Commit Graph

146 Commits

Author SHA1 Message Date
oranges 134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
Tkdrg 8ead3e8628 Cult Overhaul
Cult is awful, so let's try to improve it. Idea by KorPhaeron. I also
took some inspiration from adrix89's sacrifice cult, so credits to him.
Also thanks a lot specially to MrPerson and Iamgoofball for helping
me brainstorm this, and Joan for the sprites for the summoning orb,
the large nar-sie shell, and the new cult antag hud.

Basically, we remove conversion, and turn cult into a magic version of
nuke, with a small team of stealth elite cultists that have to build a
base in the station and sacrifice people in order to build an army of
constructs and get materials to eventually summon Nar-Sie.

Stun talismans and conversion are gone. Nar-Sie is now the only
objective. Sacrifice runes now provide summoning orbs, which you can use
to drop a large shell. Insert enough orbs in the shell and you trigger a
Delta. Defend the shell for 3 minutes and Nar-sie will arise. This shell
is bombproof and singularityproof. It may be summoned up to three times
if destroyed, but you will have to start from the beginning sac-wise.

Runes are now RNG. Each cultist only gets 50% of the runes. Inspiration
is basically The Binding of Isaac here (thank you MrPerson for this!).
Furthermore, many old runes were merged/removed and other new ones were
added. Almost all were massively rebalanced. Cult now also has a
stealthy ritual dagger with high bleeding and throw effects.
2015-12-15 04:59:31 -03:00
AnturK 5dcfbeab20 Removes unused mob var 2015-12-03 18:52:30 +01:00
Tkdrg 8fce742d0a Merge remote-tracking branch 'upstream/master' into fuk
Conflicts:
	data/mode.txt
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
2015-11-07 15:56:39 -03:00
AnturK d77ad7a6f5 Fixes advanced camera resets. 2015-11-04 15:08:17 +01:00
Tkdrg e2187614fd Merge remote-tracking branch 'upstream/master' into hog-mergeconflicts
Conflicts:
	code/__DEFINES/hud.dm
	code/__HELPERS/game.dm
	code/_onclick/hud/_defines.dm
	code/_onclick/hud/hud.dm
	code/game/gamemodes/antag_spawner.dm
	code/game/gamemodes/game_mode.dm
	code/game/machinery/turrets.dm
	code/modules/client/preferences_toggles.dm
	code/modules/events/alien_infestation.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/special/alien_embryo.dm
	code/modules/mob/living/simple_animal/revenant/revenant.dm
	icons/mob/back.dmi
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/items.dmi
	icons/obj/projectiles.dmi
	icons/obj/storage.dmi
2015-11-02 01:06:30 -03:00
MrPerson 2f9c5b38f0 Removes the unused lastarea mob var
I think it was used for ambience music a long time ago.
2015-10-28 04:25:18 -07:00
Remie Richards b99ecdfbe0 Merge pull request #12597 from AnturK/atoningmycodingsins
Action Button Minor Rework Cleanup
2015-10-25 23:02:59 +00:00
phil235 da84fcd8d2 - Fixes shadowling receiving burn messages even when dead. I've also fixed the same bug for other species and made certain spec_life() procs not run when the mob is dead. I also made slime species a subtype of jelly species since they had a lot of code in common thus reducing duplicate code.
- Fixes odd behavior with emagging airlock and windoor animation.
- Fixes being able to bloodcrawl in oil decal.
- Fixes being deaf after bloodcrawling.
- Fixes wintercoat hood appearing below the mask.
- Fixes being able to attack another mob before the game has started (and other things which used a gamestart check that no longer works).
- Ghosts can no longer become drones before the game has started.
- Removed "bhunger" and "ajourn" mob vars, they are unused.
- Fixes admin-revived morph being invisible.
- Fixes heart attack stacking losebreath very high. Also now losebreath is reset to 0 when the mob dies.
- All mobs no longer have a default strip menu showing two hands.
2015-10-23 20:00:52 +02:00
AnturK 77d3260894 Action Button Cleanup
Removing action_type in lieu of subtypes
2015-10-22 21:34:27 +02:00
GunHog dcbcfefa01 Action buttons + More mobs!
- Scanner control is now an action button.
- Fixed multiple scanner bugs (I think)
- Gave ability to drones and borgs.
2015-10-08 11:30:39 -05:00
Remie Richards 97de4b2ebe Merge branch 'master' of https://github.com/tgstation/-tg-station into HandOfGod-Resurgence
Conflicts:
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	icons/mob/head.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/storage.dmi
2015-10-07 22:24:53 +01:00
Remie Richards b9394257da About a million changes, but largely: Functional (Sort of) Antag Huds, Mind fixes, and Final glue to get the mode working. 2015-10-07 22:11:19 +01:00
GunHog 4a5caf968a Research Examines!
Science Goggles and the Prototype Hardsuit Helmet may now scan items for
their research potential and machines for their contents.

