Commit Graph

95 Commits

Author SHA1 Message Date
Ian Turk 7460f2c5b8 Replaced flags with flags_1 2017-08-16 13:01:15 -06:00
Jordan Brown af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
Joan Lung 9c323d97a5 Cyborgs grabbing ore works consistently (#29577)
* Cyborgs grabbing ore works consistently

* i am very chaotic but I fix my shit
2017-07-31 14:09:27 +02:00
Xhuis a3178652d6 Ore satchels no longer have infinite capacity 2017-07-20 12:37:26 -04:00
Ashe Higgs 6624d353e5 Picking up ores by crossing them no longer spams your chat box (#29323) 2017-07-18 21:24:21 -03:00
ShizCalev 45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
oranges 70905ba312 ore coin crossed runtime fix
Make sure it checks for the proper type and not the parent type as AI's
can actually move around the map
2017-06-13 02:06:13 +00:00
kevinz000 aedc90be50 Update ores_coins.dm 2017-06-07 16:12:24 -07:00
kevinz000 365330c9e6 Update ores_coins.dm 2017-06-07 16:11:57 -07:00
kevinz000 94758b7c18 Update ores_coins.dm 2017-06-04 19:10:07 -07:00
kevinz000 5da9822c32 Update ores_coins.dm 2017-06-04 19:05:41 -07:00
oranges d66900aaff This doesn't do anything (#28020) 2017-06-04 12:28:58 +02:00
Leo 3b9b4e0755 Changes a bunch of hrefs to the proper defines (#26760) 2017-05-02 01:19:51 -06:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
AnturK 55208b2627 Fixes coin flipping (#25518) 2017-03-27 15:42:03 -03:00
Lzimann e123aac805 Fix new qdeletion on coins 2017-03-22 17:08:23 -03:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
coiax 2f521b1f5f Ore satchel auto empties into ore box when dragged (#22228)
🆑 coiax
add: Whenever you automatically pick up ore with an ore satchel, if you
are dragging a wooden ore box, the satchel automatically empties into
the box.
/🆑

Because convinience. Streamlining. Less pointless clicking.
2016-12-18 19:53:27 +13:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
uraniummeltdown e9f9b5a600 You can now collect ore by walking over it with satchel equipped (#20735)
* addressed a few problems

* it finally works perfectly

* all good now

* better code
2016-10-12 15:30:39 +13:00
bawhoppen 7830992c11 Makes shuttles superficially buildable (#18974)
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.

Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.

Also this PR makes ORM code better and allows people to easily add new alloys

Sprites by WJ
2016-07-14 21:25:49 +12:00
Cruix ac0bad5d61 Added priority overlay system. (#18225)
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
2016-06-17 10:11:53 +12:00
AnturK 19eb97ae18 Moves some list initializations to New
Fixes missing ..() calls in New()
2016-06-07 18:39:13 +02:00
c0 04f1aafa78 Exports 2016-04-13 06:01:40 +03:00
PKPenguin321 fb93268e5e gives sand a new function 2016-03-20 16:49:43 -07:00
KorPhaeron db20c9cf4f Lavaland Sand 2016-03-18 14:09:30 -05:00
Bjorn Neergaard 205809c25f Unanchor gibtonite, fix up some pull code 2016-02-13 00:26:28 -06:00
Bjorn Neergaard b2629a56e2 Make wires use defines, put a wire var on /atom, fix tgui ui_host runtimes 2016-01-22 19:25:33 -06:00
Bjorn Neergaard 87b0857b93 Refactor wire datums
Finish wire port and refactor wire datums to use string keys; widen color
range to support more wires and more colors.
2016-01-22 19:22:09 -06:00
Kole6738 d20194a546 removes else 2016-01-05 18:28:31 -08:00
Kole6738 f88595d073 Thanks 2016-01-05 15:25:21 -08:00
Kole6738 292837a248 Prevent flipping a coin if wired
Fixes graphical bug #14343 with extreme overkill. If the coin has an attached wire, it won't flip. Someone else might want to instead fix the animation so that the wire moves with the coin.
2016-01-04 18:36:32 -08:00
bgobandit bcd456eea1 Added new PKA, R&D designs, tweaked numbers, honked the honk up the honk 2015-11-23 18:44:54 -05:00
bgobandit 47dcbc2fd0 Various mining additions, fixes and rebalances. 2015-11-18 19:14:28 -05:00
c0 77787688ec fix 2015-09-13 23:47:03 +03:00
c0 75f2c92ebc Adds materials to ore 2015-09-13 23:37:13 +03:00
bear1ake c52c4a5346 Merge remote-tracking branch 'tgstation/master' into point-zero
Conflicts:
	code/modules/research/protolathe.dm
2015-09-12 21:07:40 +09:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
bgobandit b3b9941432 Merge branch 'master' of https://github.com/tgstation/-tg-station into matsblastusa
Conflicts:
	code/modules/assembly/flash.dm
2015-09-09 14:04:41 -04:00
c0 df7386a4ec Assemblies update 2015-09-04 11:22:37 +03:00
bgobandit d23f2cb622 mats for toolboxes, glasses and flashes; adjusts coin amounts up slightly 2015-08-31 12:14:34 -04:00
bgobandit 084965803a Circuit boards now give glass, not gold. Adds materials to AI modules and coins. 2015-08-31 09:37:44 -04:00
xxalpha 19947d4fa0 Added qdel(wires) to a bunch of objects Destroy proc.
Return ..()
2015-08-27 11:10:58 +01:00
phil235 90f54ba95c Fixes the do_after progress bar appearing on a coin when flipping+throwing it. 2015-08-23 19:34:09 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Iamgoofball a8ec1c76df Merge branch 'master' of https://github.com/tgstation/-tg-station into graphics
Conflicts:
	code/ATMOSPHERICS/atmospherics.dm
	code/game/machinery/computer/computer.dm
	code/game/objects/items/weapons/explosives.dm
	code/game/objects/structures/crates_lockers/closets/fireaxe.dm
	code/game/objects/structures/musician.dm
	code/game/objects/structures/tables_racks.dm
	code/game/objects/structures/window.dm
2015-06-23 12:54:26 -07:00
Jordie0608 a67de221cc JMP replaced with FLW, fixes and adds a bunch of key_name checks in adminlogging 2015-06-14 23:37:35 +10:00
Iamgoofball c2256d41fc BAR NOW SHOWS UP ON THE OBJECT YOU'RE INTERACTING WITH 2015-06-13 13:58:08 -07:00
Jordie 4e1b27c08b Merge pull request #9135 from Incoming5643/validsalid
Adds Antag Tokens!
2015-04-25 19:14:34 +10:00
Incoming a5fc495a27 please don't tell anyone I forgot how to spell salad 2015-04-24 17:55:53 -04:00