Commit Graph

40 Commits

Author SHA1 Message Date
ShizCalev
ca29c6c510 Varedit cleanup: Mk 4½ (#28715) 2017-06-24 16:43:01 -03:00
ShizCalev
bfe6b89d9e Var-edit Cleanup and Fixes: Mk3 - The Revenge (#28617) 2017-06-20 20:02:34 -03:00
Expletive
8413960d8e A large and unasked for repath and improvement of accessories (formerly ties, but actually armbands and medals) (#28115) 2017-06-06 22:26:56 -03:00
Joan Lung
f36940d1c0 Circuit tiles now glow faintly (#24722)
* Circuit tiles now glow faintly

* one missed
2017-03-07 21:04:04 +01:00
uraniummeltdown
e479e28245 fixes incorrect shuttle engine propulsion dirs 2017-02-21 18:23:51 +04:00
AnturK
6470464ec1 Map Decals v.2 (#23385)
Simple decal system to replace turf stacking and icon state duplication.
Plus simple script to help with path updates that are bit more complicated that search&replace.
Fixes caution tiles turning into space.
Fixes flipped corner decals.
Fixes gas list property whitespace on replacing.
2017-01-30 10:20:39 +13:00
Leo
2947408e09 Revert "Turf decals + path update helper" 2017-01-26 17:03:25 -02:00
AnturK
bf20de19f6 Turf decals + path update helper (#22887)
* Decal + Path update helper initial

* decal definitions

* Changes

* Updated script

* Bugfix & some pep8

* Default paths in filter rules

* return to crash

* Removes unused paths.

* Removes redundant icon_states

* capitals

* Maps v6 - run out of comments
2017-01-26 22:59:17 +11:00
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
chowdermcarthor
c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
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
Lularian
8a515cc41c fuck me in the ass, please 2016-07-19 14:59:29 -05:00
Jack Edge
423f17c571 Repaths a bunch of plants 2016-06-22 21:15:44 +01:00
xxalpha
ef1696ba94 Repathed all the map templates (ruins, away missions, shuttles, etc.) to
use proper floor types.
2016-06-12 13:45:01 +01:00
MMMiracles
1581ed362a TGM supreme 2016-06-03 00:12:57 -04:00
Core0verload
a66c2f4418 Machine/computer boards and frames refactor (#17300)
* Map Changes

* Machine/console boards and frames refactor

* More board changes
2016-05-08 12:11:18 +02:00
duncathan
e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
duncathan
b9950c4358 turf/open and turf/closed 2016-03-29 13:38:56 -06:00
duncathan
5bf31463da removes simulated turfs; adds space gas mixture for space 2016-03-10 17:27:01 -06:00
AnturK
ba750e34e9 Repaths 2016-02-18 17:56:43 +01:00
Shadowlight213
ec6fcc057d Removes Radio mmi subtype and adds radio to regular MMI 2016-02-10 00:32:41 -08:00
Bjorn Neergaard
ddab6823d3 Fix up crates
All shipable crates are proper children
All crates support a manifest
Crates rely on parent code shared with closets when possible
2016-02-07 01:20:37 -06:00
Bjorn Neergaard
796cca2753 tgui scrubbers
removes area atmos computer
2016-02-05 17:06:02 -06:00
Bjorn Neergaard
68e1269ea7 Repath thank dispensers; fix ASSteroid station; repath SSU ract 2016-01-25 12:03:13 -06:00
Shadowlight213
ba2f60047f Fixes stool paths. Also removes outdated comment. 2015-10-29 20:30:31 -07:00
MrPerson
73c0f5d462 Remove tags from some maps
Disc was left completely untouched. Dream was given only a single edit to keep the syndiebomb working. Meta and Bird are also both cleaned up now too. All map-specific custom z's were cleaned too.

Source of these tags is DM being stupid. When you use the "Generate instances based on icon states" option, for some ungodly reason it gives those instances a tag. Which is retarded, tags are supposed to be unique to each object.

I tried searching for legit uses of tag in code and found only a few landmarks and giving mobs a tag. In any event, setting tags on map objects is probably a really bad idea anyway.

Exact regex used to find these so you guys can check my work

; tag = "[^"]*"
#end/middle

(?<=\{)tag = "[^"]*";
#begin

\{tag = "[^"]*"\}
#solo
2015-10-24 09:07:32 -07:00
Shadowlight213
d6b0c88bff Fixes sprite errors. 2015-10-09 20:51:27 -07:00
c0
df7386a4ec Assemblies update 2015-09-04 11:22:37 +03:00
c0
4374c96117 Fixes 2015-08-28 10:44:34 +03:00
c0
8474086bce Buttons and wall frames rework 2015-08-28 02:01:49 +03:00
phil235
34b9a045fc Fixes non carbon being stunned when thrown and hitting something dense.
Fixes being able to enter a disposal bin while buckled.
Fixes items bouncing off delivery chute when thrown into it despite entering the chute.
Fixes being able to leave disposal pipes when moving inside pipes on a janicart.
Fixes some potential runtime (null loc) when flushing the disposal units.
Fixes the thrown range when being ejected from a disposal pipe.
2015-07-26 20:40:46 +02:00
tkdrg
ac036c9fca Fixes airless floor path
I missed these when repathing floors. Whoops.
This PR doesn't update asteroid station. Its maintainers will need to
fix it themselves.
Fixes #6453
2014-12-18 17:31:28 -03:00
Daniel Hultgren
07803a29e0 Fixed map paths 2014-12-13 12:48:17 +01:00
Menshin
f3bc8d77ed Paths fixing for away missions 2014-11-22 21:08:55 +01:00
tkdrg
ed4c03b099 Floor cleanup: Repaths /turf/simulated/floor to /turf/simulated/floor/plasteel
Repaths carpet and grass to /turf/simulated/floor/fancy/carpet and /turf/simulated/floor/fancy/grass
Cleans up a few floor procs
2014-11-12 22:50:32 -03:00
MrPerson
63d34c9e3b Update all the away mission paths 2014-10-17 04:29:24 -07:00
Firecage
93c1d0e6e4 Fixes the paths on these awaymission maps. 2014-08-18 10:44:18 +02:00
TZK13
2f07046f24 Updates paths in away missions. 2014-03-22 02:43:40 -05:00
AlexanderUlanH
bc218d438a More Space Area updates
Updated away missions to use area/space
2014-02-19 14:45:42 -05:00
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