Commit Graph

29107 Commits

Author SHA1 Message Date
AnturK 06fd043ab6 Fixes adding antag huds to newplayers. (#46555) 2019-09-17 10:53:58 -04:00
Fikou 730d96ad06 bunch of datum mats stuff mostly related to coins (#46289)
adamantine and mythril are now datum mats (mythril still admin only), adamantine has 1.5 strength buff to whatever is made out of it, mythril adds rpg loot elements to whatever is made out of it
you can now put plastic, adamantine and mythril in the autolathe and coin mint
you can now put titanium in coin mint
switches a bunch of stuff in cargo exports, including mythril and plastic being worth cash money
coin code has been changed to datum mats, the custom sprites have been lost except for antag token
2019-09-17 10:50:32 -04:00
James 4e10294706 Mining points are back (#46548)
* Mining points are back

* Adds back the shaft miner starter kit cargo pack
2019-09-17 07:48:25 +02:00
oranges e776498833 Merge pull request #46560 from spookydonut/fuck
[HOTFIX] Fixes machine icons round start
2019-09-17 14:53:58 +12:00
carlarctg 9f66c34cd9 Adds Energy Cake & Cakehat Tweaks (#46381)
* energy cake

* wrong file

* zot

* ow

* merge goneflict

* Update food_reagents.dm

* the craftening

* merge come flict
2019-09-16 21:39:43 -04:00
Mey-Ha-Zah 5ae7d4547e Updates Survival Medipen to use new Meds. (#46500)
During some gameplay I noticed Survival Medipens did a lot less healing. So I decided to code dive and find out why. After reading the file, I back check through all Pr's to find where it got removed and found it had been an undocumented change in #45105. I spoke with cobby and we came up with the amount and the additions to the pen.
2019-09-16 17:05:16 -04:00
Qustinnus 72fe05f732 chain (#46563) 2019-09-16 14:34:43 -04:00
zxaber 0a73280344 Adds engiborg circuit manipulator and extra mediborg beaker holder as upgrades (#46286)
* stuff and things

* almost forgot this part

* oops

* small fixes
2019-09-16 14:28:45 -04:00
81Denton db1e4cfefb Adds MMI related logging (#46453)
* Adds MMI related logging

* h

* h
2019-09-16 14:24:14 -04:00
Sneeker134 ee0acdd4e6 New Drink- Mauna Loa (#46539)
* Adds my new drink, Mauna Loa!

* Adds my new drink, Mauna Loa!

* Added the sprite to icons/obj/drinks.dmi

* Changes temperature change from 15 to 10, to match hellwater.

* Removed redundant ..() call.

* Fixed having wrong drink name

* Reducing reagents down to simplest form.

Co-Authored-By: Mickyan <38563876+Mickyan@users.noreply.github.com>

* Update drinks_recipes.dm

* Typo fixed and upped drink quality

* Spelling fixes, debuffs buffed

Even more typos pointed out (dang, I suck at English) and fixed, added firestacks so that the mob properly is set on fire on the proc and increased the probability to 5 from 1, increased temperature change from 10 to 25.
2019-09-16 14:21:14 -04:00
spookydonut 8c33746f53 fuck trying to safe cpu cycles i guess 2019-09-16 18:39:45 +08:00
nemvar 4accfec14e Arm implants work again (#46535) 2019-09-16 04:01:59 -04:00
nemvar 11c7f79b23 Pills no longer randomly sleep (#46504) 2019-09-16 01:57:05 -04:00
nemvar 3cd2dac44c MAGICDEFINES (#46506) 2019-09-16 01:56:23 -04:00
Arkatos1 7f486836b1 Pyrite fix (#46519) 2019-09-16 01:55:42 -04:00
Arkatos1 22c08b6c4a Robot camera fix (#46514) 2019-09-16 01:54:42 -04:00
Arkatos1 f7fa471b86 Uniform fixes (#46515)
* Curator uniform fix

* More uniforms fixes
2019-09-16 01:54:22 -04:00
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
spookydonut 68c8b71ae9 Changes power_change() to respect parent calls for toggling NOPOWER (#46486)
About The Pull Request

Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game

code quality, eventually signal stuff. and signal stuff
2019-09-16 17:49:00 +12:00
spookydonut 62b3fffe3b Removes unneeded client checks on GLOB.player_list contents (#46445)
About The Pull Request

All mobs in GLOB.player_list have clients attached and there is in fact a fair amount of code that is working fine without checking client on things in player_list. This pr just removes a bunch of checks for client when iterating over player_list.
2019-09-16 16:48:50 +12:00
Names Are Hard f764a3934a Adds a speech modifier to pAIs on EMP (#46411)
About The Pull Request

