Commit Graph

547 Commits

Author SHA1 Message Date
jwhitak
9e5a8141ec Adds some cave clothing in xeno wardrobe (#33001) 2022-08-17 22:36:24 -05:00
Manopolis Jones
47aa6b2ef5 Mothership vault gear entries in supply console (#32632)
* adds mothership gear to supply console

Adds mothership uniform crate under contraband clothing group for 50 credits, will give a random set of clothes
Adds mothership boots crate under contraband clothing group for 150 credits, will give two pairs of steeltoe mothership boots
Adds MDF grenade crate under hidden security group for 300 credits, will give four random grenades chosen from two
Adds MDF Surplus weapons crate under contraband security group for 60 credits, will give two stunprobes and two disintegrators
Adds MDF Surplus standard armor crate under contraband security group for 40 credits, gives two mothership body armors, two mothership helmets, and two grey soldier jumpsuits
Adds MDF Surplus heavy armor crate under hidden security group for 120 credits, gives two mothership heavy armors, two mothership heavy helmets, two mothership belts

All crates under the security group regardless of hidden or contraband are security access locked

* Removes added entries

Removed mothership boot crate
Removed MDF grenade crate
Removed MDF heavy armor crate
Moved MDF standard weapons crate to hidden

* changes access requirements, adds new sprites

Adds new sprites for the MDF weapons crate, the Mothership uniform bin, and the MDF armor bin

Changes access requirement for the MDF armor and weapon crate to mothership military access (the red cards you get in the mothership vault)

* changes access req.

changes one_access to allow for both normal security and mothership security to open
2022-05-23 00:54:02 -05:00
ValkyrieSkies
c78c945ee0 Adds beekeeping attire to hydroponics lockers (#32505) 2022-05-06 19:39:30 -05:00
kane-f
ec5ef3329f [MDB IGNORE] [Revival] Engine Access Split: Major / Minor. + Mechanic Promotion without Pay Increase. (#32457)
* I hate mechanics so much that I'm going to scream until they're given more access- wait a second oh no!

* Fixing legacy access from cargo forward

* Fixing deff compile

* Fixing deff access

* Fix

Co-authored-by: Rubylips <Questionfrog@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
2022-04-30 18:38:13 -05:00
Apogee-dev
8f953f3225 janny overalls let's go (#32464) 2022-04-30 17:12:01 -05:00
west3436
8549b30efc Cargo Automation (#32384)
* Cargo automation machines

* Fixes

* Fixes error & un-spaghettis toggle lock proc

* Somewhat better sprites, fixes label overlay, modifies planes

* Fixes alerts/messages

* emag functionality

* Syndie wrap compat

* Wrapping machine construction & circuit board + cargo pack

* Better icon and simplified direction picking

* oops
2022-04-24 10:29:15 -05:00
ShiftyRail
a8b971f128 Mulebot update (stolen content) (#31944)
* pushing whatever shit I had here before deleting this from my computer

* also this i guess

* Implements laser pointing + QoL + put it in lockers

Co-authored-by: zth <artii.ftw@hotmail.com>
2022-04-13 15:47:10 -05:00
Hinaichigo
d63936641e Breakable Objects v2 (#32255)
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.

* Moved breakable.dm.

* Fix metaclub beepsky's maxhealth to maxHealth.

* Attempted to fix named argument error.

* Attempt to fix take_damage() derived proc named argument error.

* Attempt to fixed named argument error.

* Fragments can be obj not just item.

* Remove debug.

* .

* Fixed conflicting proc definitions.

* Attempt to fix runtime.

* Partly dissolve existing implementations of object health into general framework.

* Declare parent args in take_damage() proc overrides.

* Typo fix.

* Comment change.

* Change destroy to qdel.

* Update breakable.dm

Check for null teeth.

* Teeth check.

* .

* Gum check.

* Bugfixes and general object kicking.

* .

* fix kicking

* .

* .

* Kicking small items around.

