Merge branch 'master' into wounds-part-2
This commit is contained in:
@@ -13347,7 +13347,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/machinery/button/door{
|
||||
@@ -14233,7 +14232,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/machinery/button/door{
|
||||
@@ -21718,7 +21716,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/machinery/button/door{
|
||||
@@ -53437,6 +53434,7 @@
|
||||
"dfh" = (
|
||||
/obj/machinery/power/apc{
|
||||
areastring = "/area/science/circuit";
|
||||
dir = 4;
|
||||
name = "Circuitry Lab APC";
|
||||
pixel_x = 30
|
||||
},
|
||||
@@ -54387,6 +54385,7 @@
|
||||
/obj/structure/chair/office/dark{
|
||||
dir = 1
|
||||
},
|
||||
/obj/effect/landmark/start/atmospheric_technician,
|
||||
/turf/open/floor/plasteel,
|
||||
/area/engine/atmos)
|
||||
"fMp" = (
|
||||
@@ -54776,7 +54775,6 @@
|
||||
dir = 8
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/structure/mirror{
|
||||
@@ -57075,6 +57073,7 @@
|
||||
dir = 4;
|
||||
pixel_y = 5
|
||||
},
|
||||
/obj/item/clothing/head/hardhat/cakehat,
|
||||
/turf/open/floor/wood,
|
||||
/area/crew_quarters/bar)
|
||||
"oby" = (
|
||||
@@ -57198,7 +57197,6 @@
|
||||
dir = 8
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/structure/mirror{
|
||||
@@ -57847,7 +57845,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/turf/open/floor/mineral/titanium/blue,
|
||||
@@ -57910,7 +57907,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/machinery/light/small{
|
||||
@@ -60673,7 +60669,6 @@
|
||||
pixel_y = 32
|
||||
},
|
||||
/obj/structure/sink{
|
||||
dir = 1;
|
||||
pixel_y = 25
|
||||
},
|
||||
/obj/machinery/button/door{
|
||||
|
||||
@@ -30475,6 +30475,7 @@
|
||||
/obj/machinery/light{
|
||||
dir = 1
|
||||
},
|
||||
/obj/machinery/airalarm/directional/north,
|
||||
/turf/open/floor/plasteel/dark,
|
||||
/area/science/research)
|
||||
"aXx" = (
|
||||
@@ -57345,9 +57346,7 @@
|
||||
name = "landing marker";
|
||||
picked_color = "Burgundy"
|
||||
},
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"bOe" = (
|
||||
/obj/machinery/atmospherics/components/unary/vent_scrubber/on/layer1{
|
||||
@@ -58565,9 +58564,7 @@
|
||||
dir = 4
|
||||
},
|
||||
/obj/effect/decal/cleanable/dirt,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"bQb" = (
|
||||
/obj/structure/flora/rock,
|
||||
@@ -58930,7 +58927,7 @@
|
||||
dir = 8
|
||||
},
|
||||
/obj/machinery/power/apc{
|
||||
areastring = "/area/janitor";
|
||||
areastring = "/area/vacant_room/commissary";
|
||||
dir = 4;
|
||||
name = "Vacant Commissary APC";
|
||||
pixel_x = 27;
|
||||
@@ -61285,9 +61282,7 @@
|
||||
name = "landing marker";
|
||||
picked_color = "Burgundy"
|
||||
},
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"bUk" = (
|
||||
/obj/effect/turf_decal/tile/red,
|
||||
@@ -61567,9 +61562,7 @@
|
||||
/turf/closed/wall,
|
||||
/area/engine/atmos)
|
||||
"bUN" = (
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"bUP" = (
|
||||
/obj/machinery/door/airlock/external{
|
||||
@@ -67994,9 +67987,7 @@
|
||||
name = "landing marker";
|
||||
picked_color = "Burgundy"
|
||||