Examine an item to gain additional data.
- Tech levels
- Materials that can be salvaged from it if recycled
- Reliability rating
- Crit failure, if present.

Examine a machine to learn the components used to build it.
2015-10-07 13:45:51 -05:00
AnturK a99ed56f27 Atom Buckling - Squashed 2015-09-24 16:21:05 +02:00
phil235 428a28a440 Fixes monkeyize/humanize removing the mob's viruses when they should be kept.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
2015-09-13 22:52:38 +02:00
Razharas 829a88816b Merge pull request #11179 from Dorsisdwarf/andtheyrelikeitsdeaderthanyours
Makes lings undetectable to the AI when using digital camo
2015-09-01 11:00:38 +03:00
phil235 1cee0d3014 Fixes slipping on water while riding janicart.
The handle_slip() now also handles cases where the mob is buckled. If you are buckled and slip on lube (or something that ignores

galoshes) you get unbuckled and stunned and the buckle object moves one step (no slides unlike when unbuckled).
You can thus slip on lube while buckled to a chair or a roller bed.
Fixes getting hit by abstract held items when slipping.
Fixes janicart rider getting hit twice by bullets.
Removing the STEP constant var in slipping code, it's no more used.
Fixes carbon/slip() not returning the correct value.
Changed var/obj/structure/stool/bed/buckled to var/obj/buckled since buckled can now technically be any obj.

Removes hacky unbuckling/buckling in bed/Move()
2015-08-13 23:49:02 +02:00
Dorsisdwarf f598eb63dc Makes lings undetectable to the AI when using digital camo 2015-08-13 08:59:31 +01:00
phil235 b0cd6d34b1 Lots of work on acids, smoke, foam, reagents reaction() proc.
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more

simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also

how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is

"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect

and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon

as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
2015-06-22 00:35:24 +02:00
Cheridan 6c12887367 Pressure_resistance Tweaks
-Adjusts pressure resistance, which determines how easily things can get pushed around by atmos.
-Most items (handheld stuff) are less resistant, while most larger items (mobs, structures, machinery) are more resistant.
-Removes the cooldown on air pushing stuff, which should make it feel more 'responsive', as opposed to the current push->pause->push->pause effect it does now.
-MAGBOOTS/NOSLIPS NOW PREVENT SPACEWIND PUSHING! !!!
-Adds a little wooshy breeze sound to when you would get pushed
2015-06-03 23:22:25 -05:00
AnturK 90724e6306 Adds resize variable for mobs 2015-05-08 17:28:19 +02:00
Jordie a86b757d93 Merge pull request #8291 from Xhuis/nerf_thermal_vision
Nerfs changeling augmented eyesight
2015-03-26 13:01:25 +11:00
Xhuis 7f6871c233 Fixes conflicts and commits 2015-03-21 12:47:25 -04:00
Swag McYolosteinen e9f21c3b28 Merge pull request #8462 from xxalpha/cyberimplants
Cyber Implants Addendum
2015-03-21 13:38:27 +01:00
xxalpha 3888013a43 Changed flag list to flag var. 2015-03-21 12:24:27 +00:00
Swag McYolosteinen afa1b76cde Merge pull request #8190 from xxalpha/cyberimplants
Cybernetic Implants
2015-03-21 13:19:26 +01:00
xxalpha 31de411a11 Merge remote-tracking branch 'upstream/master' into cyberimplants
Conflicts:
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/mob_defines.dm
2015-03-18 20:11:51 +00:00
Miauw 1873143e63 Initial say cleanup commit. 2015-03-18 19:23:31 +01:00
MrPerson 9038fb15af Code cleanup
Removed a bunch of unused or hardly used vars on /mob and /atom/movable.
Added defines for mob/living/var/mob_size so it's not using magic numbers.
2015-03-13 10:41:00 -07:00
xxalpha 0f01378e7a Reworked suggested code, added brain implants, misc additions.
Fix missing ')'.

DELETE THIS
2015-03-09 20:39:09 +00:00
xxalpha b1e340b19b Added X-ray implant, implant icon, touched up surgery. 2015-03-08 17:25:05 +00:00
xxalpha f0c3c9af07 Merge remote-tracking branch 'upstream/master' into cyberimplants 2015-03-06 18:52:25 +00:00
xxalpha 38bae63251 Added cybernetic implants and surgery. 2015-03-06 18:52:04 +00:00
MrPerson 8ffbc1be14 On screen alert system
Replaces some of the hardcoded HUD icons defined at mob level with a pair of mob procs throw_alert() and clear_alert(). Alerts will appear on the top-right side of the screen.
You can shift-click alerts to get a description of what's wrong and sometimes a tip on how to solve the alert.

