Commit Graph

858 Commits

Author SHA1 Message Date
phil235 588c12ee22 Merge pull request #10219 from xxalpha/mouthgag
Fixed not being able to eat with adjusted masks.
2015-06-29 18:23:56 +02:00
phil235 a39effd14c Merge pull request #10193 from Cheridan/what_a_fluke
Suit Sensor Fixes
2015-06-29 17:32:44 +02:00
xxalpha 0ab6b99658 Flag cleaning. 2015-06-29 00:08:49 +01:00
xxalpha 47f3d802f6 Fixed not being able to eat with adjusted masks and helmets. 2015-06-28 23:51:55 +01:00
phil235 c1a37bb2e0 Derp, I hate fixing merge conflicts... 2015-06-28 15:27:58 +02:00
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
Razharas 98c2bd18db Merge pull request #9620 from xxalpha/mineralcontainer
Fixed banana shoes mineral handling.
2015-06-28 15:07:17 +03:00
Ikarrus 59ca40f03d Burning objects are processed every tick now instead of using a spawn() check 2015-06-27 09:22:14 -06:00
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
TheVekter 40a90ab8df ayy lmao merge conflicts 2015-06-27 00:02:46 -05:00
TheVekter 50c1fc487e Merge branch 'master' of https://github.com/tgstation/-tg-station into jackit 2015-06-26 23:49:43 -05:00
TheVekter 16cdc39d2f Converts the jacket to a cosmetic, added to autodrobe and clothesmate, doesn't spawn in closets anymore 2015-06-26 23:48:18 -05:00
Cheridan 9f95965abf Suit Sensor Fixes
-Chameleon jumpsuit sensors now start off
-Fixes unreported(?) bug where prisoner jumpsuits would start randomized when they are supposed to be always-on.
2015-06-26 17:15:19 -05:00
TheVekter 88ee215429 Removed arm protection from jacket 2015-06-26 02:37:54 -05:00
TheVekter 27b5d59d28 Ports over the military jacket from NTStation 2015-06-25 02:44:25 -05:00
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
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
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
Cheridan 62e635484a Merge pull request #10069 from Ikarrus/gangrecruitnerf
Gang Update: Recruitment Edition
2015-06-23 14:33:13 -05:00
Ikarrus 67ec200bc7 Few More Changes 2015-06-23 09:12:56 -06:00
Remie Richards 64f4adb41e Merge pull request #9510 from Cheridan/nuke_feedback
Nuke Op COMMUNITY FEEDBACK PR
2015-06-23 07:03:17 +01:00
Ikarrus 3b326a973b Additional Changes 2015-06-22 22:29:51 -06:00
xxalpha 16504ef0cf Cleaned some clothing flags. Ported turf/Entered optimization from vg. 2015-06-23 01:52:14 +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
Swag McYolosteinen 7929b7dcd7 Merge pull request #10031 from Ikarrus/gangfashion
Gang Update: Fashion War Edition
2015-06-20 18:06:19 +02:00
Cheridan 08f46d5652 Merge pull request #10016 from Ikarrus/iambulletproof
Buffs bulletproof vests back to 80
2015-06-19 18:49:02 -05:00
Ikarrus e27cdc7efe Resolved Conflicts:
code/game/gamemodes/gang/dominator.dm
2015-06-18 23:05:51 -06:00
Ikarrus 2605ed586b Reverts dominator sound change
Dominator sets Delta Alert now
Delta Alert text changed to accommodate this change (+3 squashed commit)

Squashed commit:

[3129c95] Icon state update

[21bddf3] Dominators play the malf sound when activated (until I can find a better alternative).

[2289074] Unfucks changelog (+1 squashed commits)

Squashed commits:

[2289074] Unfucks changelog
2015-06-18 23:00:04 -06:00
Xhuis e1356f889e Merge remote-tracking branch 'remotes/upstream/master' into thaw 2015-06-18 23:37:06 -04:00
Ikarrus 46a5e578e4 Gang Update: Fashion War Edition
This update primarily deals with gang outfits and expands on how they affect the round.
2015-06-18 20:01:57 -06:00
phil235 e6dcabf245 Merge pull request #9960 from xxalpha/bass
Put drop_item() calls inside ifs. Replaced some drop_item() with unEq…
2015-06-18 15:50:35 +02:00
Ikarrus f9d28fbe00 Buffs bulletproof vests back to 80 2015-06-16 19:44:20 -06:00
Xhuis 3bc466a0ff Merge remote-tracking branch 'remotes/upstream/master' into thaw 2015-06-16 11:42:47 -04:00
Razharas 2d223b15f6 Merge pull request #9702 from KorPhaeron/armor
Lowers Armor Values
2015-06-15 17:49:40 +03:00
xxalpha b2e84a0d3c Put drop_item() calls inside ifs. Replaced some drop_item() with unEquip( 2015-06-14 20:11:40 +01:00
Xhuis 50e49d1136 FEATURES SIX AND SEVEN: Suicide msg's and cloaks 2015-06-10 14:17:38 -04:00
Incoming 1f0097a74a Adds the bind soul spell for wizards. It turns them into a lich (skeleton) and gives them access to a long cooldown ressurection spell (starts at 3 minutes).
The ressurection spell can only be used while dead/dying and charges at all times. When used the lich gains a new body at the site of their phylactery and is stunned for a short while. Meanwhile the old wizard body crumbles to dust leaving all the wizards worldly possessions on the ground. Anyone who sees the corpse crumble will also get a cardinal direction pointing towards the wizard.