},
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"ceV" = (
|
||||
/obj/effect/turf_decal/tile/yellow{
|
||||
@@ -68021,18 +68012,14 @@
|
||||
dir = 1
|
||||
},
|
||||
/obj/effect/decal/cleanable/dirt,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"ceX" = (
|
||||
/obj/machinery/light{
|
||||
dir = 8
|
||||
},
|
||||
/obj/effect/decal/cleanable/dirt,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"ceY" = (
|
||||
/obj/machinery/airalarm{
|
||||
@@ -68880,9 +68867,7 @@
|
||||
/area/engine/engineering)
|
||||
"cgI" = (
|
||||
/obj/effect/decal/cleanable/dirt,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"cgJ" = (
|
||||
/obj/machinery/door/poddoor/preopen,
|
||||
@@ -80506,9 +80491,7 @@
|
||||
/area/maintenance/fore)
|
||||
"cDp" = (
|
||||
/obj/structure/lattice/catwalk,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"cDq" = (
|
||||
/obj/machinery/door/airlock/maintenance{
|
||||
@@ -80896,9 +80879,6 @@
|
||||
pixel_x = 4;
|
||||
pixel_y = 4
|
||||
},
|
||||
/obj/item/storage/pill_bottle/dice{
|
||||
pixel_x = -4
|
||||
},
|
||||
/obj/item/pen/red{
|
||||
pixel_x = 4;
|
||||
pixel_y = 4
|
||||
@@ -84920,9 +84900,7 @@
|
||||
"jAT" = (
|
||||
/obj/structure/lattice/catwalk,
|
||||
/obj/machinery/light,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"jHJ" = (
|
||||
/obj/machinery/atmospherics/pipe/simple/general/visible{
|
||||
@@ -85370,9 +85348,7 @@
|
||||
"rNm" = (
|
||||
/obj/effect/decal/cleanable/dirt,
|
||||
/obj/structure/lattice/catwalk,
|
||||
/turf/open/floor/plating/airless{
|
||||
initial_gas_mix = "o2=14;n2=23;TEMP=300"
|
||||
},
|
||||
/turf/open/floor/plating/airless,
|
||||
/area/hallway/secondary/entry)
|
||||
"swG" = (
|
||||
/obj/item/reagent_containers/food/drinks/drinkingglass{
|
||||
|
||||
@@ -123,7 +123,7 @@
|
||||
. = ..()
|
||||
if(!target || !user)
|
||||
return
|
||||
if(!user.CheckActionCooldown())
|
||||
if(!user.CheckActionCooldown(CLICK_CD_MELEE))
|
||||
return
|
||||
if(!focus)
|
||||
focus_object(target)
|
||||
@@ -146,7 +146,7 @@
|
||||
else
|
||||
apply_focus_overlay()
|
||||
focus.throw_at(target, 10, 1,user)
|
||||
user.DelayNextAction(immediate = FALSE)
|
||||
user.DelayNextAction(considered_action = TRUE, flush = TRUE)
|
||||
update_icon()
|
||||
|
||||
/proc/tkMaxRangeCheck(mob/user, atom/target)
|
||||
|
||||
@@ -21,7 +21,7 @@
|
||||
. = ..()
|
||||
stored = new /obj/item/blackbox(src)
|
||||
|
||||
/obj/machinery/blackbox_recorder/attack_hand(mob/living/user)
|
||||
/obj/machinery/blackbox_recorder/on_attack_hand(mob/living/user, act_intent, unarmed_attack_flags)
|
||||
. = ..()
|
||||
if(stored)
|
||||
to_chat(user, "<span class='notice'>You start struggling to pry the [stored] from the [src]...</span>")
|
||||
|
||||
@@ -10,26 +10,24 @@
|
||||
//
|
||||
// Show as dead when...
|
||||
|
||||
/datum/antagonist/bloodsucker/proc/LifeTick()// Should probably run from life.dm, same as handle_changeling, but will be an utter pain to move
|
||||
set waitfor = FALSE // Don't make on_gain() wait for this function to finish. This lets this code run on the side.
