Commit Graph

34 Commits

Author SHA1 Message Date
Firecage cc3912bf37 Makes the decloner once more do cloneloss damage 2015-10-28 01:04:04 +02:00
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
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Cheridan 7aba70ecf3 DRAGnet lives! 2015-06-15 23:55:28 -05:00
phil235 09df1080e9 Some adjustments:
Fixes with projectile bump() on border objects.
Fixes some projectile on_hit() not calling the parent on_hit.
Move projectile mob hit check code to mob/CanPass().
Simplifies projectile/CanPass()
Fixes runtime in projectile/Bump()
2015-04-02 17:39:02 +02:00
pudl 69924a15be plasma/ripley update 2015-03-25 18:06:26 -05:00
phil235 d4711bbc72 Fixes taser stun duration to be back to normal, also jitter animation now only starts after the mob falls to the ground. 2015-02-25 15:24:06 +01:00
phil235 5b7a0b0358 Fixed the jitter effect of the taser (it was broken). Hulks now don't jitter when stunned but scream. Humans and monkeys jitter immediately after getting tazed and only fall after 2 seconds. 2015-02-13 22:53:47 +01:00
paprka 6108f10b63 removes range from ebow bolts 2015-02-01 03:56:23 -08:00
paprka 8bde2dea03 crossbow, speargun, and grenade updates 2015-01-13 20:00:58 -08:00
paprka 46ee047404 further changes to the ranged stun system 2015-01-01 22:22:03 -08:00
paprka 615f3f3488 Merge branch 'master' of https://github.com/tgstation/-tg-station into getshockednerd
Conflicts:
	code/modules/mob/living/damage_procs.dm
	code/modules/projectiles/projectile.dm
2014-12-26 16:14:19 -08:00
paprka 10695c16b0 fixes everything, updates jitter amount 2014-12-15 01:00:53 -08:00
paprka ddfac78cf2 initial commit for adding jitteriness for electrodes 2014-12-14 21:47:29 -08:00
paprka 6b474784e5 Reverts ebow stun nerf, buffs the range 2014-12-10 01:49:46 -08:00
paprka e53f8294d7 initial commit for nerfing ranged stuns 2014-12-10 00:16:53 -08:00
Perakp 48b1ee513e Merge remote-tracking branch 'upstream/master' into wormholeProjector
Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2014-11-29 09:37:40 +02:00
Aranclanos e6fd279486 Removes the spawn() in the Bump() proc of projectiles.
Fixes issue #1291
Cleaned up some files of projectiles/firing.dm
Instead of calling process(), when firing a projectile it will use fire()
Projectiles will now use qdel(), due to this, the emitters beams won't be in the object pool.
2014-11-04 15:21:48 -03:00
Perakp 0761d42d65 Bluespace wormhole projector
- emits quantum-coupled bluespace beams
- high research requirements: combat 6, materials 6, bluespace 4
- sprites by Nienhaus. Big thanks!
- electrodes now colored with the color var
2014-10-26 15:06:30 +02:00
Jordie0608 b585ddbed8 Corrects decloner beam name 2014-09-24 00:24:22 +10:00
Ergovisavi ac269baacb Fixes bullet_act not checking for damagetype on many, many objects.
Replaces Holodamage with Stamina damage, if your stamina damage exceeds your current health, you get weaken(5)'d. Stamina heals itself slowly over time.
Makes the hallucination enemies deal more stamina damage than they did holodamage, but stamina damage heals now so it's mostly for just seeming threatening at the moment.
Adds the Disabler, a gun that does stamina damage. It has a range of your screen, but no more. Adds a disabler crate to cargo (security lock)
Fixes Lasertag ED209's because they were busted as shit
Reduces ED209's view range to 9 from 12, which was several times longer than your screen view, now is only a little bit more
Lastertag now does stamina damage instead of an instant stun for that GRITTY LASERTAG EXPERIENCE
2014-03-01 16:39:22 -08:00
hornygranny e65dc20971 Electrodes, stun bullets, darts and bolts reduced from 10 to 5 2014-02-27 13:04:58 -08:00
Tenebrosity 84b9a63330 Adds a generic projectile hit sound to most projectiles, except for practice laser and laser tag beams. Scales volume of projectile hit sounds by damage done by the specific projectile.
Overrides the generic sound with specific ones for electrodes and
lasers: sear.ogg for lasers and "sparks" for electrodes.

Thanks @optimumtact for your help with getting the hitsound volume scaling to work.
2014-01-29 19:22:56 +13:00
Hornygranny ee072e6e55 Changed neurotoxin from a child of energy to a child of bullet 2014-01-10 12:16:00 -08:00
Hornygranny 4d9715bd1b Replaced spaces with tabs. 2014-01-10 11:50:46 -08:00
Hornygranny 1cb429bb65 Code by Giacom. Changes alien neurotoxin spit to dumbfire. 2014-01-10 11:25:06 -08:00
ACCount12 110e0f420a Sparks! 2013-09-29 21:25:38 +13:00
ACCount12 78e91a59c1 Sparks! 2013-09-29 21:23:13 +13:00
petethegoat@gmail.com ef8369409e Committed Cael Aislinn's proposed commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11641
- Xenos suit and helm (completely obscuring, and almost indistinguishable from drones) (admin spawned only for now). 
- Facehuggers now have different icon states for being thrown and after impregnation. 
- New death, unconscious and sleeping icons for aliens. 
- New icon (and projectile type) for neuroxotin. 
- New infection overlay images for telling aliens about pregnant humans (3 icons, showing the progression of the infestation). 
- New system for handling alien impregnation (alien embryos are an object inside the mob, instead of a disease). 
- Players can be operated surgically to remove the alien embryos (targetting the chest: scalpel, surgical saw, hemostat, retractors. If the embryo is nearly fully developed, it might come out alive though. 
- Corgis can now get impregnated. 
- There is a short animated overlay of a chestburster when it comes time to burst chests. 
- Alien larva now have three different icon sets, depending on their growth (25% they are bloody and pale, 25% - 75% they are pale, 75% onwards they are deep red).


Fixed up table smashing, and added rack smashing in the same way.
Added new north/south facing for the large alien queen.
Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5493 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 16:30:45 +00:00
petethegoat@gmail.com 7f5de70b91 Reverted r3944, with the exception of stock_parts.dmi
Fixed issue 605.

Committing minor adjustments to watercloset.dm and paperbin.dm too!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3947 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 15:56:51 +00:00
vageyenaman@gmail.com 9a7675ce5a Implemented Tobba's new lighting system. This grants some infrastructure to allow for colored light sources. It should also, theoretically, but more efficient.
Created a quick variable to let projectiles automatically illuminate.

Implemented some of Ausops' sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 03:43:30 +00:00
mport2004@gmail.com 46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com 62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00