Commit Graph

137 Commits

Author SHA1 Message Date
bgobandit 0f1c4cb4a2 Fixes the energy cutlass. (#25636) 2017-03-31 09:37:15 -03:00
octareenroon91 67be18012b Fix synthetic arm blade origin_tech 2017-03-18 21:38:53 -05:00
Joan Lung 0cf2e02bb6 Red and green energy swords have much less saturated light colors (#25118) 2017-03-16 20:25:51 +13:00
Lzimann 5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
TalkingCactus f04feec7a1 Adds Colored Lights for Energy Swords (#24765)
* colored lights for energy melee weapons

* New() -> Initialize()

* dualsabers

* woops?

* removes unused var

fixes energy axe typo
2017-03-08 02:34:50 -06:00
Cyberboss b86e224571 Makes qdeleted and qdestroying macros (#23666)
* Makes qdeleted and qdestroying macros

* Makes QDELETED and QDESTROYING uppercase

* Swap qdel checks istype's for != null's

* Fix it

* How was this missed?
2017-02-06 00:59:27 +13:00
Cyberboss 3f7f5d4000 Removes/Refactors /mob/unEquip (#22918)
* Part1

* IT COMPILES!!!!

* Fuck wait this was missing from that last

* Update handlabeler.dm

* Update handlabeler.dm

* Fixes n shit

* Fix this

* Fixes #23310

* Fucking @RemieRichards was right

* Fixes devil unEquip

* WTF ARE BITFLAGS?

* THERES THE FUCKING PROBLEM

* Fixes
2017-01-31 09:28:31 +13:00
XDTM fcf4320bb5 [Ready for review/merge]Rolls chainsaw surgery into prosthetic replacement, makes synthetic armblades implantable (#23213)
🆑 XDTM
tweak: Implanting chainsaws is now a prosthetic replacement instead of its own surgery.
add: You can now implant synthetic armblades (from an emagged limb grower) into people's arms to use it at its full potential.
del: Chainsaw removal surgery has been removed as well; you'll have to sever the limb and get a new one.
/🆑
Reason for adding

Makes the surgery code more consistent, without a snowflake surgery for chainsaws. This also gives a legitimate use for synthetic armblades, which were otherwise just a much shittier and harder to get circular saw.
2017-01-30 09:51:55 +13:00
oranges 8af3b6c975 Merge pull request #22828 from KorPhaeron/axe
Fixes energy axe not having the sharp flag
2017-01-10 09:57:20 +13:00
KorPhaeron dbf01363b9 Energy Axe can dismember 2017-01-07 14:19:18 -06:00
Joan Lung a4dfe50f75 The supermatter now has a ghost-visible damage display 2017-01-03 17:02:28 -05:00
KorPhaeron 0e8a1d975d These things also belong in a museum (#22139)
* Curator Items

* Spawns in his bookbag because where else would this stuff go

* Revert "Spawns in his bookbag because where else would this stuff go"

This reverts commit c3a8613b01a8ac99b0d44e7eeb2e69fa8ca5801c.
2016-12-15 13:40:30 +13:00
Mervill 0972f78800 a_intent now uses defines 2016-12-02 22:27:30 -08:00
Mervill 09ea5ad2e5 w_class now uses defines 2016-12-01 21:33:14 -08:00
oranges 0844b8efed Improves stunbaton code to prevent runtimes and a miscount in charge
Previously if the final stun from a stunbaton used all the power in the
cell (putting it below hitcost) it would not properly return the actual
value of the cell.use call, so you would use the energy but not properly
get the stun

The logic of the deductcharge proc has been refactor to avoid this by
explicitly returning the value of cell.use call no matter if the stun
baton is switched off or not

The code was also cleaned slightly to improve readability
2016-11-07 23:55:19 +00:00
Militaires 889c82a247 CQC tweaks, improvements and fixes [and adds and utilizes martial art blocks) (#21201)
fixes an abusive exploit and makes 2 combos easier to use, increases cqc harm damage, adds martial art block_chance var which is only activated if you have your throw_mode on for active defense.

baton blocks stun the person attempting the attack too, you can now block batons and then throw or chokehold.

makes tc cost for CQC 13 with all the buffs.
2016-11-07 09:01:41 +13:00
Joan Lung 4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
kevinz000 cb295db91a remake (#20762) 2016-10-11 09:41:43 +13:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Joan Lung bdcb16113a Adds a few turf istype helpers (#20754)
* a very calming act
when the world is too much, too fast

* i'm tired
but i have to be efficient, infinite

* lick your lips at the sight of me
a fantasy made reality
2016-10-01 19:25:46 +02:00
TechnoAlchemist a93bfc39e0 Officer's Sabre Tweaks (#20565)
Allows for quickdrawing the sabre.
Also changes the attack text since it's no longer a rapier, and it doesn't make sense that it can dismember with point lunges and thrusts.
2016-09-23 10:25:25 +12:00
kevinz000 8a83df0d3b Arm Combat Cybernetic Implants (because toolset arm shanks weren't enough) (#20544)
* combat_cybernetics

* flashlight-arms

* surgery

* thiswillprobablyfixit...

* nopethatdoesntwork

* revert

* nerf

* prayingtornjesusitcompiles
2016-09-20 21:36:11 +12:00
Hamzah 9496e1631a Limb grower (#20501)
Added a Experimental Limb Grower to the medbay department, now medical stuff can grow synthetic limbs using Synthflesh to help crew that suffer any work related accidents.
2016-09-20 14:53:43 +12:00
TechnoAlchemist eec3391270 Allows for sabre renaming. (#20367)
* Allows for sabre renaming.

