Commit Graph

238 Commits

Author SHA1 Message Date
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
oranges fef88121cc Merge pull request #24597 from Supermichael777/Uniform
adds unique discriptions to the grey sec uniforms
2017-03-04 23:36:07 +13:00
Supermichael777 a28087fb74 adds unique discriptions to the grey sec uniforms 2017-03-01 20:03:17 -05:00
danno "big fucking moron" gonzales 3e5108f4ee new coat of paint: colored jumpsuits (#23786)
* redone colored jumpsuits

* purp scurp

* weehawwww
2017-02-07 16:32:35 -06:00
ma44 793686474f [NEW] Scientist's jumpsuit description changed to match the defenses (#23585)
* Update medsci.dm

* Update medsci.dm
2017-02-01 22:42:31 -06:00
Militaires 61cd5bfeff Sailor outfit (#23401)
* there we goo

* REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

* memes

* eat my ass merge conflict
2017-01-30 10:30:20 +13:00
Robustin 355c5c8085 Security Suit Sensors are maximized by default (#23386)
* Sexily sets security suit sensors so sensible samaritans see suspicious scenarios

* Captains too
2017-01-30 10:19:43 +13:00
SweaterKittens 593ed02f01 Changed the name of the extinguisher refill and included a file that was left out of the previous commit 2017-01-25 12:28:44 -08:00
SweaterKittens 11d2b5c417 Updated names and desc for all Plasmamen related items, including the jumpsuit, helmet, formerly used suit (Now EVA suit), internals tank, and suit extinguisher refills. 2017-01-25 12:07:11 -08:00
Kyle Spier-Swenson 12570805bd Closes the Pool. (#23150)
* Delete pool.dm

* Removes usage of PoolOrNew

* Wrap up
2017-01-22 16:00:23 -05:00
Mervill 1fdc6629b6 Neck items (ties) on_uniform_equip() propery passes the user arg, and isn't run if the target slot is hands 2017-01-09 17:27:14 -08:00
Mervill 765aa53e9a This can't be worn casually 2016-12-27 03:33:36 -08:00
Shadowlight213 ba0755fe9e Enabled female fitting on blue uniform
Standardized item paths
2016-12-19 13:34:56 -08:00
Shadowlight213 3f70fcd134 adds 2 performer's outfits 2016-12-18 23:44:38 -08:00
danno "big fucking moron" gonzales 5a0c2808af fixes #22222, and also a costume (#22235)
* fixes autodrobe not stocking past 81 items

* villain number one!!
2016-12-17 14:25:34 -05:00
KorPhaeron 0e8a1d975d These things also belong in a museum (#22139)
* Curator Items

* Spawns in his bookbag because where else would this stuff go

* Revert "Spawns in his bookbag because where else would this stuff go"

This reverts commit c3a8613b01a8ac99b0d44e7eeb2e69fa8ca5801c.
2016-12-15 13:40:30 +13:00
oranges 16b3ac6e03 Merge pull request #21942 from Firecage/Suitsensorsbegone
Ash Walkers now has a uniform without suit sensors.
2016-12-06 10:40:03 +13:00
oranges e7e54c1741 Tweak the change 2016-12-06 10:39:44 +13:00
Firecage bd152f6857 Ash Walkers now has a uniform without suit sensors. 2016-12-04 17:06:03 +02:00
Mervill 0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
uraniummeltdown 4a7349b0f9 Adds a few clothing items and remove access req from AutoDrobe (#21488)
* Adds joy mask, cueball helmet, scratch suit, removes req_access_txt from AutoDrobe

* access req is back :(
2016-11-13 16:33:05 +13:00
ExcessiveUseOfCobblestone 67b14be455 no merge conflicts pls 2016-10-31 20:00:27 -04:00
chowdermcarthor c7e474ccae Neck Slots (#21169)
* Added in a neckslot. Moved some tie items over to said neckslot.

* Changng some stuff to fix the new neckslot items.

* no message

* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.

* no message

* Changed the number for this.