|
||||
var/notice_healing
|
||||
while(owner && !AmFinalDeath()) // owner.has_antag_datum(ANTAG_DATUM_BLOODSUCKER) == src
|
||||
if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_FAKEDEATH)) // Deduct Blood
|
||||
AddBloodVolume(passive_blood_drain) // -.1 currently
|
||||
if(HandleHealing(1)) // Heal
|
||||
if(!notice_healing && owner.current.blood_volume > 0)
|
||||
to_chat(owner, "<span class='notice'>The power of your blood begins knitting your wounds...</span>")
|
||||
notice_healing = TRUE
|
||||
else if(notice_healing == TRUE)
|
||||
notice_healing = FALSE // Apply Low Blood Effects
|
||||
HandleStarving() // Death
|
||||
HandleDeath() // Standard Update
|
||||
update_hud()// Daytime Sleep in Coffin
|
||||
if(SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker"))
|
||||
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
|
||||
Torpor_Begin()
|
||||
// Wait before next pass
|
||||
sleep(10)
|
||||
/datum/antagonist/bloodsucker/proc/LifeTick() //Runs from BiologicalLife, handles all the bloodsucker constant proccesses
|
||||
if(!owner || AmFinalDeath())
|
||||
return
|
||||
if(owner.current.stat == CONSCIOUS && !poweron_feed && !HAS_TRAIT(owner.current, TRAIT_FAKEDEATH)) // Deduct Blood
|
||||
AddBloodVolume(passive_blood_drain) // -.1 currently
|
||||
if(HandleHealing(1)) // Heal
|
||||
if(!notice_healing && owner.current.blood_volume > 0)
|
||||
to_chat(owner, "<span class='notice'>The power of your blood begins knitting your wounds...</span>")
|
||||
notice_healing = TRUE
|
||||
else if(notice_healing)
|
||||
notice_healing = FALSE // Apply Low Blood Effects
|
||||
HandleStarving() // Death
|
||||
HandleDeath() // Standard Update
|
||||
update_hud()// Daytime Sleep in Coffin
|
||||
if(SSticker.mode.is_daylight() && !HAS_TRAIT_FROM(owner.current, TRAIT_FAKEDEATH, "bloodsucker"))
|
||||
if(istype(owner.current.loc, /obj/structure/closet/crate/coffin))
|
||||
Torpor_Begin()
|
||||
// Wait before next pass
|
||||
FreeAllVassals() // Free my Vassals! (if I haven't yet)
|
||||
|
||||
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
@@ -37,6 +37,7 @@
|
||||
var/had_toxlover
|
||||
var/level_bloodcost
|
||||
var/passive_blood_drain = -0.1 //The amount of blood we loose each bloodsucker life() tick
|
||||
var/notice_healing //Var to see if you are healing for preventing spam of the chat message inform the user of such
|
||||
// LISTS
|
||||
var/static/list/defaultTraits = list (TRAIT_STABLEHEART, TRAIT_NOBREATH, TRAIT_SLEEPIMMUNE, TRAIT_NOCRITDAMAGE, TRAIT_RESISTCOLD, TRAIT_RADIMMUNE, TRAIT_NIGHT_VISION, \
|
||||
TRAIT_NOSOFTCRIT, TRAIT_NOHARDCRIT, TRAIT_AGEUSIA, TRAIT_COLDBLOODED, TRAIT_NONATURALHEAL, TRAIT_NOMARROW, TRAIT_NOPULSE, TRAIT_VIRUSIMMUNE, TRAIT_NODECAP, TRAIT_NOGUT)
|
||||
@@ -50,7 +51,6 @@
|
||||
AssignStarterPowersAndStats()// Give Powers & Stats
|
||||
forge_bloodsucker_objectives()// Objectives & Team
|
||||
update_bloodsucker_icons_added(owner.current, "bloodsucker") // Add Antag HUD
|
||||