* Throwing something at an object to break the latter.

* Fix storage inconsistencies.

* Nicer kick damage calculation.

* You don't need teeth to bite properly with a beak.

* Items can take damage landing in disposals.

* Undo that.. there's bug potential.
2022-04-13 08:57:21 -05:00
DamianX
e3dc74d9fe Fixed a bug that deleted the contents of crates when they were destroyed by explosions (#32308) 2022-03-28 00:01:55 -05:00
ShiftyRail
6f20e1f4be Revert breakable objects for now. (#32234)
* revert

* why didn't this get reverted?
2022-03-15 22:42:00 +00:00
Hinaichigo
8ea93dd579 Breakable objects: cameras, wall-mounted lanterns, beakers, and flashlights (#32184)
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.

* Moved breakable.dm.

* Fix metaclub beepsky's maxhealth to maxHealth.

* Attempted to fix named argument error.

* Attempt to fix take_damage() derived proc named argument error.

* Attempt to fixed named argument error.

* Fragments can be obj not just item.

* Remove debug.

* .

* Fixed conflicting proc definitions.

* Attempt to fix runtime.

* Partly dissolve existing implementations of object health into general framework.

* Declare parent args in take_damage() proc overrides.

* Typo fix.

* Comment change.

* Change destroy to qdel.

* Update breakable.dm

Check for null teeth.

* Teeth check.

* .

* Gum check.
2022-03-15 15:15:58 +01:00
kane-f
f801f7d0e8 Fixes map element overwriting option (#31978)
* Fixes vault overwriting option

* Saner method of looping

* Actually works nice now

* Makes this static for performance

* Some debug logging for how long a vault takes to load

* Here too

* Removing logging, for future PR

* Changing this to handle qdels better

* Fixes how vending machines do it too

* Requested changes

* Forgot this too

* And this

* APC cells

* Set this to null too

Co-authored-by: kanef <kanef9x@protonmail.com>
2022-02-11 11:32:44 +01:00
djkramer123
96b45fc13b Advanced Health Scanner HUD (#31930)
* Advanced Health Scanner HUD

The CMO's locker now spawns with a pair of Advanced MedHUDs. They function as regular health scanner huds with the addition of having flash protection, meaning they'll no longer be the only head without it roundstart. Only one pair spawns in the locker and they can't be scanned by the mechanic's scanner.

I wanted to add science goggles function as well but I'm too stupid to do it currently so if this gets merged I might try to PR that at a later date. I also don't entirely love the sprite so I'll probably mess with it more.

* Sprite Updates, Syndicate Scanner

* Adds science soggle effect
2022-01-29 14:39:18 -06:00
kane-f
9159ab85ec Botanist belts (#31815)
* Botanist belts

* Some updates

* Aquaculture

* Typo

Co-authored-by: kanef <kanef9x@protonmail.com>
2022-01-19 07:11:29 -06:00
jellyveggie2
00c0026ce4 Make plastic sortable for recycling, and make a multitude of items recyclable (#31593)
* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.

* Mineral tiles can be recycled

* Gold teeth and collection plates can be recycled

* Recycling sorter will now empty out crates and closets before sorting, if possible

* New recycling material category for the sorter, plastic. Many items updated to be considered such.

* derp recycling sorter fixes

* derp what was the point in creating a category otherwise

* just in case

* dorf recycling

* Smithing recycling? It's been a while and I don't remember what I was up to.

* Fix #28612 (You cannot recycle coins into their base metal)

* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.

* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.

* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.

