Commit Graph

1385 Commits

Author SHA1 Message Date
Miauw62 cc7760c628 Merge pull request #3750 from hornygranny/tablethisfornow
fixes #3746 fixes #3706
2014-05-28 18:58:11 +02:00
Hornygranny af2e792036 2oop4u 2014-05-27 12:07:53 -07:00
Hornygranny 6b7d3f49a9 muh OOP 2014-05-27 10:40:15 -07:00
Miauw62 5b97955d90 Merge pull request #3719 from Perakp/astar
Fixes stinging from range pathfinding
2014-05-24 19:49:05 +02:00
ikarrus 7ccb0121e3 Swapped the order of subtitle and header of priority announcements 2014-05-18 11:36:02 -06:00
Perakp d1aade90f0 - Fixes Astar being stupid with maxnodes
- Diagonal movement now costs whatever sqrt(2) rounds to.
- Fixes #3665
2014-05-16 23:46:52 +03:00
ikarrus 5ee453901a Added a canUseTopic() 2014-05-14 20:50:46 -06:00
ikarrus 56d5412e50 Merge branch 'master' of https://github.com/tgstation/-tg-station into announcements 2014-05-14 08:34:49 -06:00
Alex 3c2bff9fbc Merge pull request #3521 from phil235/BeartrapIconFix
Beartrap  fixes
2014-05-14 10:46:55 +01:00
Jordie0608 4078973a5c Unidentinization 2014-05-13 02:18:21 +10:00
Jordie0608 dfd2cc4b60 Changed suicide messages to visible_messages and fixed relative pathing 2014-05-13 01:44:29 +10:00
ikarrus 72c2c9e016 -Merged centcom and announcements news channel into a single "Station Announcements" channel
-RC Announcements now produce news stories, too
-The AI may now make priority announcements via communications console that emulates the automated messages
2014-05-08 21:22:45 -06:00
phil235 7f37c303e2 fix 2014-05-06 23:24:16 +02:00
phil235 1457506878 simplifying 2014-05-06 23:10:22 +02:00
ikarrus a48ba0d256 Priority Announcement Changes
-Centcom announcement proc merged with generic priority announcement proc
-Re-added the Captain Announces accompanied by a new pleasant sound, instead of the generic priority announcement
-Captain Announcements will automatically generate a newscaster article
-Priority announcements without any defined accompanying sound will play a generic "Attention" soundbyte as an audio cue
-Communications consoles will display who is currently logged in
2014-05-05 22:18:57 -06:00
phil235 0a163bcc43 target as mob -> mob/living/target 2014-05-03 17:01:16 +02:00
phil235 f3b6de4b61 fix missing 'proc' 2014-04-26 00:40:46 +02:00
phil235 ff4b6cd9e1 trying to reduce duplicate code. 2014-04-26 00:33:39 +02:00
phil235 a122e156c4 Fix legcuffing when stepping on two traps.
Prevents having two beartraps on your legs, which results in one of the two not appearing after resisting.
2014-04-25 00:07:28 +02:00
phil235 999e9eab15 missing parenthesis 2014-04-24 21:56:22 +02:00
phil235 ee6a8baed4 Some fixes for beartraps 2014-04-24 21:41:56 +02:00
Razharas cb5eaf0b10 Tweaks and giggles 2014-04-11 01:36:38 +04:00
Giacomand e8d7526a0c Merge branch 'master' of https://github.com/Giacom/-tg-station into sec_maglite 2014-04-02 17:11:52 +01:00
Giacomand f2bfa3f5d4 Renamed maglite to seclite.
Refactor'd can_hold and cant_hold to use type paths instead of strings.
Removed an undefined object from the medical belt's can_hold list.