LifeTick() // Run Life Function
|
||||
. = ..()
|
||||
|
||||
|
||||
|
||||
@@ -268,13 +268,13 @@
|
||||
our_alert = our_guy.throw_alert("shoealert", /obj/screen/alert/shoes/untied)
|
||||
|
||||
|
||||
/obj/item/clothing/shoes/attack_hand(mob/living/carbon/human/user)
|
||||
/obj/item/clothing/shoes/on_attack_hand(mob/living/user, act_intent, unarmed_attack_flags)
|
||||
if(!istype(user))
|
||||
return ..()
|
||||
if(loc == user && tied != SHOES_TIED && (user.mobility_flags & MOBILITY_USE))
|
||||
handle_tying(user)
|
||||
return
|
||||
..()
|
||||
return ..()
|
||||
|
||||
/obj/item/clothing/shoes/attack_self(mob/user)
|
||||
. = ..()
|
||||
|
||||
@@ -73,6 +73,9 @@
|
||||
item_state = "g_suit"
|
||||
can_adjust = FALSE
|
||||
|
||||
/obj/item/clothing/under/syndicate/camo/cosmetic
|
||||
armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
|
||||
|
||||
/obj/item/clothing/under/syndicate/soviet
|
||||
name = "Ratnik 5 tracksuit"
|
||||
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
|
||||
|
||||
@@ -14,7 +14,8 @@
|
||||
var/obj/item/bodypart/BP = X
|
||||
temp_bleed += BP.get_bleed_rate()
|
||||
BP.generic_bleedstacks = max(0, BP.generic_bleedstacks - 1)
|
||||
bleed(temp_bleed)
|
||||
if(temp_bleed)
|
||||
bleed(temp_bleed)
|
||||
|
||||
//Blood regeneration if there is some space
|
||||
if(blood_volume < BLOOD_VOLUME_NORMAL)
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
/mob/living/carbon/BiologicalLife(seconds, times_fired)
|
||||
//Updates the number of stored chemicals for powers
|
||||
handle_changeling()
|
||||
//Handles the unique mentabolism of bloodsuckers, look at /datum/antagonist/bloodsucker/proc/LifeTick()
|
||||
handle_bloodsucker()
|
||||
//Reagent processing needs to come before breathing, to prevent edge cases.
|
||||
handle_organs()
|
||||
. = ..() // if . is false, we are dead.
|
||||
@@ -422,6 +424,12 @@
|
||||
hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
|
||||
|
||||
|
||||
/mob/living/carbon/proc/handle_bloodsucker()
|
||||
if(mind && AmBloodsucker(src))
|
||||
var/datum/antagonist/bloodsucker/B = mind.has_antag_datum(ANTAG_DATUM_BLOODSUCKER)
|
||||
B.LifeTick()
|
||||
|
||||
|
||||
/mob/living/carbon/handle_mutations_and_radiation()
|
||||
if(dna && dna.temporary_mutations.len)
|
||||
for(var/mut in dna.temporary_mutations)
|
||||
|
||||
@@ -56,6 +56,7 @@
|
||||
item_flags = NONE
|
||||
casing_ejector = FALSE
|
||||
can_suppress = FALSE
|
||||
weapon_weight = WEAPON_MEDIUM
|
||||
|
||||
/obj/item/gun/ballistic/shotgun/toy/process_chamber(mob/living/user, empty_chamber = 0)
|
||||
..()
|
||||
|
||||
@@ -91,8 +91,8 @@
|
||||
build_path = /obj/item/construction/rld/mini
|
||||
category = list("Tool Designs")
|
||||
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_CARGO
|
||||
|
||||
/datum/design/ranged_analyzer
|
||||
|
||||
/datum/design/ranged_analyzer
|
||||
name = "Long-range Analyzer"
|
||||
desc = "A new advanced atmospheric analyzer design, capable of performing scans at long range."
