Commit Graph

283 Commits

Author SHA1 Message Date
phil235 44eb9607e0 Some adjustments to wrapping code. I removed my possibility to wrap non-box storage item (that was at the expense of seeing a warning message that the packagewrap doesn't fit in the storage item every time you wrap one). So we're back to only wrapping boxes.
You can now wrap an item that is in your hand, and wrapping an item puts the created package in you hand.
Also, opening a package puts the item in your hand instead of being dropped on the ground.
2016-03-04 17:24:36 +01:00
phil235 a330cafea5 Fixes some mistakes.
Updating the package wrap's descriptions to be accurate and useful.
2016-03-03 21:02:03 +01:00
phil235 15d8e0a96f I refactored how a mob resisting out of a closet that is itself inside something is done.
Fixes not being able to resist out of an unlocked unwelded locker. Now both moving and the resist button  work (except for the cardboard box).
You can no longer spam breakingout message ouf of a closet by moving while inside.
Wrapping and unwrapping a locker no longer unwelds it magically.
I refactored closet/crate/item package wrapping.
You can packagewrap belts and other storage items in which the package wrap item doesn't fit.(it does currently have the unintended side effect of giving you the "doesn't fit in X" message when wrapping there storage items though).
2016-03-03 20:20:34 +01:00
AnturK 56d2a34201 Splits beds and chairs
Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
2016-02-18 17:55:38 +01:00
Firecage c4c37d6553 Makes the gibber give skins when gibbing humans. Also adds craftable human suits from human skin. 2016-02-11 09:59:23 +02:00
Bjorn Neergaard f19feb4505 Remove dupe file, remove colon cancer and add prespawned stacks 2016-02-08 01:16:30 -06:00
phil235 8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235 81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Firecage 7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
Bjorn Neergaard dbc64b7d28 tgui fire alarms 2016-01-25 12:02:59 -06:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
Firecage 754491ce4c Changes relatives paths into absolute paths and makes some if()'s better 2016-01-17 01:36:56 +02:00
Tkdrg 94752caf4a Fixes cable_coil children not merging each other
Fixes #14240
2016-01-01 12:44:04 -03:00
bawhoppen 745134e8e8 nerfs cost 2015-12-23 11:19:15 -06:00
Lularian fed268e5e5 wooden buckler 2015-12-23 00:36:34 -06:00
oranges 134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
MMMiracles 392ca2a505 Merge branch 'master' of https://github.com/tgstation/-tg-station into snowiscold 2015-12-15 16:54:22 -05:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
MMMiracles 6ac96194ba snow stuff. 2015-12-04 18:52:17 -05:00
MMMiracles de4c8b8674 snow walls+material 2015-12-04 15:07:05 -05:00
kingofkosmos 156d9b558c Crossing a glass shard in space without shoes won't hurt and stun the user anymore. 2015-11-15 17:19:07 +02:00
Tkdrg 8fce742d0a Merge remote-tracking branch 'upstream/master' into fuk
Conflicts:
	data/mode.txt
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
2015-11-07 15:56:39 -03:00
YotaXP 2ffc5f055c Fixed bad origin_tech values. 2015-11-05 15:32:25 -05:00
Tkdrg e2187614fd Merge remote-tracking branch 'upstream/master' into hog-mergeconflicts
Conflicts:
	code/__DEFINES/hud.dm
	code/__HELPERS/game.dm
	code/_onclick/hud/_defines.dm
	code/_onclick/hud/hud.dm
	code/game/gamemodes/antag_spawner.dm
	code/game/gamemodes/game_mode.dm
	code/game/machinery/turrets.dm
	code/modules/client/preferences_toggles.dm
	code/modules/events/alien_infestation.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/special/alien_embryo.dm
	code/modules/mob/living/simple_animal/revenant/revenant.dm
	icons/mob/back.dmi
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/mob/mob.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/items.dmi
	icons/obj/projectiles.dmi
	icons/obj/storage.dmi
2015-11-02 01:06:30 -03:00
Remie Richards 046948f314 Merge pull request #12630 from KorPhaeron/Reflector
Laser Reflector Structure
2015-11-01 21:46:29 +00:00
KorPhaeron f58dcd9e5d 3 types 2015-11-01 09:08:15 -06:00
Firecage 69ed8e756d Allows monkeys to use ointments and brute packs. 2015-10-28 00:10:11 +02:00
phil235 9c79257aab Changes the paths of stools, beds and chairs. It is now obj/structure/bed/chair and obj/structure/bed/stool. It makes much more sense since stools barely have any code of their own.
Beds (and chairs) now have buildstacktype and buildstackamount vars to handle how many sheets of what they should drop on deconstruction.
They also have a foldabletype var to handle folding into item (currently only used by roller beds) so that people can add foldable chairs in the future.
Fixes swivel chairs not dropping the correct amount of metal sheets.
2015-10-10 13:35:00 +02:00
Remie Richards 97de4b2ebe Merge branch 'master' of https://github.com/tgstation/-tg-station into HandOfGod-Resurgence
Conflicts:
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	icons/mob/head.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/storage.dmi
2015-10-07 22:24:53 +01:00
Cheridan 207f6a6048 Merge pull request #12108 from Jordie0608/tilessolightyoucantevenseethem
Fixes #11268, iconless wired glass tiles
2015-10-03 09:24:07 -05:00
Jordie c6627b3d70 Fixes iconless wired glass tiles 2015-10-02 21:28:19 +10:00
Remie Richards 131b69474e Merge branch 'master' of https://github.com/tgstation/-tg-station into HandOfGod-Resurgence
Conflicts:
	code/__HELPERS/unsorted.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/modules/client/preferences.dm
	icons/mob/feet.dmi
	icons/mob/head.dmi
	icons/mob/inhands/items_lefthand.dmi
	icons/mob/inhands/items_righthand.dmi
	icons/mob/mob.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/items.dmi
	icons/obj/projectiles.dmi
2015-09-27 17:15:01 +01:00
Remie Richards 58483beb50 Hand of god gamemode!
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
2015-09-27 16:49:56 +01:00
Razharas 7c757a735f Merge pull request #11968 from xxalpha/hot_or_not
Removed /proc/is_hot() && Removed /proc/is_sharp()
2015-09-25 04:02:52 +03:00
Razharas 3c4994749b Merge branch 'TacticalEspionageAction' of https://github.com/Incoming5643/-tg-station into Incoming5643-TacticalEspionageAction 2015-09-24 23:52:38 +03:00
xxalpha 22474094ae Merge remote-tracking branch 'upstream/master' into hot_or_not
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
2015-09-24 03:14:04 +01:00
xxalpha 3d15d791fb Merge branch 'edgy' into hot_or_not
Conflicts:
	code/__HELPERS/unsorted.dm
2015-09-24 03:12:08 +01:00
xxalpha deb60ae309 Replaced /proc/is_sharp() with /obj/item/proc/is_sharp(). 2015-09-24 03:08:28 +01:00
xxalpha 655b1a77c7 Replaced refactored is_hot() to be an atom proc. 2015-09-24 01:12:38 +01:00
c0 8d54f835ae Materials - final solution 2015-09-22 00:18:37 +03:00
AnturK 8067597beb Display case chasssis 2015-09-17 17:53:26 +02:00
AnturK ac813a0ced Display cases 2015-09-17 17:53:24 +02:00
Cheridan 76d1e6add5 Merge pull request #11556 from bgobandit/hardmeatspike
MEAT SPIKE EXPANSION
2015-09-16 20:19:42 -05:00
Xhuis 1178fbe079 Major cult changes
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.

