Commit Graph

180 Commits

Author SHA1 Message Date
phil235 d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
phil235 79a814b434 Fixes some runtimes when picking candidates for certain simple_animals, especially sentience potion. If the player chose 'Yes' and then immediately disconnected, it would make the chosen client null. Same thing for xeno larva bursting (player disconnection mid bursting animation)
Fixes runtimes with chem grenade calling prime() after being GC'd.
Fixes some hardsuits having "unacidable = 1" twice.
Fixes runtime with alien whisper.
Fixes runtime with check_shields()
Fixes runtime with Venom, Formaldehyde, corn syrup and holy water.
Fixes cult sacrifice soulstoning not working (giving a dead shade).
2015-10-18 01:28:48 +02:00
phil235 3c788fcc59 Fixes Atmos fire helmets spawning in the wardrobe closet instead of the atmos closet.
Fixes Toggle Helmet light verb on security helmet with seclite attached being usable while dead.
Fixes Lizard snout is poking through helmet
Fixes Space helmets not hiding masks and glasses (especially the large gar glasses)
Eva harsuit helmet no longer has a semi transparent part (incompatible with hiding masks and glasses, and causes lizard snout protruding from that helmet)
Made equip_to_slot() and unEquip proc more OOP at the carbon level which removes some duplicate code between monkey and human.
Readding code\modules\mob\living\carbon\brain\login.dm that someone (probably me) unchecked some time ago by mistake.
2015-10-12 21:50:59 +02:00
GunHog dcbcfefa01 Action buttons + More mobs!
- Scanner control is now an action button.
- Fixed multiple scanner bugs (I think)
- Gave ability to drones and borgs.
2015-10-08 11:30:39 -05:00
GunHog 4a5caf968a Research Examines!
Science Goggles and the Prototype Hardsuit Helmet may now scan items for
their research potential and machines for their contents.

Examine an item to gain additional data.
- Tech levels
- Materials that can be salvaged from it if recycled
- Reliability rating
- Crit failure, if present.

Examine a machine to learn the components used to build it.
2015-10-07 13:45:51 -05:00
Razharas d46f6b582f Merge pull request #12079 from bgobandit/boxshit
Adds additional items to the storage of many coats and oversuits.
2015-10-03 18:13:03 +03:00
GunHog 5840490311 RD hardsuit allowed items
- RD hardsuit now stores hand tele, portal gun, and, and AI cards.
2015-10-02 21:47:55 -05:00
bgobandit 8e82cf324a Merge branch 'master' of https://github.com/bgobandit/-tg-station into boxshit
Conflicts:
	code/modules/clothing/suits/bio.dm
	code/modules/clothing/suits/utility.dm
2015-10-02 00:41:19 -04:00
bgobandit 6debfed196 Adds more storage possibilities. Honk. 2015-10-02 00:25:39 -04:00
GunHog a083a85ade Prototype Hardsuit!
Adds the prototype hardsuit, intended for the Research Director.
- Primarily a bomb suit
- Emergency firesuit protection
- Slightly higher radiation protection than a normal hardsuit
2015-10-01 10:29:01 -05:00
bgobandit 26b8112dea Adds additional items to the storage of many coats and oversuits. 2015-09-29 22:29:07 -04:00
Steelpoint 81e2af9c8a MinorAntagArmourBuff 2015-09-09 12:00:46 +08:00
Razharas e0e5bbc978 Merge branch 'DSStuff' of git://github.com/Steelpoint/-tg-station into Steelpoint-DSStuff 2015-09-02 14:38:07 +03:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Aranclanos b81ea02552 Hardsuit helmets will now store the suit as a var and they will qdel eachother when deleted. 2015-08-24 04:25:47 -03:00
CosmicScientist 445e8c5657 Update miscellaneous.dm
Adds to the hardsuit description to tell of its melee incapability.
2015-08-08 16:01:39 +01:00
CosmicScientist 26190b90ee Adds carp spacesuit + mask, carp costume and ian costume. 2015-07-28 00:06:32 +01:00
Steelpoint 407641a2c1 DSProposedChange 2015-07-24 16:09:42 +08:00
Cheridan d39a2ef5db Revert "[BALANCE] HoS/ERT/DS Armour Buff | Revolver Armour Piercing" 2015-07-18 07:51:17 -05:00
WJohn 3537d754b3 Merge pull request #10345 from Steelpoint/HoSArm
[BALANCE] HoS/ERT/DS Armour Buff | Revolver Armour Piercing
2015-07-16 11:29:22 -04:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Steelpoint bb88dda82b ERT/DS 2015-07-04 01:38:30 +08:00
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
Remie Richards 64f4adb41e Merge pull request #9510 from Cheridan/nuke_feedback
Nuke Op COMMUNITY FEEDBACK PR
2015-06-23 07:03:17 +01:00
xxalpha 16504ef0cf Cleaned some clothing flags. Ported turf/Entered optimization from vg. 2015-06-23 01:52:14 +01:00
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
Cheridan 9bfcf4acfb COMMUNITY FEEDBACK UPDATE
-Nuke Hardsuits are no longer unremovable when in combat mode, allowing for better healing/defibbing.