|
||||
id = "ranged_analyzer"
|
||||
|
||||
@@ -116,7 +116,8 @@
|
||||
/obj/item/gun/magic/wand = 2,
|
||||
/obj/item/clothing/glasses/sunglasses/garb = 2,
|
||||
/obj/item/clothing/glasses/sunglasses/blindfold = 1,
|
||||
/obj/item/clothing/mask/muzzle = 2)
|
||||
/obj/item/clothing/mask/muzzle = 2,
|
||||
/obj/item/clothing/under/syndicate/camo/cosmetic = 3)
|
||||
premium = list(/obj/item/clothing/suit/pirate/captain = 2,
|
||||
/obj/item/clothing/head/pirate/captain = 2,
|
||||
/obj/item/clothing/head/helmet/roman/fake = 1,
|
||||
|
||||
@@ -50,6 +50,61 @@
|
||||
-->
|
||||
<div class="commit sansserif">
|
||||
|
||||
<h2 class="date">01 August 2020</h2>
|
||||
<h3 class="author">dapnee updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">added cake hat to bar, adds another atmostech spawn</li>
|
||||
<li class="bugfix">sinks point in the right direction, APC won't spawn off the wall in circuits</li>
|
||||
<li class="bugfix">changes commissary APC so it actually powers the room, adds a missing AIR alarm, arrivals no longer has active atmos tiles.</li>
|
||||
</ul>
|
||||
<h3 class="author">silicons updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="tweak">toy shotguns no longer need 2 hands to fire</li>
|
||||
</ul>
|
||||
<h3 class="author">timothyteakettle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">monkeys no longer continuously bleed everywhere</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">30 July 2020</h2>
|
||||
<h3 class="author">Adelphon updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Created a Cosmetic version of the camo.</li>
|
||||
</ul>
|
||||
<h3 class="author">Arturlang updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="code_imp">Bloodsucker LifeTick runs from BiologicalLife now</li>
|
||||
</ul>
|
||||
<h3 class="author">Ryll-Ryll ported by silicons updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Shoelaces are now a thing. You can untie them by laying down next to someone.</li>
|
||||
<li class="tweak">shoes now have lace delays and some can't be laced at all</li>
|
||||
<li class="refactor">do after now tracks who's interacting with who, meaning some actions now break when the target moves away.</li>
|
||||
</ul>
|
||||
<h3 class="author">SiliconMain updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">Ported the long range atmos analyzer from sk*rat, credit to NotRanged</li>
|
||||
</ul>
|
||||
<h3 class="author">silicons updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="rscadd">energy sword perfect parries now reflect projectiles back at their shooters.</li>
|
||||
<li class="balance">any mob can now parry if they have the right item</li>
|
||||
<li class="rscadd">beam rifles now go into emitters properly</li>
|
||||
<li class="refactor">clickdelay has been refactored into an experimental hybrid system. Check code/modules/mob/clickdelay.dm for more information.</li>
|
||||
<li class="balance">Resisting no longer checks clickdelay, but is standardized to a 2 second per resist system for most forms of resisting. It still sets clickdelay, though.</li>
|
||||
<li class="rscadd">Meters have been added for estimating time until next attack/resist. Won't be that useful due to our clickdelay currently being very short, though. They're visible from your hand and resist HUD elements. experimental: Most attacks and forms of attacking (minus unarmed because it's too much of a pain to refactor how hugs/gloves of the north star works) now check for time-since-last-attack rather than making it so you can't attack for said time. This means you can very quickly switch to a gun from a melee weapon, whereas in the old system a melee weapon would put you on lockout for 0.8 seconds, in the new system all the gun cares about is that you did not attack for at least 0.4 seconds.</li>
|
||||