It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.

Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.

Miscellaneous tweaks:

    Blood boil runes now explode when used
    Convert runes can now work solo, but take time
    Armor runes now only provide the basic armor set
    Tomes now do a static 15 burn damage and play a sound
    If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)
2015-09-16 10:04:49 +12:00
c0 75f2c92ebc Adds materials to ore 2015-09-13 23:37:13 +03:00
Fox-McCloud 9b668de7bb Merge remote-tracking branch 'upstream/master' into Impropermaterials 2015-09-13 08:58:40 -04:00
Fox-McCloud ffa823e5b9 floor tile materials fixup 2015-09-12 16:11:48 -04:00
Incoming 3ef306fc4e Adds large cardboard boxes to the game, constructable from five sheets of cardboard.
Cardboard boxes are closets that:
*Can only carry a single person
*Are easy to destroy
*Are flammable
*Can't be welded shut

They can also can be used for more "tactical" purposes, at the same speed as walking.

Takes the opportunity to remove some object unfriendly coding.

If this is accepted they'll be a pull a little later to replace a few closets on the maps with boxes (or maybe code to have generic closets on the map to occasionally spawn as boxes instead).
2015-09-10 19:29:19 -04:00
bear1ake f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
Fox-McCloud 0b8f2476b4 Fixes Gold Sheets Containing Plasma 2015-09-04 01:44:13 -04:00