Every time the wizard dies this way, the time between ressurections is increased by a minute. To take a lich out of the game for good, either destroy the body before the lich can cast the spell again, or destory the phylactery and kill the wizard one last time.

Liches spawn with robes and spells intact, but nothing else, everything collected on their original body stays there.

As a balance issue, this spell can't be used in the den, the item must be bound after arriving at the station.

Adds a nice black wizard robe ensemble for liches.

Magic mirrors (save for a special badmin only one) can no longer skeletonize people.

Adds a hopeful mulligan fix to wizard rounds problems. Also corrects an adminlog message.
2015-06-10 03:40:14 -04:00
Cheridan 842e3f3239 Merge pull request #9741 from palpatine213/SecHudEmag
Allows HUDs to be emagged with an emag as well as an EMP
2015-06-04 20:19:39 -05:00
palpatine213 cb9f124ff1 Removed redundant code. 2015-06-04 13:20:15 -07:00
palpatine213 631a0e1884 Changes to use emag_act() 2015-06-02 17:29:05 -07:00
palpatine213 d1ff29c278 Let's both emags and EMPs affect huds 2015-06-01 18:19:07 -07:00
palpatine213 15700e1530 Changes Hud emagging from EMP to Emag 2015-06-01 16:15:10 -07:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
KorPhaeron af89c59ed0 Lowers Armor Values
At some point someone changed the armor system to always block, which I
understand, because RNG is annoying, but they didn't lower the armor
values to compensate.

Right now a basic security officer blocks 50% of all melee damage. It
would take 7 hits from an esword/punches from a Juggernaut to reliably
down an officer, and just a single stun baton to down a guy with an
esword.

It takes 20 hits from an inactive baton to crit a basic officer, 8 hits
from an arblade, etc.

In short, melee is completely awful as soon as someone throws on a basic
vest. It makes melee weapons impossible to balance because even if
they're strong enough to crit a random med doctor in 4 hits they're limp
noodles vs a helmet. We can't move away from "I stun you lose" combat if
stun weapons are 8-20 times as effective as anything else.

I lowered the values around half for melee and tweaked laser resist a
bit as well (again, it shouldn't take 10 lasers to down someone vs their
one taser). I'm not overly attached to these values, nor are they
particularly deeply thought about,  I just wanted to get a conversation
on git started where everyone would see it.
2015-05-29 23:34:07 -05:00
xxalpha f38683b871 Fixed a few small things. 2015-05-23 22:39:17 +01:00
xxalpha 14de0a4346 Merge remote-tracking branch 'upstream/master' into mineralcontainer
Conflicts:
	code/modules/clothing/shoes/bananashoes.dm
	tgstation.dme
2015-05-23 21:30:52 +01:00
phil235 ec6e318343 Fixes extinguisher (w/safety off) spraying water when placed on a table.
Fixes runtime when putting beaker in autolathe.
Fixes spray can empty message appearing when placing it on a table.
Fixes experimentor manual not having a title.
Fixes runtime with engine goggles updating nearby objects visibility.
Fixes runtime when looking at picture from the AI camera.
Updating the 'can_be_placed_into' list for items so their afterattack don't do anything when placing them in experimentor, autolathe, destructive analyzer.
Fixes soap starting to clean the table when placed on it.
Fixes drinking glasses having capitalized names.
2015-05-23 16:03:48 +02:00
phil235 81948d5f8c Merge pull request #9505 from Firecage/rainbowjumpsuit
This fixes the issue of colored jumpsuits not being dyeable into rainbow jumpsuits.
2015-05-21 16:20:38 +02:00
kingofkosmos 494403969e Alt-click-toggles now do proper checks
Such as if you're near the thing, conscious, alive etc.

Fixes #9238
2015-05-18 20:22:04 +03:00