2014-03-29 11:10:35 +00:00
Rockdtben 3ae03c3ed1 NewCasters will now show Central Command Updates. 2014-03-25 18:51:58 -05:00
MrPerson 6b29fecda1 Merge branch 'master' of https://github.com/tgstation/-tg-station into qdel_r
Conflicts:
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/turrets.dm
	code/game/objects/structures/crates_lockers/closets.dm
	code/modules/research/circuitprinter.dm
2014-03-08 22:03:03 -08:00
Razharas 1eebd507ed Added better sprites 2014-03-02 04:59:14 +04:00
Razharas 876950a3cd Issues fixings
Yep
2014-02-24 15:53:24 +04:00
Razharas 8353c74168 Tiny refactoring
Yep
2014-02-24 07:55:11 +04:00
Razharas b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Razharas e299b62400 Merge pull request #2817 from Sugarette/spellcheck
Spell check of origin_tech variables in items that no one deconstructs anyway
2014-02-20 16:25:57 -08:00
Sugarette b48583a587 Merge pull request #3 from Sugarette/master
Wonder if it works
2014-02-18 22:07:56 +03:00
Hornygranny 2134add41b Items with throw_range over 7 reduced to throw_range 7. This does not affect players as there's no way to extend your vision range. 2014-02-17 15:44:07 -08:00
Sugarette be3589a0be Fixed origin_tech in manipulator items 2014-02-17 10:28:01 +03:00
Hornygranny 9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
Hornygranny 9e14c22747 Reduces throwspeeds on all items to realistic levels. 2014-02-15 19:58:03 -08:00
hornygranny e0d0cedf36 passed over everything with throwforce 2014-02-13 18:06:50 -08:00
Rockdtben fa0b3d5a87 bestF on everything? No please no.
datum/var/bestF
NO!
turf/var/bestF
Yes!
2014-02-09 12:21:19 -06:00
Tenebrosity 6f202788ea Fixes #2396 and #2395
- Banana peels are now grown weapons
- Banana peel slip duration is now based on their potency
- Clown spawns with a 50 potency banana, which is both regular sized and
produces a skin that's nice and slippery~
- Fixes nettle and deathnettle inhands not disappearing upon use
- Makes nettle and deathnettles use the hitsound variable instead of the
playsound proc directly. Now their hitsounds will scale in volume based
on damage done.
- Makes the banana mortar shoot potency 65 banana peels. Because
otherwise it'd shoot laughably tiny and short in slip duration potency
-1 ones.
- Moves corncobs to be grown weapons and updates their paths. Now their
size will scale based on the size of the corn that spawned them.
- Updates banan paths :)
2014-02-06 13:47:39 +13:00
Jesus Hussein Chris 52339906c4 Attack sounds for all melee weapons
Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
2014-01-28 22:46:41 +13:00
fleure ad49512b4e Merge pull request #2440 from Petethegoat/suicideformat
Updated all suicide_act()s to use a new span class, 'suicide'.
2014-01-20 11:11:23 -08:00
Pete Goodfellow fd4df85045 Changed legcuffs to use slowdown instead of forcing the user to walk. 2014-01-19 20:17:23 +00:00
Pete Goodfellow af4849ce72 Updated all suicide_act()s to use a new span class, 'suicide'. 2014-01-19 16:46:37 +00:00
Cheridan 58159a00ad Merge pull request #2105 from RobRichards1997/20/12/2013-Poker_Tables
Poker tables
2014-01-06 14:35:03 -08:00
Cheridan bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Robson Richards 9dd0432697 Implements Gia's Superior Idea.
fixes some directions on Nienhaus's sprites
2013-12-21 20:09:52 +00:00
Robson Richards b8d8975fe6 Fixes Kaze's Suggestion
Standardises the fuck out of Table attackby's (NO COPYPASTA ANYMORE YAY)
Adds a new proc which does the above.
2013-12-21 18:22:49 +00:00
supersayu 799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
Cheridan b8438e65bd Merge pull request #1206 from SuperSayu/newclick
Click code rework
2013-09-17 16:23:27 -07:00