Commit Graph

8526 Commits

Author SHA1 Message Date
phil235 ee14fbc4b8 Fixes xenomorph not being able to open their eggs. 2016-10-16 12:36:42 +02:00
phil235 f6db08af2e Contents_explosion() tweaks (#20934)
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.

I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).

I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.

Fixes some arguments of ex_act in living/ex_act() and other mobs.

* derp and map fixes.

* dem map fixes, man.

* More work on code that use implants, simplified now that we can use the "implants" carbon var.

* some fixes

* more typos and fixes.
2016-10-16 10:01:37 +13:00
Joan Lung e25d4b8ad2 Merge pull request #20952 from yackemflam/patch-4
extinguisher is now caught up with fastmos.
2016-10-15 11:55:05 -04:00
Cuboos bf079d29d4 POWER TOOLS TAKE 2. (#20923)
New power tools for the CE! It's like goof's golden tools but less memey and makes more sense, power tools are much faster than normal tools and take the place of two.

Hand drill, activate to switch between between screwdriver bit and bolt bit (screwdriver/wrench)

Jaws of life, activate to switch between a cutting head and prying head, can also open powered doors like a xeno. Cutting head cuts your head off if you suicide with them. I wanted to make the prying head gib your head but i couldn't figure it out.

Reworked how construction handles sounds and added a new "usesound" var to obj/items. This is useful if you want to add another tool or item that makes a send when it's being used. Also useful if you want to replace a sound for an item or if you have an item with a choice of sounds (like if you have two versions of a sound sound you want to play)

CE now gets a unique white tool belt, exactly the same as a regular tool belt, just a re-skin.

CE also spawns with the new power tools and an experimental welder, CE will be the ONLY one to spawn with these tools, might make him a more valuable target for traitors. I figured this would be acceptable considering most heads are not antag enabled (i think)

Also i added a welding tool sound for reasons... figured might as well add some more sounds while i was reworking it.
2016-10-14 10:19:23 +13:00
oranges ab49aca161 Merge pull request #20936 from phil235/BarSignFix
Fixes bar sign being unwrenchable and changeable into a small sign.
2016-10-14 10:17:21 +13:00
coiax 451c59db5e RCD QoL buffs; windows and girders (#20903)
* RCDs have a Toggle Window Type verb

You can now toggle the type of glass built in the Grilles and Windows
mode, between normal and reinforced glass. Reinfored glass costs more.

Also, removed a random line implying RCDs were banned on shuttles,
except it didn't actually work or do anything.

* Girders can be deconned and finished with an RCD

* Moves low ammo message
2016-10-14 10:17:07 +13:00
oranges c99ad55703 Merge pull request #20941 from ChangelingRain/blobflashbanging
Blobs now properly consider flashbangs to be energy damage
2016-10-14 10:16:26 +13:00
yackemflam a5401a7b52 extinguisher is now caught up with fastmos.
The fire extinguisher can't fight a fire at all with how fast fire spread vs how long the recharge is.
2016-10-13 11:57:11 +09:00
Razharas 7753b04a6c Makes drag/drop that dont have any use call click (#20774)
Makes drag/drop that dont have any particular defined behaviour be treated as just click on the dragged object
2016-10-13 12:55:05 +13:00
XDTM 07aa842064 Xenobiology QoL (#20910)
You can now store monkey cubes in bio bags; using bio bags on the consoles will load them with the monkey cubes inside the bags.
2016-10-13 12:50:07 +13:00
Joan Lung 98357c94ef Blobs now properly consider flashbangs to be energy damage 2016-10-11 19:55:19 -04:00
phil235 1b515419a4 Fixes bar sign being unwrenchable and changeable into a small sign. Ideally barsign shouldn't be a child of sign since they share practically no code, but I really don't want to have to go change the path on every map, so a simple var should do for now. 2016-10-11 22:22:14 +02:00
phil235 cc947b1eeb Fixes spacevines being immune to melee attack (typo). (#20907)
Fixes robotic legs missing a side to their sprite.
Fixes blob attacks destroying objs below intact floors (the blob's attack does not remove the floor's tile)
Now all objs hidden below floors don't take damage from fires, instead of just pipes and cables.
2016-10-12 09:01:03 +13:00
Leo 74c47e1b57 Fixes secure safe having two attackby. (#20911) 2016-10-12 08:58:41 +13:00
Razharas 5ced570b3e Merge pull request #20856 from ChangelingRain/coreprocessidiocy
You can now deconstruct AI cores that contain no AI
2016-10-11 18:39:12 +04:00
Joan Lung c96fa7e2dd jump... 2016-10-11 10:25:07 -04:00
Joan Lung b3b7421cd8 Merge pull request #20921 from TechnoAlchemisto/day1fixes
Fixes Cacti and Plant Bags
2016-10-11 09:47:19 -04:00
Cheridan 62f59a0682 Merge pull request #20894 from lzimann/cancelbuttons
Adds a cancel button to some inputs
2016-10-11 07:38:36 -05:00
TechnoAlchemist 2b796efe54 Fixes plant bags and cacti. 2016-10-10 21:12:58 -07:00
Jordie 1d6d7bda9c Merge pull request #20763 from TechnoAlchemisto/Alchemy_pt_1
Adds plants to lavaland
2016-10-11 13:03:21 +11:00
TechnoAlchemist ef2efe392b Merge errors, removes istype. 2016-10-10 18:34:36 -07:00
TechnoAlchemist f42889ee2a Fixes some altclick problems. (#20799)
* Fixes some forbidden capabilities, probably.