-Explosive implants reduced to 4 TC.

If you don't want to get looted, get good and don't die or buy an implant.
2015-05-15 17:06:22 -05:00
Remie Richards fca3c0bdb5 Adds Plasmamen! Adds the ability for species to breathe other gases! 2015-04-28 20:48:14 +01:00
Jordie 877e2e8f56 Merge pull request #9176 from JJRcop/TEAenhancement
TED and Chronosuit tweaks
2015-04-28 23:49:40 +10:00
JJRcop febebbd4e3 TED and Chronosuit tweaks
- TED time to kill has been halved
- TED now continually warps you back if you manage to escape, instead of killing you
- TED field is no longer dense
- Chronosuit now does not carry items with you if they are outside the suit, which is the belt, back, and hands.
  \ The TED is an exception
2015-04-26 02:59:11 -04:00
kingofkosmos e371dd9f35 more spans 2015-04-24 20:52:00 +03:00
Fayrik 84df0192f4 Buffs Deathsquads. 2015-04-18 00:06:17 +01:00
phil235 e11a405165 Fixes the holopad choice window spam. The holopad now uses the standard popup window used by computers and most machines. A simple click to close it.
Fixes /obj/item/clothing/suit/space/pirat hiding the mob's jumpsuit when worn.
2015-04-07 17:44:43 +02:00
Jordie 2484674261 Merge pull request #8651 from xxalpha/atmosuitfix
Fixes atmos hardsuit pathing.
2015-04-01 18:44:49 +11:00
dannno d1eb8fcaec Merge branch 'master' of https://github.com/tgstation/-tg-station into WEEEOOOOWEEEEOOOO
Conflicts:
	icons/mob/head.dmi
	icons/obj/clothing/hats.dmi
2015-03-31 13:01:09 -04:00
xxalpha ccb4405de4 Fixes atmos hardsuit pathing. 2015-03-31 03:50:11 +01:00
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
dannno 39aaea6f28 WEEOO NOISE 2015-03-24 15:41:59 -04:00
xxalpha 902e50f6b2 Added inbuilt jetpack to syndicate hardsuit. 2015-03-21 00:46:39 +00:00
GunHog 46ca095f2b Tweaks and fixes
- You can now make Securitrons with Sec helmets.
- Helmet cameras now function as borg cameras do. They will update the
chunk on the next game tick, if the camera is moved.
- Helmet cameras are now vulnerable to EMP (camera alarm is not
triggered)
- Removed the extra canAttachCam lines.
- Paid my tithe to Lord of Changelogs.
2015-03-20 09:39:50 -05:00
GunHog e1668e985f Attachable Seclite & Camera to Helmet
Steals #8109
2015-03-19 23:40:37 -05:00
Jordie 0cdd34ee05 Merge pull request #8354 from MMMiracles/hardsuit_upgrade
Revamps ERT suits to use helmet toggle
2015-03-19 16:45:05 +11:00
xxalpha edccabb0c4 Only engineering type hardsuits have the inbuilt jetpack. 2015-03-18 17:48:45 +00:00
xxalpha 6f5ea7f5e7 Adds embedded jetpacks to hardsuits. 2015-03-17 18:42:29 +00:00
MMMiracles 5cc3b68d6a pong 2015-03-15 05:22:07 -04:00
MMMiracles 05097332ce ding 2015-03-15 05:08:29 -04:00
MMMiracles abb835b487 revamps ERT hardsuits to use the helmet toggle, organizes the listing to be slightly better looking. 2015-03-15 02:03:18 -04:00
Cheridan 28f6aae00c Merge branch 'NinjaCleanup' of git://github.com/RemieRichards/-tg-station into RemieRichards-NinjaCleanup
Conflicts:
	icons/mob/back.dmi

remie is a nerd btw
2015-03-12 20:47:11 -05:00
MMMiracles 552232496b typo fix 2015-03-10 09:18:12 -04:00
MMMiracles 04a78be390 adds the freedom eagle, the only true friend a patriot can find within the region of socialist space. 2015-03-09 22:09:21 -04:00