Commit Graph

92 Commits

Author SHA1 Message Date
ShizCalev
ca29c6c510 Varedit cleanup: Mk 4½ (#28715) 2017-06-24 16:43:01 -03:00
ShizCalev
f2d829261a [Typo] Duffel Bag (#28200) 2017-06-08 19:16:20 -03:00
Cyberboss
eb6712568f Converts maps to TGM 2017-05-25 16:07:28 -04:00
Steelpoint
0dc0598a26 InitialCommit 2017-05-23 19:23:45 +08:00
MMMiracles
c98ca85fb4 Cerestation Tweaks VI: Shuttle Edition (#27045)
* Added a new escape shuttle design for Cerestation. Holds over 80 people with several fully-stocked sub-departments for people to kill themselves with at the end of the round.
* Added a new white shuttle design for Cerestation. Meant mostly as a cargo vessel for transporting materials during the station's construction. Comes with a spawner that has a 75% chance to spawn ripley wreckage or 25% chance to spawn a fully-equipped ripley.
2017-05-09 12:39:13 -03:00
bawhoppen
121968d6b4 Kills off inconsistent shuttle paths (#26221) 2017-04-15 15:44:13 -03:00
Lularian
b2336bcfe5 kevinz-meme #000 2017-04-12 03:43:33 -05:00
oranges
d7ac92a292 Revert "SWAT vest !!!DOES NOT BUFF SWAT!!! (#25236)" (#25620)
This reverts commit 86cbbaf572.
2017-03-29 18:05:10 -04:00
bawhoppen
86cbbaf572 SWAT vest !!!DOES NOT BUFF SWAT!!! (#25236)
* our father

* forgot to mapmerge

* it's happening
2017-03-30 00:59:27 +03:00
BeeSting12
f5716282ec The bar shuttle's buckable bar stools are now buckleable bar stools. (#25473)
The bar shuttle's buckable bar stools are now buckleable bar stools.
2017-03-25 19:44:53 -03:00
BeeSting12
fc13dc5580 Adds rechargers to the boxstation escape shuttle (#25155)
* Adds rechargers on both the box shuttle template and the boxstation map shuttle.
2017-03-19 14:33:27 -03:00
Joan Lung
c4e95a0344 Shuttles and Centcom now have dynamic lighting (#24993)
* Shuttles now have dynamic lighting

* heh

* there we go

* Centcom now supports light tm

* fixes the supply shuttle

* statue

* new and improved
2017-03-14 12:10:07 +13:00
Shadowlight213
b92b5b68a9 Fixes the back tiles on the lighthouse shuttle (#24666) 2017-03-06 12:00:27 +01:00
Tofa01
02bbad3656 Adds The Centcomm Raven Battlecruiser, A New Purchasable Emergency Escape Shuttle (#24572)
* Adds new escape shuttle.

* Changes shuttle docks slightly to allow for longer ship docking.

* Replaces step with pixel

* Fixes areas

* uses map merger on pubby (Forgot)

* BATTLECRUISER MODE

* dammit step_ why do you exist

* Increases cost of shuttle

* Removes pointless anomaly check

* Fixes door to space on omegastation

* PLASMA

* Makes turrets more robust.

* Adds some windows. FINISHED!
2017-03-03 22:57:57 -06:00
uraniummeltdown
e479e28245 fixes incorrect shuttle engine propulsion dirs 2017-02-21 18:23:51 +04:00
RandomMarine
f663e54dd2 Adds Mother Russia Bleeds shuttle 2017-02-10 22:08:58 -08:00
KorPhaeron
c7bd42a278 Fixes the lighting situation in the shuttle 2017-02-09 10:25:51 -06:00
KorPhaeron
781588566b Fixes 2017-02-06 20:28:37 -06:00
KorPhaeron
8269028cdf Fixes air inside shuttle, adds to config 2017-02-06 15:09:28 -06:00
KorPhaeron
671bc43926 Gives the shuttle air 2017-02-06 15:06:00 -06:00
KorPhaeron
a2c9af8abf Arena Shuttle 2017-02-06 14:54:58 -06:00
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
coiax
07b2022ac3 Delta emergency shuttle now travels south (#23205)
🆑 coiax
add: The Delta emergency shuttle now travels towards the south, rather
than the north. This changes nothing except which direction the stars
rushing past the windows are moving.
/🆑

Because people kept saying "WHY DOES IT MOVE NORTH IF THE ENGINES ARE ON
THE BACK".
2017-01-22 12:21:33 -05:00
Firecage
3648991237 Adds Titanium Airlocks (#22141)
* Adds Titanium Airlocks

* Adds Glass titanium airlock, and non-functional assembly for it.
2016-12-17 10:29:02 +13:00
coiax
44eaaca378 Fixes Delta shuttle template (and backup shuttle) (#22198)
The Delta shuttle template was not timid, causing the shuttle
manipulator to freak out and delete it immediately, making the backup
shuttle arrive at the station instead.

