Commit Graph

41 Commits

Author SHA1 Message Date
xxalpha 55b81363cc Merge remote-tracking branch 'upstream/master' into hardjet
Conflicts:
	code/modules/clothing/spacesuits/hardsuit.dm
2015-03-27 19:35:10 +00:00
xxalpha edccabb0c4 Only engineering type hardsuits have the inbuilt jetpack. 2015-03-18 17:48:45 +00:00
phil235 456a64f8fd slime from carbon to simple animal 2015-03-14 23:40:57 +01:00
xxalpha a9c181bbcc Repath all non jetpack tank types to tank/internals
Repath all portable tanks to tank/internals, except jetpacks

Update ministation
2015-02-01 18:25:39 +00:00
paprka a5a9e297d4 new hood system 2015-01-25 00:22:52 -08:00
tkdrg 2607a456c0 Merge pull request #6634 from paprka/chefuniform
Makes the second cook spawn in short order cook clothes, fixes chef uniform
2014-12-30 03:45:13 -03:00
paprka e8738e8dd5 Changes some clothing and chef gear 2014-12-28 02:13:28 -08:00
tkdrg cc474b2af6 Merge pull request #6591 from phil235/FingerlessSpriteFix
Fix fingerless gloves icon and washing machine changing boxing gloves
2014-12-27 15:46:43 -03:00
paprka 5c8a8b5dca Merge branch 'master' of https://github.com/tgstation/-tg-station into highspeednodrag1v1mem80quickscopenotaser
Conflicts:
	icons/mob/head.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
2014-12-26 09:09:24 -08:00
phil235 b6e35278e3 Fixes cutting black gloves to make fingerless gloves not changing the icon to fingerless.
Fixes the washing machine being able to change boxing gloves, ninja gloves and botany gloves to look like simple colored gloves. Creating a /gloves/color category for all gloves whose color can be changed.
Fixing some absolute pathing.
2014-12-26 17:04:09 +01:00
paprka 2371e2ebd8 renames chef to cook 2014-12-22 17:02:06 -08:00
paprka db6eabfc4e intial commit for syndicate hardsuit feature 2014-12-13 22:26:09 -08:00
paprka 3240cbea99 Tactical armor, etc 2014-12-12 00:23:16 -08:00
paprka 9e9b8b440d adds winter coats and changes labcoat toggling 2014-12-04 21:29:21 -08:00
paprka ec6b2424d2 purge the unused 2014-11-13 21:10:53 -08:00
paprka d80be7f689 changes robotics gloves to fingerless gloves 2014-10-08 05:11:30 -07:00
paprka 10f6ca8c7e removes swat helmet 2014-08-07 04:47:55 -07:00
paprka d992c907c6 goodbye rigsuits my old friends 2014-07-29 11:43:34 -07:00
Aranclanos b544a945a9 Fixes issue #2489
Fixes issue #119

Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.
2014-05-01 06:01:14 -03:00
Daniel 30bb6c8814 Generalised ID naming 2014-04-09 18:49:59 +02:00
MrPerson 917a2dd2a4 Rename equip_to_slot_or_qdel() -> del()
Still qdel()'s them, just naming the proc back.
Should hopefully reduce the number of lines different in the pr.
2014-03-02 21:08:25 -08:00
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
Tenebrosity 094c91dc49 Readds slime and AI corpse to box away
They now appear correctly, and without interfering with other parts of
the game.

Fixes turrets and their turnie offie things so they work.

Still to do: Readd window clue to bomb test area. Somehow it got removed
from the object's description.
2014-02-05 06:39:05 +13:00
Tenebrosity e33f91229b Gameticker checks for mind in end of game readout
This stops AI corpses showing up in the end of round report. It also
means that a ghosted (whether after death or by going catatonic) AI or
borg will now have its player shown at the end of the round.
2014-02-03 05:27:03 +13:00
Tenebrosity bcf075b394 Fixes #2553 and #2533
Fixes the away map dead slime spawner. Previously, it would spawn two
dead slimes that had living icons. Now it spawns one slime with a dead
icon.  These issues are fixed by adding a check for existing slimes at
the spawner's location before spawning a slime, and killing the spawned
slime via adjustToxLoss() instead of death(). Death() doesn't give the
slime a dead icon for some reason.

