Commit Graph

39 Commits

Author SHA1 Message Date
ShizCalev
d3313a1c0a Fixes some misuse of fully_replace_character_name (#32493) 2017-11-08 12:13:59 +01:00
ShizCalev
477384ce78 Refactors away mission & space ruin area code (#31512) 2017-10-12 11:46:30 -06:00
AnturK
e8ff73edef Datum antag wizard. (#31449)
* Wizard datum

* This can go in this one actually

* Old proc

* Delete equipment

* Academy wizard datum

* didn't notice the spawn before

* otufit

* Some special_role removal
2017-10-11 23:23:26 +13:00
Jordan Brown
b6d349e1d4 Remove drop_item, drop_item_v, put_in_hands_or_del (#31386) 2017-10-07 13:36:33 -04:00
Tad Hardesty
5a0bb2f599 Grammar fixes to atom descriptions (#31293)
* Grammar fixes to atom descriptions

- Capitalization and punctuation on most descriptions
- CentCom instead of centcom where appropriate
- Earth instead of earth where appropriate

* Remove spaces before newlines and oneline some strings
2017-10-05 16:33:35 -04:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
shizcalev
8ebf6b6a43 cleaned up paper 2017-07-26 05:35:05 -04:00
Jordan Brown
d135dc2643 Merge pull request #29162 from ChangelingRain/directionliststweak
Renames GLOB.cardinal to GLOB.cardinals to match GLOB.diagonals and GLOB.alldirs
2017-07-10 18:45:52 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
Joan Lung
ec9439b915 Renames GLOB.cardinal to GLOB.cardinals to match GLOB.diagonals and GLOB.alldirs 2017-07-09 17:24:28 -04:00
Joan Lung
1feb0021a1 Removes now-unnecessary obj_integrity definitions 2017-07-08 14:02:50 -04:00
Joan Lung
2672d88800 Renames stun effects and changes stun input values as preliminary work for changing stuns to status effects (#28524) 2017-06-18 23:03:51 -03:00
AnturK
27412b8556 Fixes wizard academy spawner. (#27066) 2017-05-10 09:25:21 -03:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Cyberboss
d0bfbc3e13 Rename ticker to SSticker 2017-03-22 10:48:25 -04:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
kevinz000
0ced9342b9 [READY]Aimable wizard lightning bolts (#23723)
* ZAP!

* YOU DID NOT SEE THAT

* YOU DI NOT SEE THAT 2

* object orientated pr

* gdi

* protection

* object orientated pr v2

* REEEE

* blacklists

* Update magicarp.dm
2017-02-08 18:31:52 +13:00
swindly
9f206a292b Allows dice to be rigged and adds microwave_act() (#21545)
* gary needs a new pair of shoes

* -1 -> FALSE

* microwave act

* does that stuff

* fixes more stuff
2016-11-16 13:14:36 +13:00
phil235
b7efc2cef4 Make energy guns able to use burst fire. (#21005)
* Make energy guns able to use burst fire.

* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.

Syringe gun, energy guns and magic guns can now use burst fire.

* fixing merge conflict shit

* fixing map conflicts

* more map conflict fix

* two tiny fixes.

* tiny tweak

* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm

* map conflict fixes
2016-11-02 16:16:21 +13:00
phil235
19cda8f56b Reorganizes the area folder to be more readable (multiple files instead of a big one with a million areas defined, moving areas that were defined outside the folder back into the folder).
Fixes issue with area power alerts, related to many space ruins using the same area and thus having multiple apcs in the same area with some wanting the area to be powered and some unpowered, leading to the area's power state constantly switching (area/procpoweralert() becoming the second most costly proc on the profile).
I fixed it by giving to many space ruins their own area (mostly those who have an APC).

Making a global list var "teleportbeacons" so we don't have to use "in world" to fing all tracking beacons used by teleporters.
2016-10-17 21:19:31 +02:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Cruix
f406e518cc Fixed some possible runtimes with pollCandidates() (#19919)
* Fixed some possible runtimes with pollCandidates()

* Fixed bug in pollCandidatesForMobs()
2016-08-22 08:45:22 +12:00
GunHog
e2cfcb0bd1 Aimed Fireball Spells! (#19030)
* Fireball Spell Changes

- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.

* Tweaks and Fixes

- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.

* Fix

Fixes the fireball sometimes missing.

* Fixes and tweak

- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
2016-07-05 09:06:01 +12:00
Kyle Spier-Swenson
0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
c0
4d998af43a Changes to Stocks UI, Cargo fixes 2016-04-17 04:40:06 +03:00
KorPhaeron
d17d34edc9 Three lavaland ruins 2016-02-23 01:07:06 -06:00
Buggy123
18d24dc2b8 Fixed syntax 2016-02-20 00:54:04 -05:00
Buggy123
cc5f1b2179 Dice of fate is now reusable 2016-02-20 00:48:47 -05:00
Cheridan
cfcecba389 Merge pull request #15575 from phil235/ReviveFix1
Fixes mob revival
2016-02-17 20:42:10 -06:00
phil235
7e1efca13a Created two new procs to handle reviving mobs more easily:
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.

I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)

This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
2016-02-16 23:27:08 +01:00
Shadowlight213
b46b11d75d Makes wizard academy defender respect prefs 2016-02-14 23:03:22 -08:00
PKPenguin321
5854c87ce5 removes the letter c
dice -> die
2016-01-30 18:38:35 -08:00
KorPhaeron
9466b33819 Fixes the other away missions 2016-01-01 23:49:42 -06:00
AnturK
1b09b3503d Adds internals box to Academy Defender outfit 2015-12-06 14:16:09 +01:00
AnturK
9a434b669c Academy Fixes 2015-11-28 23:17:57 +01:00
AnturK
b662b470a9 Enables ghost to go through ladders
Adds Cold snow turf
Adds Infinite Candles
2015-11-28 18:14:52 +01:00
AnturK
b14e9133d2 Academy Update 2015-11-28 12:35:41 +01:00
tkdrg
79e8ad4142 The singularity/narsie are no longer machines 2014-12-12 19:42:37 -03:00
Mloc-Argent
2f931aefc8 Big(gish) map reorganization.
Moved all main .dmm maps to _maps/map_files
Each main map gets a .dm file in _maps, this is what's ticked, -NOT- the .dmm file.
This allows use of a MAP_NAME define for various purposes, and lays the groundwork for map customization in the future.

Also included a hacky dm.sh script which supports swapping maps.
For example, "./dm.sh tgstation.dme -Mmetastation" would compile with metastation.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-01-13 22:38:11 +00:00