Another bug was that the backup shuttle's dwidth was 1 off, making it
arrive to the station with a wall missing.
2016-12-14 12:08:57 -05:00
Okand37
2b367d1154 Adds DeltaStation's emergency shuttle to the shuttle file list (#22106)
* Deltastation Playtest map

* Fixed Final Draft Deltastation Testmerge Playtest

* Fixed Final Draft Deltastation Testmerge Playtest and removes empty file

* Final Draft Deltastation bugs, issues, oversights fix 2.0

* More fixes!

* May the fixes guide you on your journey, brave undead

* minor fixes for the night

* more bugfixes 3.0!!

* Adds DeltaStation's emergency shuttle to the shuttle file list

* updating still not finished!

* more updates

* Update shuttles.dm
2016-12-13 17:42:21 +11:00
Thunder12345
625e8f2d3d Minor Scrapheap Challenge fixes + making it ACTUALLY WORK (#22102)
* fuck

* stop
2016-12-10 15:12:56 -05:00
Thunder12345
1a240d82e8 Introducing the Standby Emergency Vessel, "Scrapheap Challenge" (#22009)
* Added fuckshuttle

* Converted to tgm

* In which cheridan ruins the joke

* reeeee
2016-12-10 10:29:40 +13:00
oranges
f0806cd368 Merge pull request #21647 from KorPhaeron/buildyourownshuttle
Allows captains to organize a shuttle build event
2016-11-25 10:13:53 +13:00
pubby
7d9c7ec44f PubbyStation bugfixes (#21637)
- fix disposalpipe in brig
- fix missing chapel light
- fix cargo sec filing cabinet
- fix science scrubber pipe
- add station maps
- add atmos waste line
2016-11-22 11:48:56 +13:00
KorPhaeron
b3baa8314c Build your own shuttle 2016-11-19 15:28:25 -06:00
Shadowlight213
255884dbfc Lights 2016-11-18 21:25:40 -08:00
Shadowlight213
fe1531ac6e Removed unpoweredness from asteroid shuttle 2016-11-18 21:14:52 -08:00
KorPhaeron
d61f7c3427 Fixes misaligned door 2016-11-13 22:53:38 -06:00
KorPhaeron
3221c630c5 Adds the luxury shuttle, adds descriptions to other shuttles 2016-11-13 22:31:28 -06:00
KorPhaeron
69cbbcef48 Removes wires from shuttle, as they get scrambled during flight 2016-11-13 20:28:42 -06:00
KorPhaeron
a51804f6af Crashing this station 2016-11-13 15:16:33 -06:00
KorPhaeron
938bef95d6 Turns the lights off 2016-11-13 13:35:24 -06:00
KorPhaeron
9e00c884b1 Adds a bit of extra rock 2016-11-13 13:17:14 -06:00
KorPhaeron
0435d7ae01 Asteroid Shuttle 2016-11-13 13:15:36 -06:00
pubby
744100713f Unfucks my docking port (#21405)
* Fixes pubbystation's emergency dock

...And add 2 holopads to make the diff obfuse.

* I forgot to align the fire extinguisher

FUCK
2016-11-10 09:29:37 +13:00
pubby
c5609f7dae PubbyStation update #2 (#21345)
* PubbyStation Update

- add space monastery + chaplain job
- add a white ship
- add pre-built turbine to toxins
- add side door to bar
- add more floor decoration (thanks Tacolizard!)
- add pick+bag to aux closet
- rearrange viro to be more efficient
- increase mineral yield of bomb-testing asteroid
- fix faulty wiring in brig
- other stuff I forgot

* Add even more detailing

* Whoops forgot to fix some names

* god damnit

* aaaaaaaaaaaaaaaaaa

* Move pubbystation-specific code into map folder.

I don't think this is such a good idea.

* More PubbyStation detailing

* Add two missing fire alarms

* Add library scanner to library

whoops
2016-11-08 09:26:45 +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
f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +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
Joan Lung
ecfb34d65f FINALLY 2016-09-08 10:50:55 -04:00
Joan Lung
8b34590623 Fixes metastation's broken tinted windows + misc map fixes (#19491)
* Fixes metastation's broken tinted windows + misc map fixes

* every kind of touch
2016-07-27 08:32:37 +12:00
Joan Lung
0fe4ad11de Fixes shuttles in transit having non-moving space on some diagonal edges (#19452)
* Fixes shuttles in transit having non-moving space on some diagonal edges

* it'll be
fine

* one moment, one second
one beautiful blessed scout attack
2016-07-25 21:14:36 +12:00