* Update boomerang materials

Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>
2021-12-20 10:59:06 -06:00
carson wilkinson
520c92546b tear gas grenades (#31441)
* GYEAS grenade

* GYEAS grenade box

* GYEAS grenade placement 1

* GYEAS grenade placement 2

* GYEAS grenade placement 3

* frick he's right

* ok fine

* how did i miss this

* never mind i liked a full box
2021-12-05 11:28:36 +00:00
kane-f
a38075ae81 Command level SPS (#31329)
* Command level SPS

* Makes security alerts computers say it louder

* Puts into practice

* Makes it do this instead

* Check this too

* Fix

* Saner check

* Added april fools icon

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-12-05 11:10:24 +00:00
Apogee-dev
b5dcc15210 Sheriff Hats (#31197)
* Hats

* cowboy cap

* added corgi compatibility
2021-11-04 11:24:21 -05:00
DamianX
2ab8f80082 Ported Jump-Point-Search pathing from TG (#31114) 2021-10-26 00:30:38 -05:00
DamianX
a4438724c9 Changed all relative paths to absolute (#31078) 2021-10-18 16:28:55 -05:00
Kurfursten
5fc6e589cd Flexible Suits (#31058) 2021-10-16 02:37:10 -05:00
Apogee-dev
af865c4c8a Adds viro tape (#30789)
* viro tape

* typo fix

* cleanup, reduced damage

* added tape to deff

* snowbox
2021-09-29 00:05:04 -05:00
DeityLink
a04a717540 Fixed bleeding players still dripping blood after having been turned to stone (#30664)
* Fixed bleeding players still dripping blood after having been turned to stone.

* Update code/modules/organs/blood.dm

* proper timestop

* better
2021-09-14 15:10:40 -05:00
DeityLink
a7cf744e22 Fixed fireaxe cabinets being invisible. (#30699) 2021-09-11 23:22:35 -05:00
DeityLink
baf6379090 Opening and Closing crates now adds fingerprints on them. (#30537) 2021-09-07 00:23:42 -05:00
DeityLink
4a2e748e2a Fireaxe closets are no longer closets code wise, also [MDB IGNORE] I guess lol (#30433)
* Fireaxe closets are no longer closets code wise

* oh right

* aaand that too

* and all of those

* finishing blow
2021-09-01 11:28:20 -05:00
DeityLink
84261861d9 Removed duplicate Captain's Armor from the Captain's locker. (#30277) 2021-08-19 15:46:43 -05:00
DeityLink
ac9a294b98 Band-aids closets spawning their items twice and adds some debug info to try and catch the bug in the act (#30184)
* Band-aids closets spawning their items twice and adds some debug info

* derp
2021-08-18 14:31:32 -05:00
kane-f
da528063d7 Refactors effect/effect into effect (#30138)
* Refactors /obj/effect/effect into /obj/effect

* Fixes these

* And these

* And these

* Fixes stuff not being clickable

* Fixes .dme real quick

* Removes now-redundant vars

* This too

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-11 15:19:06 -05:00
Apogee-dev
9c8b774c3d Cabinets & Weights (#30031)
* cabinets & weights

* can't wrench/weld weights in use

* holo weights

* streamlined holoweights
2021-07-23 16:52:12 -05:00
DeityLink
71743ea84d Coffin unbuckle alarm button (#30029)
* Adds a coffin unbuckle alert button

* derp
2021-07-19 11:07:38 +00:00
DeityLink
c98d336a0e Fixes various coffins issues and changes how buckling in one works (#30005)
* Fix Coffins

* aja
2021-07-15 21:57:20 -05:00
DeityLink
34ddefb0ec Revenge of the Mannequins (#29763)
* ohfuck that wasn't the right branch

* ohfuck

* tweaks
2021-06-15 17:16:41 -05:00
rob
afd51afe57 adds many periods to many descriptions (#29577)
* its very nice! so full of spice!

* .