Fixes the away map dead AI spawner. Previously, it spawned a dead AI
that showed on the PDA messenger from roundstart, made the AI status
displays on the station show the BSoD, and displayed its laws in the
round-end report. These issues are fixed by setting the spawned AI's PDA
toggle to 1, changing the status displays back to blank after the AI
dies and removing the dead AI from the moblist so it isn't shown at the
end of the game.
2014-01-31 00:47:44 +13:00
Miauw 6704a9948d Merge branch 'master' of https://github.com/tgstation/-tg-station into dalawisfluid 2014-01-16 19:46:04 +01:00
Jesus Hussein Chris 245dc52833 Removes unneeded code as pointed out by Cheridan. Thanks for the help. 2014-01-14 21:30:35 +13:00
Tenebrosity 73005ca982 Hopefully fixes Giacom's complaints 2014-01-14 13:18:13 +13:00
Jesus Hussein Chris 7d309d56ff Adds the ability to spawn dead AIs, dead facehuggers and dead slimes on away mission maps. Expands on dead human spawning. 2014-01-13 12:37:18 +13:00
Cheridan 7506a19073 Nuke Op Gloves: The Blackening
-Removes the yellow gloves on the Nuke Ops shuttle. (They were completely redundant, as the gloves they start with were already insulated (!!!)).
-In return, adds a laundry room to the nuke ops staging area, allowing them to paint their gloves as they please if they want to be stealthy.
-Removes 'SWAT' gloves in favor of the less-weirdly-specific combat gloves. Codewise, they were exactly the same.

Updates spacebattle.dmm, as it had an instance of swat gloves.
Adds a link in the mapmerge tool instructions to assist in setup.
2013-10-20 23:09:22 -05:00
Ikarrus 1518d285e7 Standardized spelling of all instances of "Centcom"
Centcomm/CentComm -> Centcom
centcomm -> centcom
2013-06-17 20:49:01 -06:00
baloh.matevz@gmail.com 0a1b16f620 - Moved access definitions for jobs to the job datum. In addition, I added an extra access definition: minimal_access and access. Minimal access is intended for servers with large populations. All jobs have the bare minimum access they need to survive. access, on the other hand, is a far more generous list of accesses, intended for servers with lower populations, where players are expected to do more than just the job they were assigned. Also for servers which don't want to allow people to hide in their own ultra secure departments, where no one can get to them.
I did not go through the list to assign 'access' yet, so the two are currently identical.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5479 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-06 16:38:45 +00:00
ericgfwong@hotmail.com f7abe34c72 Removed mining department radio frequency. Miners and Cargo techs will all be under the Cargo radio instead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5265 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-05 23:27:10 +00:00
Kortgstation@gmail.com 8fcff0ac65 Updated the faithless health/damage and the wildwest map to have rig suits on the miner corpses. I'd already edited this locally on the /tg/station servers, so our players shouldn't notice any difference.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5150 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-21 14:25:30 +00:00
giacomand@gmail.com d0ca8fcd54 -Fixed an issue with corpses appearing in the living_mob_list.
-Added a maths.dm with useful math procs. I've taken the math procs from a resource library from BYOND called dmMath ( http://www.byond.com/developer/Nickr5/dmMath ) thanks Nickr5 for the useful procs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5140 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-21 01:02:56 +00:00
Kortgstation@gmail.com 121e8fa1d9 Split corpses into corpse and mobcorpse. Corpse is still used for decorating maps, mobcorpse is used for simple animals dropping human bodies.
Committing Brotemis's updates to his Wild West map/fixes he had for the associated code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5093 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-17 01:43:13 +00:00
Kortgstation@gmail.com 326c57fa04 Fix for the chef corpse spawning half naked.
Fixed Nodrak's empty c20r spawning so it only happens to the guns on his map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4907 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-18 03:45:00 +00:00
Kortgstation@gmail.com 304ac5e6c3 Changed the way corpses get named (cause the old one isn't working). They just take the landmark name as their name.
Tweaked my away mission spawn points/loot/enemy locations, and named all the corpses correctly this time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4852 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-13 04:06:32 +00:00
Kortgstation@gmail.com 29fe7720ca Committing my mostly finished away mission.
Added a few new corpse types

Simple animals can now open doors

Added a bluespace artillery control machine. Using PA sprites as placeholders until I get real ones.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4847 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-12 06:05:52 +00:00
Kortgstation@gmail.com 18608f3ca6 Added Syndicate NPCs/sprites for them. They come in a few varieties, some with shields and swords, some with guns(yes they shoot). They're simple animals, but they drop a corpse landmark when they die, so you can loot them normally.
A plea to admins: Dont fucking spawn these everywhere, they're meant to be used as badguys in away missions, not for you to fuck up every round by spawning 70 of them.

Clowns also drop a real (lootable) body on death.

Added new corpse types. Syndicates as well as several civillian jobs.

Added a new area/copied a shuttle icon over into floors as part of work on my map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4839 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-09 19:22:14 +00:00
Kortgstation@gmail.com 60cf354e40 Adds code for spawning corpses equipped with items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4790 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-01 03:46:53 +00:00