Commit Graph

3272 Commits

Author SHA1 Message Date
Cheridan 3b4dbc4f27 Merge pull request #10216 from nukeop/syndiesurgerybag
Add Syndicate surgery bag to uplink
2015-06-29 15:52:55 -05:00
Cheridan 8ad1c54d4e Merge pull request #10221 from optimumtact/patch-5
Stop triggering myself when viewing fork code
2015-06-29 14:47:28 -05:00
Razharas 5b5c03dd6b Merge pull request #10234 from Ikarrus/spraycanerror
Gang Tweaks + Fixes
2015-06-29 20:24:16 +03:00
Cheridan 5fc029d63d Merge pull request #10215 from Ikarrus/freetheclothes
[Box, Meta, Mini] Moves clothes from out of equipment lockers and into wardrobe closets
2015-06-28 18:16:04 -05:00
Ikarrus 5a7d43aedd Error message for trying use the spray can with the cap on 2015-06-28 11:18:29 -06:00
Ikarrus cbee684951 Macro/Micro bombs are now restricted to the Nuclear game mode.
Also fixes some broken spans.
2015-06-28 09:57:24 -06:00
phil235 e8d3deafab Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/clothing/masks/gasmask.dm
2015-06-28 15:22:21 +02:00
barackobama 7dfcc292b7 add a variable to mmi to indicate if it's of the syndicate variety as
suggested
2015-06-28 12:44:25 +01:00
Orange Borg d8bc3acea2 Stop triggering myself when viewing fork code 2015-06-28 18:48:40 +12:00
barackobama 518dc0e6b4 nvm it works 2015-06-28 03:06:56 +01:00
barackobama 7aef172888 less retardation 2015-06-28 03:02:13 +01:00
barackobama 0316a836cb add a Syndicate surgery dufflebag full of tools to the uplink
add a Syndicate MMI that lets traitors create subverted cyborgs (not
slaved and with emag laws) - this is included with the surgery bag
2015-06-28 02:54:49 +01:00
Ikarrus 8c62ccfe2e Moves clothes from out of equipment lockers and into wardrobe closets
- Wardrobe closets are not locked, so it should make it a bit easier to steal disguises
- Unclutters equipment lockers
- Heads still have their one lockers for convenience, but some of the clothes have been removed if they're already in a department's wardrobe
2015-06-27 17:22:02 -06:00
Razharas 119c4d7929 Merge pull request #10186 from Anonus/m(i/a)crobombs
M(i/a)crobomb Adjustments
2015-06-28 00:19:06 +03:00
LaharlMontogmmery 9591d2255d Hoping this solves the merge conflict 2015-06-27 19:23:13 +02:00
Ikarrus 6cc17a6243 Resolved Conflicts:
code/modules/clothing/clothing.dm
	code/modules/clothing/masks/gasmask.dm
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/utility.dm
2015-06-27 00:17:02 -06:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Cheridan 46d7fb9bbd Merge pull request #10168 from phil235/FireaxecabinetFix
Fixes runtime with do_after()'s that don't use a target.
2015-06-26 20:12:15 -05:00
Cheridan b9cdb3384a Merge pull request #9932 from Jordie0608/mycomputerismadewithoverlayswhyisntyours
Icon and code improvements to fancy storage, cigarette packs, lighters, droppers and syringes
2015-06-26 15:34:24 -05:00
phil235 2e61607d3f Merge pull request #10105 from xxalpha/chief
Cleaned some clothing flags.
2015-06-26 19:03:13 +02:00
Anonus a7a0d6eca7 nobody saw anything 2015-06-26 12:44:01 -04:00
Cheridan a93c340c4f Merge pull request #10138 from spasticVerbalizer/cancelAgentID
Adds a cancel button for the agent ID dialogs
2015-06-26 10:40:15 -05:00
Anonus c3def066c7 More obvious m(i/a)crobombs
They now have a delay based on how many were implanted.
They beep loudly for several seconds before exploding.
Overall destructive power is lower, 4/8/16 with 10 microbombs or 1 macrobomb.
If you somehow get more microbombs, then you can still get maxcap(but the delay is longer)
2015-06-26 11:37:07 -04:00
Razharas 97aaa5fb8d Revert "Revert "Microbombs and Macrobombs, Nuke Ops start with Microbombs onc…" 2015-06-26 02:44:20 +03:00
Razharas 69d6cd4f94 Revert "Microbombs and Macrobombs, Nuke Ops start with Microbombs once more" 2015-06-26 02:16:02 +03:00
phil235 2aeefad94d Fixes runtime with do_after()'s that don't use a target.
Adding missing "target=src" to a couple do_after() calls.