* Fixed jaws of life not having a category, thus they only would show up when searched.
2016-10-26 19:03:41 +13:00
NikNakFlak 8a85e7bcae Adds the purple skirt! 2016-10-21 11:42:16 -07:00
Cheridan 7f6f300587 Merge pull request #21036 from phil235/hugbox
Some nerfs to clothes & item damage
2016-10-19 12:15:35 -05:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
phil235 30ca862473 Fixes hardsuit not having 300hp (I gave it to the helmet, but had forgotten about the suit itself)
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
2016-10-17 22:51:57 +02:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Incoming5643 00d0524278 Line ending memes nearly doomed us 2016-09-30 13:39:24 -04:00
Incoming 5eacff1038 Merge branch 'master' of https://github.com/tgstation/-tg-station into hold_it
# Conflicts:
#	code/modules/clothing/under/ties.dm
2016-09-30 13:00:49 -04:00
Incoming e47daebe29 removes the process() requirement.
I wonder if remie calls me out on this stuff more than most people because she knows I'll actually fix it.
2016-09-28 02:16:41 -04:00
Incoming 4a56709cc8 finishes the job (thanks WJ) 2016-09-27 22:04:46 -04:00
Incoming 83eef6662b ties the lawyer speech bubble to the attorney's badge so lawyers can disguise and people can disguise as lawyers
additional badges are found in the law closet

Needs an icon
2016-09-27 19:59:23 -04:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
Incoming 7cddb690b9 Fixes known bugs and cowtows to silly style guides 2016-09-22 00:06:56 -04:00
Incoming b5d92f7a66 New lizard sprites and digitigrade limbs final initial pull 2016-09-19 23:09:50 -04:00
Incoming 5ece015017 If you see this commit it means I've forgotten to amend it 2016-09-01 23:26:00 -04:00
Xhuis 77bb8fce3c Highlander 2.0 2016-08-24 18:16:59 -04:00
TechnoAlchemist 9af8023a67 Adds "Jabroni Outfit" to ClothesMate (#19930) 2016-08-17 14:12:04 -05:00
Core0verload 3b75cacdb7 Adds armor support for ties (#19748)
* Adds holsters and storage vests

* spans fix

* lets try again

* fixes someone's OCD
2016-08-10 20:22:10 +12:00
Remie Richards b9b480fbdd Adds Star Trek uniforms spawnable by admins. 2016-08-01 16:01:09 +01:00
NikNakFlak 1f6d41bc28 Color variables for scarves/beanie fix (#19438)
* Does some stuff

* Fixes ties on humans and corgis not applying color and alpha to the overlays

* Renames /datum/dog_fashion vars to reduce confusion
Also fixes issue introduced in d2fd3f36918b9abfa833b75fda8af3c124c85336 where custom DF icon_states (now obj_icon_state) would not carry over to the corgi

* Fixes consistency mess up with dog_fashion
caused by 2595ce2d322cd74653eca2be43f79ad63104e61a
2016-07-25 10:23:34 +02:00
Lzimann e1c1f0a99f Adds the missing comma 2016-07-12 10:31:29 -03:00
Lzimann 9beea968f2 Medals are no longer instant to pin 2016-07-12 10:16:05 -03:00
MMMiracles 69c676617b Making Space Great Again (implying it ever was): Part Uno (#19085)
Adds space ruins. Balance not included.
Simple mob ghosts actually work now.
Puzzle1 ruin removed due to issues with projectiles.
2016-07-05 00:02:42 +12:00
LatD 67190cb762 Fixes things found in testing 2016-05-26 23:30:42 +03:00
LatD 907fc36e5c Merge remote-tracking branch 'refs/remotes/tgstation/master' into Research 2016-05-24 22:17:44 +03:00
Steelpoint 3f50399bda Red Security Sprites (#17784)
* InitalCommit

* MergeConflict
2016-05-23 11:04:52 -05:00
Cheridan c94492664f MMmiracles away mission cleanup (#17873)
* MMmiracles away mission cleanup

* tomb ruin fix
2016-05-23 00:46:04 -05:00