Makes it so pAIs either stutter, slur, or talk like a brainlet when they're EMPed. This can be fixed by someone pressing the "Reset speech synthesis module" button on the pAI card. Additionally, adds a 40% chance for their default language to be swapped.
Readded the mute, albeit a bit shorter, due to feedback.
Idea courtesy of Rogus.
image
Why It's Good For The Game

Mutes are boring. This adds a debuff that while less severe, persists for longer and requires the help of another player to fix.
Changelog

cl
tweak: pAI speech modules have been upgraded to be more EMP resistant, but they can now malfunction on EMP.
/cl
2019-09-16 16:48:25 +12:00
Fikou 0e7cc266c6 fixes floyds BAD THINGS (#46523)
About The Pull Request

gives knight armor and helm more fitting descs and names
fixes earth bolt name
makes knight armor actually show up in autolathe when you put the disk in instead of being in a nonexistent category
Why It's Good For The Game

fuck
Changelog

cl
fix: the knight armor and helmet now are in the imported category instead of some nonexistent one
spellcheck: earth bolt is no longer an earth_bolt
/cl
2019-09-16 16:47:37 +12:00
spookydonut 860985f193 Changes obj_break on machines to use parent calls (#46485)
The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game

Better code quality, more signals.
2019-09-16 16:45:24 +12:00
Krysonism 4514a98633 The gambling anticipation update. D6 resprite and more! (#46471)
About The Pull Request

This PR resprites the D6, adds two money bags and a bag of 5 d6'es to the bardrobe. Be on the look out for the expensive ebony dice.

I have also made code improvement by filling dice bags using PopulateContents() and giving the special dice their own loot spawner.
Why It's Good For The Game

I have recently in anticipation for the roulette update tried playing some simple dice games with my bar patrons to great success. I did however notice that the old d6 sprites were quite bad, so i decided it was time for a resprite,

I have also added money bags to the BarDrobe since those will be needed if more forms of gambling are added to prevent greytiders from stealing all your winnings.

DiceComparasion
EbonyDiceLarge
Changelog

cl
add: Money bags can now be obtained from the BarDrobe.
add: A bag of d6'es is now available in the BarDrone. May contain a rare die.
imageadd: New d6 base sprites and variant.
refactor: Improved the way the normal dice bags is populated.
/cl
2019-09-16 16:43:20 +12:00
moo 8786eeb08a All Mutation Tox acts like old Slime Toxin; Old Slime Toxin merged with (Classic) Mutation Toxin (#46423)
About The Pull Request

Replaces the instant race-changing effect with a system currently used by Slime Mutation Toxin.

This means you must undergo 20 iterations of the chem before it changes you.

I made the messages generic because cba, you can add unique ones though!
Why It's Good For The Game

Allows for some counterplay if you get injected with a bad kind (aka PURGE IT PURGE IT) while also requiring a hint of prep should you need to use the toxin advantageously. Definitely more likely to fall into the former rather than the latter.
Changelog

cl Mutationby (Idea by Arathian)
tweak: Mutation tox now has a minute window where you can purge the chem to avoid being changed (It functions EXACTLY like old slime mutation toxin)
tweak: Slime Mutation Toxin is replaced by Mutation Toxin since they now function 100% the same. Think of this as just a name change!
/cl
2019-09-16 16:39:55 +12:00
Rob Bailey 5242395ccb Shoe stealing (#46386)
About The Pull Request

Adds shoe stealing. Grab someone who is prone while targeting a leg to steal their shoes.
Why It's Good For The Game

The single biggest loss of the slip rework was the inability to steal people's shoes that had been slipped. This rectifies that.
Changelog

cl
add: Steal shoes by grabbing someone on the floor while targeting a leg
balance: tweaked a bunch of shoe strip times
/cl
2019-09-16 16:37:46 +12:00
Rob Bailey 85adb0c031 input checking (#46425)
Sanity checks + flood checking.

Changes keys_held to a rolling buffer instead of a list of arbitrary size. This limits held keys to 15, I recommend not holding keys with your toes personally.
2019-09-16 16:37:14 +12:00
ATH1909 21909e2733 Makes borg buckling conflict less with inventory searching (#46364)
About The Pull Request

This PR finally splits up the ways that borgs are supposed to initiate inventory checks of a mobs and initiate attempts to buckle mobs to themselves (formerly, they would both happen upon click+dragging a mob onto yourself as a borg). Now a borg will only try to buckle a mob to themself if they ARE NOT on harm intent when they finish click+dragging said mob onto themself, and will only try to check a mob's inventory if they ARE on harm intent when they finish click+dragging said mob onto themself. An outsider can still buckle someone (even themself) to a borg who's on harm intent; the borg just can't do it themself.
Why It's Good For The Game