* gangstalked

* more

* sorry for breaking the entire thing by accident

* f*ck you zth!!!!
2021-05-30 23:12:45 +02:00
Apogee-dev
ae29188a98 Brig Medic (Paramedic alt title) (#29544)
* Brig Medic

* syntax fix

* adds outfit to paramedic closets

* nonhuman uniforms
2021-05-21 10:31:21 -05:00
Kurfursten
d034a7365e Cloud IX Crate (#29100)
* Cloud IX Crate

* add atom

* and removes duplicates

* progress

* Just changing a couple more files

* finished

* fixes
2021-05-04 16:15:37 +02:00
DrSnips
1ce25ff1b7 Re-paths tools, adds a parent for them, and moves some welder code to the proper place. (#29257) 2021-04-19 10:53:30 +02:00
BomberBro
80219200d6 Frogs now audibly croak when pet (#29033)
* frogpets

* frogpets

* adds more for cargo
2021-03-19 23:14:08 +01:00
kane-f
d453f76277 Lists of contents as viewed by ghost now looks a lot nicer (#28969)
* Beginning rewrite of english_list()

* Fixed issue with datums showing up by &ing lists

* Tidying up grammar, removing weird usage of the

* Fixing error on lone items

* Adding current name variable

* Adding ternary with macros for better naming

* Fixing linter issues

* Oversight

* Specifies list type

* Revert "Oversight"

This reverts commit c82cbf2785.

* Revert "Specifies list type"

This reverts commit 33cd5e1a5c.

* Oversight...

* Attempt at fixing more lint issues

* Make it check name instead of type, general tidying up

* Tidying up code and commenting (count = 2 block is unnecessary)

* Removing /a as it might cause grammatical consistency issues

* Bringing back old function for legacy purposes while keeping new one in state before last commit

* Now actually using this function for closets, since this seems like the only fitting one for now

* And now accessories

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-03-19 23:13:35 +01:00
Exxion
10c6287087 Makes some wooden objects flammable that previously were not (#29028)
* Actual changes

* Automated whitespace changes
2021-03-19 08:54:12 -03:00
GreatBigFailure
d21cc654e5 New Food Based Engine: Gourmonger (#29009)
* Food Engine

* Oh woops

* Oh hey he didn't attack Ian

* Update code/modules/power/gourmonger.dm

Co-authored-by: Exxion <exxion191@gmail.com>

Co-authored-by: Rubylips <Questionfrog@gmail.com>
Co-authored-by: Exxion <exxion191@gmail.com>
2021-03-17 21:54:26 -04:00
ShiftyRail
6b01631d34 Make ALL bullet_act() calls in the game return something (#28761)
* Make ALL bullet_act() calls in the game return something

* Misunderstood the linter
2021-02-02 23:13:40 +01:00
PlausibleDeniability
66990356ea HoS Powercreep - Surveyor Set (#28611)
* Surveyor set added with vox and bug variants, added to hos locker

* Created item_state icons, minor fix to bug shoulders

* typos fixed

* Added outfit to a clothing_box and put it in the pick() list

Co-authored-by: PlausibleDeniability <PlausibleDeniability@github.com>
2021-01-18 19:23:04 -06:00
Kurfursten
be83c3435e RD Shoes (#28492) 2021-01-14 00:08:03 -06:00
Nipples
7b1e2358fc Gives heads of staff ability to demote independantly (#28515) 2021-01-14 00:06:03 -06:00
Astral-1
63105c1aef Added the NT Glock Custom to the warden locker of every map (#28507)
* Added the NT Glock Custom to the warden locker of every map
(Removed the one that was hardcoded in roid's mapfile to avoid having a double glock there)

* Edited the roidstation map file correctly
2021-01-08 21:40:54 -06:00
SnakeEater14
db9636f4c8 Captain's Jacketed Armor (#28510)
New jacket for Captain, with armor vest underneath.
2021-01-08 22:59:24 +01:00
Kurfursten
3b26fb64ef Brig Parking (#28409)
* Brig Parking

* tgm now
2020-12-18 16:34:43 -03:00
jjpark-kb
e380598318 remove not needed initializes in closets (#28403)
* remove not needed intialize in closets

* brings back this initialize
2020-12-17 06:56:55 +01:00
Kurfursten
9ce25f9574 Snow Closet Scarves (#28300) 2020-12-04 08:58:25 -03:00