You can now close a fire axe cabinet by clicking it with a full hand (if it's not broken/locked)
2015-06-25 19:05:23 +02:00
Razharas 454dc14b44 Merge pull request #10117 from Iamgoofball/explosive_implant
Microbombs and Macrobombs, Nuke Ops start with Microbombs once more
2015-06-25 12:49:03 +03:00
Ikarrus 3d5f126779 Destructible Clothing [WIP]
- Clothes can be set on fire and extinguished
  - Any item can technically be set on fire and extinguished now, but only clothes (and paper) actually burn right now
  - All of a mob's clothing are burned if the mob is husked by fire
- Clothes will also have a chance of being shredded if you are caught in a bomb blast
  - The bigger the explosion, the higher the chance they have of being destroyed
  - Outer layer clothing (headgear and exosuits) take the shock first, which absorbs some of the shock for the clothes it covers, according to it's bomb armor
2015-06-25 00:06:47 -06:00
Iamgoofball 2cdb4dbe92 fixes 2015-06-24 22:07:46 -07:00
spasticVerbalizer b4eba1b4ed now less retarded 2015-06-24 23:24:59 +02:00
spasticVerbalizer e3e2ad56f0 also removes the popup on cancel / empty input 2015-06-24 23:22:55 +02:00
spasticVerbalizer 23663fc3b4 Adds a cancel button for the agent ID dialogs 2015-06-24 21:56:35 +02:00
phil235 a029f2852a Merge branch 'master' of https://github.com/tgstation/-tg-station into AcidFix
Conflicts:
	code/modules/reagents/Chemistry-Reagents/Blob-Reagents.dm
2015-06-24 21:15:09 +02:00
phil235 ac63896910 - Foam/moke lifetime is no longer affected by reagents volume.
- Remove show_message argument from blob reagent reaction_mob()'s and remove the if(show_message) send_message(). Now send_message is called directly on each blob strike.
- Changed blob reagent effects to depend on volume so blob spore smoke isn't deadly.
- Breathing smoke now reduces its life expectancy and calls reaction(INGEST) with the accurate amount of reagent.
- Adjusted the effects on mobs of some other reagents.
- Adjusted reagent amounts in chem grenades.
2015-06-24 20:58:22 +02:00
Cheridan 7568861a57 Merge pull request #10102 from xxalpha/chef
Fixed being able to interact with electropack while wearing it.
2015-06-24 10:07:45 -05:00
Jordie0608 58399f7602 Merge branch 'master' of https://github.com/tgstation/-tg-station into mycomputerismadewithoverlayswhyisntyours
Conflicts:
	icons/obj/items.dmi
2015-06-24 20:31:51 +10:00
Iamgoofball ab36f89844 NUKE OPS START WITH MICROBOMBS NOW, nerfs microbombs because I made them way too powerful and 20 of them was actually double the bombcap 2015-06-23 21:37:21 -07:00
xxalpha d18a98864a Remove optimization code. 2015-06-24 01:14:20 +01:00
Iamgoofball 4294a583b0 Microbombs and Macrobombs 2015-06-23 15:36:01 -07:00
xxalpha 0797226d2e Merge remote-tracking branch 'upstream/master' into chief
Conflicts:
	code/modules/clothing/spacesuits/hardsuit.dm
2015-06-23 21:50:16 +01:00
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
Cheridan 957f987b5d Merge branch 'master' of https://github.com/tgstation/-tg-station into dragnet
Conflicts:
	icons/effects/effects.dmi
	icons/obj/items.dmi
2015-06-22 22:57:53 -05:00
xxalpha 16504ef0cf Cleaned some clothing flags. Ported turf/Entered optimization from vg. 2015-06-23 01:52:14 +01:00
xxalpha 0d6ac5c30c Fixed being able to interact with electropack while wearing it. 2015-06-22 23:16:22 +01:00
phil235 3f57259c69 Merge pull request #9466 from Fayrik/TheNanoing
The Nanoing (Episode 2: The Fix Wars)
2015-06-22 14:24:20 +02:00
Cheridan 79d2358303 Merge pull request #10067 from Boggart/constructionpermitfix
Fixes construction permits dissapearing even when usage fails
2015-06-21 23:41:16 -05:00
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
Razharas e6b738734a Merge pull request #8876 from xxalpha/fixfixfix
Cyber Implants + (Pt.2)
2015-06-21 22:12:17 +03:00
Ikarrus 75d444b836 Fixes Broken C4s
Trying to place a C4 on an object will currently move the object onto your tile, and produce a runtime. This was because the code was trying to drop the target rather than the C4.
2015-06-21 10:18:15 -06:00
LaharlMontogmmery ea9849a436 Reduce range of the BoH to 7. 2015-06-21 17:20:01 +02:00