Commit Graph

2178 Commits

Author SHA1 Message Date
Qustinnus
b021210a2f [READY] Adds a basic skill framework to Physiology. (Only applied to mining) (#46913)
* levels

* mining

* ore exp

* fixes

* epic

* Update code/game/turfs/simulated/minerals.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* fixes message

* dumb

* shreet

* epic

* fix

* ass

* scrape

* fixes bugs

* fixes

* reset

* test

* ??

* ok bye

* fix

* Adds skills

* skill
2019-10-18 19:59:35 -04:00
spookydonut
cca969feea change these away from defines (#47105) 2019-10-17 10:10:51 -04:00
Fikou
7ca0ae8ce7 shotguns are now a heavy weapon (#47039)
* awoo

* awoo

* n

* e
2019-10-15 16:49:33 +02:00
AarontheIdiot
9c583c8faf long gun takes 2 hands 2 hold (#47081) 2019-10-15 10:20:47 -04:00
Kaffe-work
c8fe05ab1b fixes toggling flashlight removing bayonet overlay (#47053)
* fixes toggling flashlight removing bayonet overlay

* Update gun.dm

Removed useless if statement, was not needed and referenced something that wasn't intended.

His name was Jeremy Tidwell
2019-10-14 13:04:45 +02:00
carlarctg
0d8160938f sawn off shottie has an inhand (#47019)
Changelog

cl
fix: sawn off shotgun has inhand
/cl
2019-10-13 16:45:06 +13:00
Rob Bailey
e1683f674f Merge pull request #46978 from willox/duplicate-variable-stuff
removed a bunch of duplicate member variable definitions and entirely duplicated types
2019-10-12 03:44:15 -07:00
Fikou
e450be44dc surgery tool refactor (#46856)
* awooooooooooooooooo

* a

* aw shet

* woops!!

* a

* wow heck you
2019-10-09 12:25:42 -04:00
William Wallace
0e1bab0869 remove duplicate var definition in /obj/projectile/bullet/p50/penetrator 2019-10-09 00:17:56 +01:00
William Wallace
45f2feda3b replace extra icon_state with item_state in /obj/item/gun/ballistic/rifle 2019-10-09 00:15:41 +01:00
William Wallace
076e532e65 remove duplicate var definitions in /obj/item/gun/magic 2019-10-09 00:13:11 +01:00
Qustinnus
a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
kingofkosmos
71644568b5 Personal interaction messages to simple animals (#46744)
* Adds attacktext2 and friendly2 messages for personal "you" messages in combat.

* Adds response_help2, response_disarm2 and response_harm2 -messages for interacting with simple animals. Also removes unnecessary, already inherited, ones.

* Small extra: Adds personal messages for gun firing.

* Adds personal messages to grabs and fixes shoe stealing messages.

* Fixes open someone else's internals valve pronoun.

* Replaces response_help --> response_help_continuous, response_help2 --> response_help_simple etc. Also adds autodoc to simple_animal.dm variables.
2019-10-07 21:18:42 +02:00
nemvar
a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
Fikou
338dca92b3 meteorslugs now knockdown instead of stunning (#46763)
* h

* meh why not

* ok bobby
2019-10-05 13:22:16 -04:00
Firecage
3996aaa197 Lets Syndi Mediborgs and Syndi Engiborgs get some of the upgrades of normal Mediborgs and Engiborgs. (#46760) 2019-10-03 02:17:17 -07:00
81Denton
8cfe0b3ccf Soul stone tweaks (#46765)
* Soul stone tweaks

* h

* fuck
2019-09-30 14:27:55 -04:00
spookydonut
210ba5c571 Adds linting for equipped() pickup() dropped() (#46614)
* lint some inventory procs

* lineends

* f

*  line end

* lineend

* fuck

* changes per review
2019-09-25 02:31:29 -07:00
Rob Bailey
7d7a1e72d9 Gun sound revamp (#46689)
* shitload of new sounds

* dme fix

* file fixes

* more file fixes

* more file fixes

* volume tweaks + better pistol sounds

* more new sounds + no through walls suppressed

* better suppressed

* more work

* pistol handling sounds

* small tweaks
2019-09-24 18:01:27 -04:00
nemvar
5c49cc4968 Fixes tesla projectile chain (#46693) 2019-09-24 17:53:30 -04:00
nemvar
dc783795db Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680) 2019-09-23 14:02:59 -07:00
nemvar
8cfe0f6467 Slightly improves visible and audible messages. (#46499)
* Doubtful improvement

* Switches out all the magic numbers with defines

* Thanks travis for finally finding a real error

* properly resolves some left over conflict
2019-09-18 12:52:18 +02:00
ArcaneMusic
1e97c21bfb Fixes the Advanced Plasmacutter Inhand (#46528)
* Fixes the Advanced Plasmacutter Inhand

* 4th try now

* No wait I like datums please dont
2019-09-16 01:53:32 -04:00
skoglol
280741a839 Point blank execution shots now hit head (#46421)
* Point blank execution shots now hit head.