<li class="code_imp">All clickdelay setting/reading are now procs, so it should be trivial to implement another system where drawing/switching to a weapon requires you to have it out for x seconds before using it. I am not personally doing it at this point in time though because it will likely just annoy everyone with no real gain unless we do something like putting a 0.8 second switch-to cooldown for guns (which I did not, yet)</li>
|
||||
<li class="refactor">attack_hand has been refactored to on_attack_hand remove: sexchems no longer impact click delay</li>
|
||||
<li class="rscadd">turrets now automatically stagger their shots. Happy parrying/blocking.</li>
|
||||
<li class="bugfix">turrets now speed_process, they were shooting slower than they should be</li>
|
||||
<li class="balance">anything can now block with the right items</li>
|
||||
</ul>
|
||||
<h3 class="author">timothyteakettle updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
<li class="bugfix">some crafted crates won't contain items now, and thus have stopped breaking the laws of physics</li>
|
||||
<li class="tweak">beepskys hats now follow the laws of gravity and move up/down when he bobs up and down</li>
|
||||
</ul>
|
||||
|
||||
<h2 class="date">29 July 2020</h2>
|
||||
<h3 class="author">DeltaFire15 updated:</h3>
|
||||
<ul class="changes bgimages16">
|
||||
|
||||
@@ -26604,3 +26604,59 @@ DO NOT EDIT THIS FILE BY HAND! AUTOMATICALLY GENERATED BY ss13_genchangelog.py.
|
||||
- bugfix: bloodsuckers are not affected by bloodloss
|
||||
zeroisthebiggay:
|
||||
- rscadd: Flannel jackets and bartender winter coat
|
||||
2020-07-30:
|
||||
Adelphon:
|
||||
- rscadd: Created a Cosmetic version of the camo.
|
||||
Arturlang:
|
||||
- code_imp: Bloodsucker LifeTick runs from BiologicalLife now
|
||||
Ryll-Ryll ported by silicons:
|
||||
- rscadd: Shoelaces are now a thing. You can untie them by laying down next to someone.
|
||||
- tweak: shoes now have lace delays and some can't be laced at all
|
||||
- refactor: do after now tracks who's interacting with who, meaning some actions
|
||||
now break when the target moves away.
|
||||
SiliconMain:
|
||||
- rscadd: Ported the long range atmos analyzer from sk*rat, credit to NotRanged
|
||||
silicons:
|
||||
- rscadd: energy sword perfect parries now reflect projectiles back at their shooters.
|
||||
- balance: any mob can now parry if they have the right item
|
||||
- rscadd: beam rifles now go into emitters properly
|
||||
- refactor: clickdelay has been refactored into an experimental hybrid system. Check
|
||||
code/modules/mob/clickdelay.dm for more information.
|
||||
- balance: Resisting no longer checks clickdelay, but is standardized to a 2 second
|
||||
per resist system for most forms of resisting. It still sets clickdelay, though.
|
||||
- rscadd: 'Meters have been added for estimating time until next attack/resist.
|
||||
Won''t be that useful due to our clickdelay currently being very short, though.
|
||||
They''re visible from your hand and resist HUD elements. experimental: Most
|
||||
attacks and forms of attacking (minus unarmed because it''s too much of a pain
|
||||
to refactor how hugs/gloves of the north star works) now check for time-since-last-attack
|
||||
rather than making it so you can''t attack for said time. This means you can
|
||||
very quickly switch to a gun from a melee weapon, whereas in the old system
|
||||
a melee weapon would put you on lockout for 0.8 seconds, in the new system all
|
||||
the gun cares about is that you did not attack for at least 0.4 seconds.'
|
||||
- code_imp: All clickdelay setting/reading are now procs, so it should be trivial
|
||||
to implement another system where drawing/switching to a weapon requires you
|
||||
to have it out for x seconds before using it. I am not personally doing it at
|
||||
this point in time though because it will likely just annoy everyone with no
|
||||
real gain unless we do something like putting a 0.8 second switch-to cooldown
|
||||
for guns (which I did not, yet)
|
||||
- refactor: 'attack_hand has been refactored to on_attack_hand remove: sexchems
|
||||
no longer impact click delay'
|
||||
- rscadd: turrets now automatically stagger their shots. Happy parrying/blocking.
