Items now also pass thrownthing

* No longer uses default arguments

Also fixes bananium shield

* Adds more arguments to hitby calls

* Standardises throw_impact

* Clears up some loose ends

* Adds back wacky comment

* Reinstates can_push=FALSE on bananium shield
2018-11-15 14:30:27 +01:00
nichlas0010
99b164aedf Merge pull request #3499 from yogstation13/upstream-merge-41417
[MIRROR] Restores supermatter shard stun
2018-11-14 21:19:27 +01:00
nichlas0010
09b605ff19 Update supermatter.dm 2018-11-14 21:18:45 +01:00
oranges
9b0af3cf94 Merge pull request #41459 from ShizCalev/error-data-corruption
Fixes a bunch of missing symbols
2018-11-14 18:43:22 +01:00
ShizCalev
ce082f1622 Restores supermatter shard stun (#41417) 2018-11-13 07:34:26 +01:00
ShizCalev
a4b88d94d0 [s] Improves AI, turret, and door logging (#41327)
cl ShizCalev
admin: Fixed AI fingersprints not getting logged
admin: Fixed some door interactions not being logged at all.
admin: Turret control interactions are now in mob combat logs
/cl

Fixes #40203

Semi WIP. Good to merge for the most part, but I would like to add logging in a couple more spots.
2018-11-12 16:54:16 +01:00
ShizCalev
de3cdd8c78 Fixes gibs not being passed mob DNA (#41374)
* Fixes gibs not being passed mob DNA

* Cleanup, fixed map-placed gib spawners having no DNA
2018-11-10 20:22:53 +01:00
81Denton
5b9d4df04a [Ready] Machinery shows part upgrade stats (#40920)
cl Denton
tweak: Most upgradeable machines now show their upgrade status when examined while standing right next to them.
tweak: Added examine messages to teleporter stations that hint at their multitool/wirecutter interactions.
tweak: Renamed teleporter stations from station to teleporter station.
code: Changed the teleporter hub accurate var to accuracy; the old name misled people into thinking that it was a boolean.
/cl

Machines don't really give players feedback about upgrades, aside from machines like the cloner where new functions are unlocked. I'm adding examine descriptions that should help with this:
2018-11-05 17:48:09 +01:00
Thehighwayman
750cbec466 FINISHES WHAT I STARTED 2018-11-02 10:21:09 -05:00
nichlas0010
0f8d425a74 Merge pull request #3217 from thehighwayman/SMlogs
Updates the logs for Supermatter
2018-10-31 22:45:55 +01:00
skoglol
7b943c6221 Adds load and excess to multitool power readout. (#41219)
* Adds load and excess to multitool power readout.

* removes a src.

Co-Authored-By: kriskog <33292112+kriskog@users.noreply.github.com>
2018-10-31 19:30:17 +01:00
Kierany9
ccd94613d0 [s] This PR brings shame to my family (#41193)
* I HAD ONE JOB

* ONE GODDAMN JOB
2018-10-29 04:22:16 +01:00
Kierany9
84e15eddf1 Modifies the electrocution damage cap and scaling (#41103)
* zippity

* zappity

* brainlet
2018-10-27 18:00:17 +01:00
Thehighwayman
f931ea6061 finish this PR I guess 2018-10-26 11:18:46 -05:00
Seagleb
4a37a88914 Fixes Supermatter Shard being hidden behind objects (#41107)
* Fixes Supermatter Shard hiding behind objects.

* Fixes Supermatter Shard hiding behind objects.

* Adds define for Supermatter Shard Layer

* added define for Shard layer

* Used default above mob layer define instead
2018-10-25 22:13:14 +01:00
Jordan Brown
e532c53400 Merge pull request #41093 from 81Denton/deep-dark-fantasy
Deep storage bunker fixes and tweaks
2018-10-24 15:29:33 +01:00
Thehighwayman
700ec1c791 I'll do the rest later when I figure out a good fix. also need to modularize when done 2018-10-14 10:35:39 -05:00
BeeSting12
7bc3d8741a Makes the prices more reasonable. (#40532)
* flashlight

* YouTool check

* bar vendor

* shadycigs and kitchen

* engivend

* subject217s autodrobe stuff

* vendomat and botany

* merge conflict

* megaseed vendor

* emergency nanomed is down to 25

* medical vendor
2018-10-12 18:22:22 +01:00
kevinz000
1f7a76ade0 Combat/Stun (slip) overhaul staging, mobility flags, adds crawling (#39967)
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.

Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove

cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.
2018-10-10 23:21:27 +01:00
vuonojenmustaturska
5a6cfac5be Stops using the rad insulation component to provide default rad insulation features in order to save a bit of memory (#40662)
* henk

* oh yeah this

* undo this meme

* stuff
2018-10-06 13:27:31 +01:00
81Denton
448bce4bda [Ready] Light bulbs shatter and hurt players when stepped on, spill plasma if rigged (#40625)
* v1

* Fixes code, lights spill plasma if rigged

* Yeah let's not do that
2018-10-05 07:09:27 +01:00
ShizCalev
c9b6338345 Fixes pacman power output not using displaypower (#40644) 2018-10-03 18:20:38 +02:00
ShizCalev
dedc18bd89 Adds icon for underpowered emitters (#40629) 2018-10-03 15:56:00 +01:00
Emmett Gaines
6d5a722289 More orbit fixes (#40557)
Attempt 2 at fixing the remaining bugs with orbits

Incorpmove had to be converted to forceMove() to make orbits able to tell when they move. They used loc setting before. This likely breaks some things but I couldn't find any particular issues. We should be overriding forceMove anyway for things that need to handle loc changes like that differently.

fixes #40544
fixes #40522
2018-10-02 22:03:32 +01:00
Ling
74ab201b44 Merge pull request #2781 from yogstation13/upstream-merge-40617
[MIRROR] Fixes new lights not respecting nightshift status
2018-10-02 20:46:25 +02:00
Ling
6f4009c0fd Merge pull request #2738 from thehighwayman/crystalAlertLog
game logs for crystal delammination alerts
2018-10-02 20:39:32 +02:00