* Update code/modules/projectiles/gun.dm

Co-Authored-By: nemvar <47324920+nemvar@users.noreply.github.com>
2019-09-15 00:33:01 -07:00
kingofkosmos
8358169b8e New 'hear' span class (#46369)
* Reverts italics-span back to no color.

* Cleans up many extra spaces and indents.

* Adds 'hear' span class.

* Replaces all 'italics' used in heard messages with 'hear'.
2019-09-14 23:56:34 -07:00
nemvar
1ead3e8ae7 Fixes morph movement and replaces magic numbers. (#46358)
* fixes morph speed shizz

* fixes morph movement
2019-09-06 16:23:28 -07:00
Fhaxaris
6d4bddcc55 makes riot darts work (#46307)
* if it has an effect, that counts as doing damage ok?

* Update damage_procs.dm

* that does not fix that

* i meant to remove that
2019-09-02 23:53:44 -07:00
Rob Bailey
2029163d33 playsound vary boolean define conversion (#46254)
About The Pull Request

Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls

This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE

I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game

Code usability
2019-08-30 18:45:20 +12:00
kingofkosmos
df1fecc58c Adds notice-span to visible_messages with no spans (#46044)
About The Pull Request

Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game

This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
2019-08-26 20:50:00 +12:00
carlarctg
8f34bf11aa Adds inhand improvised shotgun sprites (#45995)
* the poke

* e

* wrong bracnch

* improvised spripes

* better spropes

* hoook time

* hooky

* h

* fuckkkk

* "fix"

* fuggggggggggggggg

* shit wrong pr

* fixes

* no e

* un-hooked

* more unhookinga

* added unused twohanded sprites

* Revert "Merge branch 'master' into shotgun"

This reverts commit 95caaf6270cebdc21b80659a6a0725bf37c005d1, reversing
changes made to 3cec8e8f3b188a15a495adb61f724cedd7d35246.

* Revert "Revert "Merge branch 'master' into shotgun""

This reverts commit 6677b4718f22f99befe4e9718b9b7c1f02ea6311.

* Revert "Revert "Revert "Merge branch 'master' into shotgun"""

This reverts commit 3df1e045861bb3abcebaa5b900648b016c53d620.

* Revert "Revert "Revert "Revert "Merge branch 'master' into shotgun""""

This reverts commit 8fc15d61daf40dd2ae557fdefdbd73274540cf01.

* big brain move ahead

* big brain move actuated
2019-08-22 00:23:55 -07:00
PKPenguin321
898f544414 [Ready] Adds a Shrink Ray (#45387)
About The Pull Request

    It adds a shrink ray that has 5 shots, can be recharged, has unique (coder)sprites, and has a cool sound
    Shoot a thing with the shrink ray to make it small. Anything can be shrunk except floors
    Shrunken things grow back after a couple seconds, might adjust this
    Small things will not block vision and can be walked over (this includes walls)
    Small people won't fit into their clothes and will drop all their stuff (or rather, their stuff will drop off of them). They also can't move very fast, and take 2x damage while shrunk.
    Preview video here

Why It's Good For The Game

It's really goddamn cool
Changelog

cl PKPenguin321, Fury McFlurry
add: A shrink ray for abductors that they can buy at their console for 2 experiment points. Anything can be shrunken, and shrunken things can be walked over/seen past (for example, you can shrink a wall and then walk around it). If a human is shrunk, they will drop all of their belongings, move slower, and take 2x damage.
imageadd: Shrink ray sprites by Fury McFlurry. Thank you!
/cl

I intend to add it as a thing abductors can purchase but am putting it up now for code review and if anybody has any other ideas on good thematically fitting places to put it.
2019-08-21 11:50:38 +12:00
oranges
57266c7d35 Merge pull request #45701 from Dennok/ChangeTurf-calls-add-keep-air
Fixes ChangeTurf CHANGETURF_INHERIT_AIR flag and add it to all calls.
2019-08-21 11:23:11 +12:00
MMMiracles
5bf2bafdd8 Adds Capitalism Firing Pins (#45893)
* adds capitalism firing pin for late-stage capitalism

* purchase prompt so you can't bankrupt the captain with a rigged gun

* prompt spam check, cargo crates for pins, extra warning message for accepting payment but not having enough to pay out

* test stuff please ignore

* pay-per-shot system, alert instead of input, minor cleanup

* fuck off clown

* range check to prevent long-range purchasing
2019-08-19 22:56:06 -07:00
nemvar
a5e62c93b0 Fixes bulldog inhands (#45833)
* The bulldog has inhands once more.