* drons fix

* isliving check (no underscore!!)

* !

* Phil's Fixes
2016-10-10 22:56:37 +02:00
kevinz000 cb295db91a remake (#20762) 2016-10-11 09:41:43 +13:00
TechnoAlchemist d434ac96f4 Merge branch 'master' of https://github.com/tgstation/tgstation into alchemy_pt_1
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/modules/mining/lavaland/ash_flora.dm
2016-10-10 13:20:25 -07:00
PKPenguin321 e24061a019 fixes drawing the blade from a distance (#20874)
* fixes drawing the blade from a distance

was gonna report this as a bug but then i was like hey free one line fix

* ???????

* hurr
2016-10-11 09:20:08 +13:00
Cyberboss 1f728f0f6c More vape refillers (#20821)
* Added more reagent containers that can fuel vapes. God help us

* Didn't even know that existed

* Less memage
2016-10-10 19:22:41 +02:00
NikNakFlak 803e23e132 Updates prescription glasses and hipster glasses onmob sprites, removes green glasses (#20807)
* Swaggy glasses tbh

* Git merge thingy
2016-10-10 18:33:07 +13:00
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Lzimann 5b61b66c65 Adds hand teleports to it aswell. 2016-10-09 23:23:59 -03:00
WJohn 5820fb452c Merge pull request #20862 from Kraseo/cypherkey
Resprites encryption keys
2016-10-09 21:33:12 -04:00
Lzimann d0bc42f189 Adds a cancel button to some inputs
- Teleport scrolls
- The admin-pm verb
- To add a ban(in the place where you put the ban reason)
- When you edit/add a new note.
2016-10-09 21:28:14 -03:00
Joan Lung a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
Joan Lung 176a6fc404 I'm not actually sure how long that bug existed? 2016-10-09 18:44:47 -04:00
Joan Lung 5ff591e69b NUMBAH THREE 2016-10-09 18:42:05 -04:00
Xhuis 25428b36de Removes the bloodthirst mechanic + more changes (#20851)
🆑

    Removed the bloodthirst mechanic. It was causing a plethora of problems and bugs, and I decided that if people want to be cowards and forfeit their chance at success, they can.
    Claymores now absorb the corpses of any highlander that's dead, instead of just the killing blow.
    Having your wielding arm chopped off now destroys your claymore.
2016-10-10 11:26:43 +13:00
oranges 980d830eb7 Merge pull request #20702 from TheCarlSaganExpress/sagan_branch
Fixed a runtime error when eating a crayon.
2016-10-10 11:18:44 +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
Kraseo 74ad8b66fb Resprites encryption keys, gives unique sprites to binary translation key and syndie encryption key. 2016-10-08 15:27:48 +02:00
Joan Lung 8dbe5907e4 i'm a good coder this is fine 2016-10-07 18:44:49 -04:00
Joan Lung fe2d77b43f everything involved in this is awful 2016-10-07 18:11:00 -04:00
Joan Lung fccd45e279 what is a define 2016-10-07 18:01:56 -04:00
TheCarlSaganExpress 494bf90f90 TEACH ME YOUR WAYS MAINTAINERS 2016-10-02 23:35:35 -04:00
TheCarlSaganExpress 7889593e80 Forgot stuff 2016-10-02 20:51:15 -04:00
TheCarlSaganExpress f916e7c331 Suggestion by optimumtact (fix) 2016-10-02 20:50:29 -04:00
Joan Lung b5b4037e2e More istypes replaced with helpers (#20767)
* shouldn't you be merging these by now

* my oh my do we have a lot of these

* a fellow pedantic shit
2016-10-03 13:40:13 +13:00
Shadowlight213 de19e36a51 Removes morphine from nurse spiders (#20773)
Fixes spider web, cocoon, spiderling sprites
Halves cocoon breakout time, fixes camera going to nullspace
2016-10-03 13:35:56 +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 85b9baff24 Modifies some reagents(Gets rid of the stims in tinlux), adds bio bag to mining lockers, comments out prepare code, allows bio bags to be stored in belts. Allows for shaving mushrooms to spawn. 2016-09-30 12:47:11 -07:00
Joan Lung dff4db726a Replaces a bunch of istypes with their proper macros (#20739)
* Replaces a bunch of istypes with their proper macros

* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it

* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
2016-09-30 20:21:08 +02:00
Incoming 5eacff1038 Merge branch 'master' of https://github.com/tgstation/-tg-station into hold_it
# Conflicts:
#	code/modules/clothing/under/ties.dm
2016-09-30 13:00:49 -04:00