Alerts can be given a master, which overlays the master on top of a box and forwards clicks of the alert to that master. Getting buckled will put an alert of what you're buckled to, for example. If it's a chair, you just click the alert and you're unbuckled. The idea I'm shooting for is to replace resist entirely with this kind of stuff.

Making a new alert and using it is a little complicated. This explanation will suck, but this is simpler than I'm making it sound, I promise. Throw_alert() has 4 args, category, id, severity, and obj/new_master. If you don't supply an id, category will be used as id. Only 1 alert per category is allowed; any duplicate will be replaced. Additionally clear_alert() clears alerts by category. Id MUST match a type path of /obj/screen/alert/[id]. That type path is where the alert's name and desc come from. The icon_state of the alert will either be "template" if new_master is set or [id][severity] otherwise. new_master is totally optional.

Examples:
throw_alert("oxy") -- takes name/desc of obj/screen/alert/oxy, icon_state = "oxy" -- clear_alert("oxy")
throw_alert("nutrition","fat") -- takes name/desc of obj/screen/alert/fat, icon_state = "fat" -- clear_alert("nutrition")
throw_alert("nutrition","starving") -- takes name/desc of obj/screen/alert/starving, icon_state = "starving" -- clear_alert("nutrition")
throw_alert("temp","cold",1) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold1" -- clear_alert("temp")
throw_alert("temp","cold",3) -- takes name/desc of obj/screen/alert/cold, icon_state = "cold3" -- clear_alert("temp")

If you pass a new_master, id is only used to get name/desc and still must match a path, but the icon_state is "template" and icon is from the mob's ui preference instead of icons/mob/screen_alert.dmi.

Several unused icons removed, like borg oxygen and temperature alerts. Also some icons were used but now are not and were removed, like the nutrition icon for being well-fed and cyborg charge icon for being fully charged.
2015-03-01 17:31:26 -08:00
dannno 54f1d333d7 Adds a slurring filter, replaces stutter filter where appropriate 2015-02-10 16:39:17 -05:00
Remie Richards 96ac837b65 Merge pull request #6960 from Iamgoofball/goonetics
Added 2 new powers and 9 new disabilities from goon and /vg/!
2015-01-19 17:47:33 +00:00
JJRcop f34afaa3c9 Merge branch 'master' of https://github.com/tgstation/-tg-station into ChronOPS
Conflicts:
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/projectiles.dmi
2015-01-15 02:30:31 -05:00
Menshin 435ccf7ff9 * OOP'ed ear damages/deafness status updating
* Silicons are now immuned to ear damages/deafness
* Only living mobs can now take ear damages/be deafened
* Simple animals are now healing ear damages/deafness at the same rate as other living mobs
* Fixes being able to hear AI announcements when deaf
2015-01-13 00:40:46 +01:00
Iamgoofball b70fde1ed2 Fixes and Tweaks, adds mutations_say_mods() and say_mod() for mutations 2015-01-10 23:42:31 -08:00
Iamgoofball 39ede45b31 Added 2 new powers and 9 new disabilities! 2015-01-10 21:51:24 -08:00
JJRcop 539dac7308 Adds the Chronosuit
Sprites by spheretech
The chronosuit allows you to move via teleportation
Adds mob.remote_control var
2015-01-09 16:14:49 -05:00
tkdrg cdb5066502 Merge pull request #6324 from Razharas/GenShit
Added datum mutations
2014-12-31 17:24:15 -03:00
Perakp ee3617310e Merge remote-tracking branch 'upstream/master' into droneFix 2014-12-30 13:32:51 +02:00
Razharas 76a21883a8 Merge branch 'master' of https://github.com/tgstation/-tg-station into GenShit
Conflicts:
	code/game/mecha/mecha.dm
	code/game/objects/structures/tables_racks.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/projectiles/gun.dm

Fixes dem conflicts
2014-12-28 11:20:15 +03:00
Cheridan cededeaa8e Merge pull request #6498 from as334/MobReactions
Allows chemical reactions inside mobs
2014-12-27 01:20:18 -06:00
as334 aef4ebc006 Allows chemical reactions inside mobs 2014-12-20 19:27:43 -05:00
Razharas f0c8f2eeac Merge branch 'master' of https://github.com/tgstation/-tg-station into GenShit
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm

conflicts resolution
2014-12-16 02:52:08 +03:00
phil235 f87da5939a Making nutrition level values into defines.
Adding a changelog.
Snack vending machine's chef compartment is locked with kitchen access but can be emagged or hacked.
Adding feedback message for the user when its metabolism_efficiency changes.
Negative satiety can make you jitter a little bit at times. (probability linked to your satiety)
2014-12-13 17:15:35 +01:00
Razharas 11f6c7c401 Merge branch 'master' of https://github.com/tgstation/-tg-station into GenShit 2014-12-12 04:51:16 +03:00