This issue is incredibly annoying to deal with as a borg (especially if you're in an area or situation where *spinning someone off of you could be risky), and I'm really surprised that it's taken this long for this control conflict to be fixed.
Changelog

cl ATHATH
tweak: If a cyborg click+drags someone onto themself, they will only try to buckle that person to themself if they (the cyborg) ARE NOT on harm intent. Attempts made by non-cyborgs to buckle themselves to cyborgs by click+dragging themselves onto said cyborgs should be unaffected by this change, even if those cyborgs are on harm intent.
tweak: If a cyborg click+drags someone onto themself, they will only attempt to check that person's inventory if they (the cyborg) ARE on harm intent.
/cl
2019-09-16 16:36:13 +12:00
Fikou a439c6ac37 makes the ed209 a child of securitrons instead of a horrifying copypaste (#46230)
About The Pull Request

does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game

fixes tons of horrifying copypaste
also fixes some minor things
Changelog

cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
2019-09-16 16:33:19 +12:00
Mickyan e9116fcace Moves drunk healing to quirk process (#46507)
* drunk coding

* removes redundant check
2019-09-15 19:00:11 -04:00
cacogen 755b649da5 Highlander event tries to drop items, heals and uncuffs (#46490)
* highlander event uncuffs participants when equipping them

* highlander tries to drop items instead of deleting, heals participants

healing also uncuffs them

* excessive use of integers

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2019-09-15 18:04:59 -04:00
oranges ba157add71 Merge pull request #46502 from nemvar/patch-108
Fixes infinite loop
2019-09-15 20:53:37 +12:00
Fox McCloud 2c9b467903 Fixes Tendrils Spawning Inside Ruins (#46455) 2019-09-15 00:35:55 -07:00
nightred dc23d15170 Blindness removes your ability to see colours (#46475)
* Blindness removes colours so you can only see if an object is near, not the fine points on it.

* Fixed up the monochromatic trait to persist when removing blindness

* Removed added trait and created new colour filter for blindness

* Blankspace Removal

* removed the src before the proc as it was not needed
2019-09-15 00:34:21 -07:00
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
ShizCalev 172e8d1dd7 Evidence bag self-containing fix (#46450) 2019-09-15 00:30:00 -07:00
variableundefined 900483ba44 Remove redundant structure/chair/wood/normal typepath (#46443) 2019-09-15 00:29:23 -07:00
cacogen 6403b55b97 Makes admin OOC the same size as player OOC again (#46458) 2019-09-15 00:27:54 -07:00
spookydonut 00fa882721 Changes some typed loops to typeless loops (#46444)
* typeless loops

* new_player

* eol
2019-09-15 00:26:55 -07:00
Nichlas Pihl 39d3cce714 Fixes a runtime (#46432) 2019-09-14 23:58:08 -07:00
skoglol ee7306b4ea Projectile effects no longer ignore armor. (#46419) 2019-09-14 23:57:37 -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
skoglol f4e7baa899 Adrenals reworked (#46211)
* Repurposes the adrenal implant.

* reverts adrenals back to 8tc

* updated uplink description, reduced oxy slightly.

* nanites in line, more description fix, stunresist back in.

* Pre testing.

* Final ling touches, removed stamcrit stun.

* Removes jitter, screen shake on metab end.

* woops.

* removes toxin damage.
2019-09-14 22:11:56 -07:00
4dplanner 8279aca3dd liver fix (#46488) 2019-09-14 19:48:32 -04:00
Unknown df76d0dbb2 slip 2019-09-14 22:56:28 +02:00
Qustinnus 9812834054 Adds knight armour to the game that can be made from any material (#46301)
* Adds knight armour

* fixes armor

* nerfs & fixes

* adds ruin

* done

* bug

* oh im a buddy

* rad

* ok nem

* fix sprite

* fixes

* tgm

* epic

* re-adds icons

* fixes list

* ok ninja

* fixes

* fixed

* woops
2019-09-14 15:32:29 -04:00
Dingo-Dongler 319df6f554 Makes nanites be passed down when jellypeople and slimes split (#46283)
* Makes nanites be passed down when jellypeople and slimes split

* Trying to change how nanite splitting works, currently this is broken and disallows splitting of slimes and jellypeople

* Still doesn't work, jellypeople code fails at the L1 check

* Nanites now pass on properly, but sync needs a rework. Get component might be the right way to do it after all

* preparing for revert

* Reverting, I think

* I don't know how revert works, making activation copy over as well

* Removing an unneccesary proccall
2019-09-14 14:26:36 -04:00
nemvar 2a8e76ffd5 Fixes infinite loop 2019-09-14 16:24:04 +02:00
AnturK c6d0ce940f Fixes return to lobby issue with soulstone. (#46431)
* Fixes return to lobby issue. This code is still awful.

* Mm
2019-09-14 01:08:44 -07:00
Rob Bailey a6aa03b90b client vars autodoc (#46446)
About The Pull Request

Autodocs client vars
2019-09-14 20:02:26 +12:00