* forgot these are a thing
2019-08-11 22:16:29 -07:00
Bucovineanu
384a3c7cf5 Makes .357 speedloaders unrecyclable. (#45804) 2019-08-11 02:11:58 -07:00
81Denton
7b8579c17a Minor ghost notify changes (#45759) 2019-08-08 01:47:04 -07:00
kingofkosmos
c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
Dennok
d464a7c689 add flag CHANGETURF_INHERIT_AIR 2019-08-04 12:54:12 +03:00
Rob Bailey
76115373b1 ballistic guns autodoc (#45578)
* ballistic guns autodoc

* fixes
2019-08-03 14:39:51 +12:00
Rob Bailey
8c36cf28a4 Better shotgun inhands (#45521)
About The Pull Request

Someone correctly pointed out to me that the other ones would need a free hand, and two hand component still isn't done yet. Whoever is working on it, get going for zero pay, and do it faster.

Since people did not like how THICC and BEEFY the inhands were as well, I made them a little shorter to make them look less like they're 7 ft long.

image
64xshottygun

This is what they're going to look like now, I'll bring back those two hand ones once the component is done eyes

for combat shotgun, regular shotgun, riot shotgun, and double barrel.
Changelog

cl
imageadd: New shotgun inhands
/cl
2019-08-01 21:19:12 +12:00
py01
78741c3e17 fixes tasers (#45605)
Closes #45601
Due to previous changes, projectiles need to be nodamage = FALSE to apply basic projectile status effects. Searched through code, no other projectiles appear to be broken.
2019-08-01 20:45:27 +12:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
xmikey555
80df08aefd Fixes 357 autolathe shells, also fixes the custom incapacitating shot (#45527)
* fixes materials for 357 casing

* also fixing incapacitating shot
2019-07-28 17:57:37 -07:00
py01
353ef81789 Magic projectile fixes (#45484)
* magic projectile changes

* fixes var path

* undoes magic changes

* magic proj changes

* am checkchaange

* removes bad refactor

* proper am check on mag missile

* locker staff fix
2019-07-27 19:58:58 -07:00
zxaber
aaaee29a63 [READY] Re-works the Durand ability (#45144)
* Woo shields

* reshuffle, adding a sound

* Re-organizing

* better defines for the signals I had

* new stuff

* fixes

* Replaced all instances of "defence" with defense"

and other small changes.

* oof

* spelling, and a forgotten check

* you, upgraded, improved, yes
2019-07-27 02:06:33 -07:00
Arkatos1
23128c948e Fixes trigger restrictions for magic barrages spells (#45403) 2019-07-24 16:12:03 -07:00
Qustinnus
b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
Rob Bailey
de2b62a706 no caseless bouncing (#45361)
About The Pull Request

prevents caseless ammo from bouncing away
fixes some issues with guns that do not exist yet eyes
2019-07-24 15:38:44 +12:00
tralezab
3b49b5378d Yet Another Fugitives PR: Bounty Hunters, Features, Fixes, Treason, Removals! (#44802)
* mostly fixes in this commit

* removes old_god from the dme

* russian shuttle improvements

* TODO: fix the hook gun

* shotgun finished, next commit shuttle

* bounty hunting shuttle

* back up to speed on the dmis

* readds poster 46 and adds the shuttle finally

* dmi fixes

* traps need fixing, work out whatever is happening with synths

* super final touches, see desc

map ports + proper spawners, pinpointer and traps functional. other misc changes

* removes verb stuff from non verb stuff

* review (see desc)

antimagic checks and it now the two objects move inside each other instead

* dmi conflicts

* PLUNGERS. BEGONE.
2019-07-22 20:00:34 +02:00
Rob Bailey
440e1b19d2 fixes runtimes related to trash in nullspace (#45160) 2019-07-13 00:42:21 -04:00