* That's not supposed to be there

* Applies unique_rename to all /weapons

* fixes my stupid asshole
2016-09-13 09:05:30 +12:00
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Jordie 6f4693d0f9 fixes invisible sabre and renames icons from rapier (#19817) 2016-08-11 10:00:57 -05:00
KorPhaeron 2a71f7e3b2 Fixes realism issues with rapiers being able to dismember (#19779)
* Rapier Fixes

* Typo

* Rapiers are not canon

* Removes rogue apostrophe
2016-08-11 15:43:18 +12:00
Cheridan 087872916b Hitsounds for CoC, rapiers. Throwsound for bolas. (#19773)
* Hitsounds for CoC, rapiers. Throwsound for bolas.

* removes empty sound from rapierhit.ogg
2016-08-08 21:23:08 -05:00
Thunder12345 1220d02aca Rapiers (#19340)
* Adds Rapiers
2016-07-26 15:14:11 +02:00
coiax 6449b65d30 Adds fireplaces, eswords are hot, cardboard is flammable (#19118)
Makes needed improvements to proposed fireplaces

- Fireplaces now use world.timer
- Fireplaces no longer prompt input() for inserting logs, it just
takes as many logs as possible
- Paper and paper bins can be thrown on the fire, thirty paper is worth
one log of burn time.
- One log gives 15 seconds of burn time, the fireplace can hold up to 5
minutes of fuel.
- Ignitable items now use a /obj level proc to generate their messages,
currently using this are cigarettes, candles, fireplaces
- The fireplace can be put out with an extinguisher
- Cardboard cutouts are now flammable
- The fireplace is only "warm and cozy" when lit
- Paperbins qdel their stored papers when destroyed (probably did that
already, but no harm in making sure)
- Also removed some returns hanging around

* Added new proc for lighting stuff

- Adds ignition_effect(atom/A, mob/user) to obj/item, which is called
when you're attempting to light things with that object. By default it
does nothing and prevents ignition, but if the object is hot, it returns
a message. May do other things for different stuff.

- Eswords now ignite flammable gasses in their area.

* Fireplace is no longer on fire when not on fire
2016-07-06 10:16:47 +12:00
MMMiracles 706a4f344b Adds the Power Fist (#19013)
The power-fist is a semi-port of hippiestation's power-fist. Sprites are from hippiestation.

The power fist is a metallic gauntlet with a built-in piston-ram that uses an external tank as its gas source. A wrench can be used to dial up the piston's valve and make the gauntlet hit harder and farther in exchange for more gas used.

A full large-tank will get exactly 4 level-3 punches in before needing to replace the external tank. This thing is incredibly lethal for taking out singular targets at a time but very poor against crowds as odds are you're going to exhaust your supply before fending off everyone.

The TC price might be too low/high, I don't know yet until people play around with it in an actual round. All I know is punching pun-pun half-way down the escape hall in a single hit is fun.
2016-07-02 14:40:22 +12:00
Jack Edge 415d88ddb6 Code review I 2016-06-25 20:26:59 +01:00
Jack Edge a841bd14f5 Code cleanup; silicons, melee, hallucinations
- Cleaned up paint.dm
- Everything else should be self explanatory
- Removed braindamage part of esword, since you can't reach that; it
  would be handled by attack_self()
2016-06-24 14:03:44 +01:00
Kyle Spier-Swenson 0d6bbbb412 stop the pills (#18703)
* RedPills Processing

Now you have to use START_PROCESSING(SSname, thing) (and STOP_PROCESSING)

* Fixes a minor bug.
2016-06-20 12:07:44 +02:00
phil235 40a371296a Adding lizard blood pack in medbay storage's freezer crate.
Added a var/exotic_bloodtype to species, instead of hardcoding a lizard type.
Fixes proc for objects who should never be bloodied.
2016-06-05 18:12:08 +02:00
phil235 bd20c313b9 Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor
Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
2016-06-04 17:41:43 +02:00
phil235 b482764a19 - I made human/handle_blood() less shitty.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
2016-06-04 17:33:16 +02:00
LatD 502249831d Syndicate origin tech changes 2016-05-18 20:12:01 +03:00
LatD fe76e64641 Origin tech changes and some fixes 2016-05-17 20:57:01 +03:00
KorPhaeron 024df00cd9 Dismemberment tweaks (#17453)
* Dismemberment tweaks

* Lowers some AP to address remies concerns

* Lowers the dualsaber AP again to prevent nonsense from occuring

* Adds HF blade

* Honk Dagger typo fix

* Lowers chaplain AP again
2016-05-08 20:55:44 +01:00
phil235 68da092009 Dismemberment port from Hippie code, based on RemieRichard's work. Big thanks to RemieRichards and crystalwarrior. 2016-05-05 18:17:51 +02:00
phil235 43e98079f1 Removing some comments I had left in. 2016-04-24 21:12:04 +02:00
phil235 0caa59b21a First commit of this big PR
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
2016-04-24 20:26:24 +02:00
duncathan e86cf0f280 praise the good lord, for the game finally compiles 2016-03-29 19:04:37 -06:00
phil235 91839f5f70 Action buttons will now only update when needed instead of every Life().
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
2016-02-22 00:34:59 +01:00
Lo6a4evskiy 43207c3070 Fix police and telebatons ignoring shields 2016-02-18 02:57:32 +04:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
tkdrg 4532f90aa7 Merge pull request #13906 from KorPhaeron/typo_fix
Fixes energy axe typo
2015-12-23 14:46:33 -03:00
KorPhaeron 3704b1f7ce Typo 2015-12-22 05:38:43 -06:00