|
||||
- bugfix: turrets now speed_process, they were shooting slower than they should
|
||||
be
|
||||
- balance: anything can now block with the right items
|
||||
timothyteakettle:
|
||||
- bugfix: some crafted crates won't contain items now, and thus have stopped breaking
|
||||
the laws of physics
|
||||
- tweak: beepskys hats now follow the laws of gravity and move up/down when he bobs
|
||||
up and down
|
||||
2020-08-01:
|
||||
dapnee:
|
||||
- tweak: added cake hat to bar, adds another atmostech spawn
|
||||
- bugfix: sinks point in the right direction, APC won't spawn off the wall in circuits
|
||||
- bugfix: changes commissary APC so it actually powers the room, adds a missing
|
||||
AIR alarm, arrivals no longer has active atmos tiles.
|
||||
silicons:
|
||||
- tweak: toy shotguns no longer need 2 hands to fire
|
||||
timothyteakettle:
|
||||
- bugfix: monkeys no longer continuously bleed everywhere
|
||||
|
||||
@@ -1,6 +0,0 @@
|
||||
author: "Ryll-Ryll ported by silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Shoelaces are now a thing. You can untie them by laying down next to someone."
|
||||
- tweak: "shoes now have lace delays and some can't be laced at all"
|
||||
- refactor: "do after now tracks who's interacting with who, meaning some actions now break when the target moves away."
|
||||
@@ -1,10 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- refactor: "clickdelay has been refactored into an experimental hybrid system. Check code/modules/mob/clickdelay.dm for more information."
|
||||
- balance: "Resisting no longer checks clickdelay, but is standardized to a 2 second per resist system for most forms of resisting. It still sets clickdelay, though."
|
||||
- rscadd: "Meters have been added for estimating time until next attack/resist. Won't be that useful due to our clickdelay currently being very short, though. They're visible from your hand and resist HUD elements.
|
||||
experimental: Most attacks and forms of attacking (minus unarmed because it's too much of a pain to refactor how hugs/gloves of the north star works) now check for time-since-last-attack rather than making it so you can't attack for said time. This means you can very quickly switch to a gun from a melee weapon, whereas in the old system a melee weapon would put you on lockout for 0.8 seconds, in the new system all the gun cares about is that you did not attack for at least 0.4 seconds."
|
||||
- code_imp: "All clickdelay setting/reading are now procs, so it should be trivial to implement another system where drawing/switching to a weapon requires you to have it out for x seconds before using it. I am not personally doing it at this point in time though because it will likely just annoy everyone with no real gain unless we do something like putting a 0.8 second switch-to cooldown for guns (which I did not, yet)"
|
||||
- refactor: "attack_hand has been refactored to on_attack_hand
|
||||
remove: sexchems no longer impact click delay"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "beam rifles now go into emitters properly"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "timothyteakettle"
|
||||
delete-after: True
|
||||
changes:
|
||||
- tweak: "beepskys hats now follow the laws of gravity and move up/down when he bobs up and down"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "SiliconMain"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "Ported the long range atmos analyzer from sk*rat, credit to NotRanged"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- balance: "any mob can now parry if they have the right item"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- balance: "anything can now block with the right items"
|
||||
@@ -1,5 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "turrets now automatically stagger their shots. Happy parrying/blocking."
|
||||
- bugfix: "turrets now speed_process, they were shooting slower than they should be"
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "silicons"
|
||||
delete-after: True
|
||||
changes:
|
||||
- rscadd: "energy sword perfect parries now reflect projectiles back at their shooters."
|
||||
@@ -1,4 +0,0 @@
|
||||
author: "timothyteakettle"
|
||||
delete-after: True
|
||||
changes:
|
||||
- bugfix: "some crafted crates won't contain items now, and thus have stopped breaking the laws of physics"
|
||||
Reference in New Issue
Block a user