Commit Graph

25 Commits

Author SHA1 Message Date
phil235 4071f25270 Simplifies laser reflection code, no more reflect_chance var at the obj/item level. 2015-03-09 12:28:35 +01:00
Remie Richards 5fc7af7fbf attackby() now has an argument containing the parameters of the click that called it. Items placed on tables now center their icon where the user clicked. this is NOT true for racks, since racks look organised in their sprite.
Items reset their pixel_x and pixel_y values on pickup.
2015-02-19 13:02:43 +00:00
Razharas 9a27fe7c8d Conflict fix
Yeah makes it all work
2014-12-21 06:12:33 +03:00
phil235 d5a7d82959 Fixes a lot of "the the" in messages. 2014-12-16 22:59:55 +01:00
Razharas 21a2c2d21e Made clumsiness into disability
I really dont want to make clumsy_act()
2014-12-14 08:04:48 +03:00
Razharas 0921aa201f Added datum mutations
Also removed some mob vars like sdisabilities and merged the usability
with disabilities
Removed need for mutations var, they are not handled in dna
Removed blinded var, now its handled by eye_blind being bigger than zero
Ands lots, lots of other shit in files that used mutations
2014-12-12 04:48:11 +03:00
paprka d6a8e0de09 code nitpicking (thanks remie) 2014-10-06 12:39:15 -07:00
paprka 6d4fb1483a adds telescopic riot shields 2014-10-04 15:58:27 -07:00
Firecage 24b18fad93 Absolute paths for item files. 2014-08-07 23:02:43 +02:00
Hornygranny 9d3f8f6a2d second pass 2014-02-15 20:11:12 -08:00
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
MrPerson 9058921972 Merge branch 'master' of https://github.com/tgstation/-tg-station into Animation_OLD
Conflicts:
	code/game/objects/items/weapons/shields.dm
	code/modules/events/ninja.dm
	code/modules/mob/living/carbon/human/update_icons.dm

No more cloakers, no more cloak_stacks. Also removed that silly "I'll make an icon and then make an image of that icon" bullshit.
2014-01-21 15:19:27 -08:00
Cheridan 70e5618cb0 Merge pull request #2375 from Giacom/remove_icon_operations_from_premises
[501] Refactored the code to remove most icon operations for changing an icon's colour.
2014-01-19 16:06:25 -08:00
Glloyd b69ab81cc6 Resolves #2213 Fixes the back icons for the scythe and the Roman shield. 2014-01-16 20:23:36 -05:00
Giacomand aceb4b22e1 Removed the icon color blend operations from human's update_icons().
Changed all the hair/facial_hair/eye sprites to use a white base.
Changed the preview screen, in the preference menu, to use ICON_MULTIPLY to be able to use the new white sprites.
Removed the unused and broken cloaking item.
Ninjas now use the alpha variable, removed most of the checks for it.
Updated the documentation a bit.
Added some helper procs for later.
2014-01-16 14:33:50 +00:00
MrPerson 5987de4804 Redo on that merge into master, my bad. 2014-01-15 20:12:52 -08:00
MrPerson 9a562efb35 Update to master (branch was way out of date) 2014-01-15 19:34:35 -08:00
MrPerson 2f90172273 Give mob/living a cloak_stacks list. If there's anything in this list, cloak the mob upon the next update_transform().
Give all mob/living/carbon a shared update_transform(). Larva have their own because they're special.
2014-01-15 19:23:57 -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
MrPerson 0483800e24 update_icons() uses animate() and transforms to actually turn the sprite rather than needing them pre-turned. Mobs that lie down do so with an animation rather than appearing on their side. You can lie down facing THE LEFT OH SHIT.
Cloakers still don't work well. The fix is probably just finding a proc that runs on equip/uequip/when bagged/when dropped. Fuck that. Ninjas work. Things that are cloaked fade to the cloaked alpha, it's pretty cool.

The "lying down" icon_states for everything you could equip are all now unnecessary. They aren't removed yet though.

The dmi changes are to make xenos all face upward so when they turn, they're lying down rather than facing south and looking like they're doing a handstand. They're not terribly good when facing the wrong way. I expect WJohnson to have a fix for this by New Year's.

Comments aren't changed. The overlays_standing list is still around because overlays is not a normal list, and BYOND's normal list functions are worth the extra cost of keeping a spare list of images.
2013-12-23 02:19:15 -08:00
Giacom 9f5f30eb68 Merge pull request #1670 from Cheridan/Bugs
Bugfixes
2013-11-07 09:08:57 -08:00
Cheridan 637e7f72c9 Nuke Op Population Scaling and Content Update
to be edited
2013-11-03 16:41:57 -06:00
Cheridan bad46f62ba -Fixes issue 1462
Adds an update icons call to cloakers

-Fixes issue 1387
Clonees get healed of all damage types while in the pod.
2013-10-27 22:02:22 -05:00
VistaPOWA c188c2374d Adds roman armour set and shield
Made by troots.
2013-10-21 22:43:19 +02:00
johnsonmt88@gmail.com e7ebfae317 Another whack at the defines folder:
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm

Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-01 01:25:02 +00:00