Commit Graph

3911 Commits

Author SHA1 Message Date
Joan Lung 57830b1a4f You can now buy double eswords from the uplink, but you can no longer use two eswords to construct them (#27088) 2017-05-10 09:21:35 -03:00
Mike Long 4687dd0117 Devil refactor+small revamp (#26815)
Hello, with PR #26717 merged, I think it's a good time to add devils to the standardized antag datum system.

This PR is mostly a refactor, which shouldn't be noticed by the playerbase. Changes that might be noticed are below.

🆑
tweak: Modified chances for returning someone's soul using an employment contract. Now everyone has a chance, not just lawyers and HoP.
add: Particularly brain damaged people can no longer sign infernal contracts properly.
tweak: Infernal contracts for power no longer give fireball, and instead give robeless 'lightning bolt' spell.
add: Devils can now sell you a friend, for the cost of your soul.
tweak: The codex gigas should now be easier to use, and less finicky.
del: The codex gigas no longer sintouches readers.
/🆑
2017-05-10 22:02:17 +12:00
oranges e8c1c60942 Merge pull request #26980 from AnturK/click-fixes
Small Click refactor.
2017-05-08 20:05:39 +12:00
Leo ad4f15d501 Merge pull request #26938 from Cyberboss/patch-76
Fixes his grace CtrlClick
2017-05-07 13:33:46 -03:00
Robustin ec140736da C4 planting takes 3 seconds, down from 5 (#26941)
* 2 seconds of c4 planting

* Why the fuck do we have 2 C4 weapons

* Update explosives.dm
2017-05-07 09:31:34 -05:00
Joan Lung 74f00e629f Cult fixes (#26990)
* Cult fixes

* ha ha whoops

* whoooops

* whoops x3 combo
2017-05-07 00:51:40 -03:00
Leo 41067e00f5 Merge pull request #26933 from QualityVan/vendingbuilds
Makes medbay vending machines buildable
2017-05-06 15:51:24 -03:00
AnturK 8f40e14a79 Small Click refactor. 2017-05-06 14:10:11 +02:00
Cyberboss 74c0756e28 Repaths C4 2017-05-05 13:23:45 -04:00
Cyberboss 4141adf931 Update his_grace.dm 2017-05-05 09:00:20 -04:00
QualityVan 76fc44167a Makes medbay vending machines buildable 2017-05-05 02:11:21 -04:00
PKPenguin321 c2bfa07473 Revert "Removes the gang gamemode" (#26915) 2017-05-04 21:19:02 -05:00
Leo 8a0196c8ed Merge pull request #26873 from BeeSting12/spawnernades
Fixes grammar error on spawner grenades
2017-05-04 22:25:17 -03:00
Mike Long 37be45d211 Adds spewium toxin in traitor kits (#26848) 2017-05-04 19:53:06 -03:00
oranges 846f31ca52 Merge pull request #26816 from lzimann/badgamemode
Removes the gang gamemode
2017-05-04 23:29:27 +12:00
BeeSting12 9f3eefdf30 - unleash 2017-05-03 21:41:58 -04:00
KorPhaeron b7864be38a Curator 2017-05-03 08:08:14 -04:00
Lzimann 59eed8f11c Removes the gang gamemode 2017-05-02 14:28:55 -03:00
KorPhaeron 3a7d424005 Curator Update 2017-05-02 11:21:54 -04:00
Leo 3b9b4e0755 Changes a bunch of hrefs to the proper defines (#26760) 2017-05-02 01:19:51 -06:00
Jack Edge 44991e125a Removal of checks II
- VR sleepers are human only.
2017-05-01 19:01:16 +01:00
Jack Edge 7cb8007556 Changes /obj/machinery to have atom/movable occupants
Currently `occupant` in /obj/machinery is a /mob/living type. I have
changed it to /atom/movable, and made a type cache to determine what to
"look for" when `close_machine()` is called.

This means that machines can have non-mob occupants. I have some design
ideas for this, but that's after the freeze.
2017-05-01 19:00:07 +01:00
Cyberboss 453b3ecb23 Ports chem grenades to Initialize (#26678) 2017-04-29 15:12:39 +02:00
oranges 7cfef759af Merge pull request #26527 from QualityVan/mutanthands
Zombie/limb refactors/fixes
2017-04-29 14:03:53 +12:00
oranges e8395c752e Merge pull request #26597 from Cyberboss/patch-63
Tank suicide no longer gibs w/o enough pressure
2017-04-29 13:59:12 +12:00
c0 ee049b38de Changes some << to to_chat 2017-04-27 04:20:26 +03:00
Cyberboss 729010bbb2 Unorphans the blackbox (#26129)
Moved sql_poll_population from server_maint to this new SS. Moved few remaining server_maint tasks to SSping and deleted it.
2017-04-27 10:04:57 +12:00
ma44 28ff6252cb Removes a unused chem (#26559)
* Update medicine_reagents.dm

* Update watertank.dm
2017-04-26 09:59:30 -05:00
Core0verload 0fd0c991a8 Gas injectors are now buildable (#26474)
* Injectors are now constructable and deconstructable

* Gives injectors TG UI, fixes a bug with MAX button not working for volumetric pumps
2017-04-26 03:35:27 -06:00
Cyberboss c6fb750d11 Removes an unused var (#26579) 2017-04-25 23:32:13 -05:00
Cyberboss 46e9570866 Tank suicide no longer gibs w/o enough pressure 2017-04-25 21:06:46 -04:00
MrPerson ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
Cyberboss e266551346 Merge branch 'master' into ITKEEPSHAPPENING 2017-04-25 01:13:14 -04:00
oranges 400ff0bf5d Merge pull request #26445 from XDTM/SprayNPray
Fixes objects being used on backpacks if they don't fit
2017-04-25 10:38:56 +12:00
QualityVan 6590860250 Refactors zombie organs
Fixes mounted chainsaws leaving a limb if acided
Adds species support for mutanthands, basically hard-equipped items like zombie claws
Fixes zombies not having claws on new arms
Mobs manually set to zombie species revert to human when their infection is removed
Inserts organs back into the mob when a bodypart is reattached
No longer generates eyes or ears when a mob changes species without having a head

Todo:
fix the initial problem of zombies being able to not have claws due to having a nodrop item before zombification and losing it
2017-04-24 15:32:00 -04:00
Cyberboss 7ddea10cd7 Exploit whack-a-mole 2017-04-23 21:16:10 -04:00
Leo 4e5f2b0044 Merge pull request #26427 from ChangelingRain/lighterfix
Greyscale lighters no longer color the flame
2017-04-22 22:44:41 -03:00
XDTM ec5d5f3756 Fixes objects being used on backpacks if they don't fit 2017-04-22 19:30:15 +02:00
coiax f993f9ce36 Refactors ear damage into ear organs (#26044)
* Refactors ear damage into ear organs

🆑 coiax
add: Centcom would like to inform all employees that they have ears.
add: Adds "ear" organs to all carbons. These organs store ear damage and
deafness. A carbon without any ears is deaf. Genetic
deafness functions as before.
/🆑

- `ear_damage` and `ear_deaf` vars removed from /mob.
- All mobs have a `can_hear` proc, which returns TRUE always except for
carbons.
- Carbons need to have an ear organ that has 0 `deaf` var.

- Explanation of how ear damage works is in the code, it hasn't been
changed from previously. Deafness is applied in number of Life ticks
until you regain hearing, while damage is long team, heals slower, and
when high enough, can cause flashbangs to make you go permamently deaf,
as before.

- Wearing earmuffs halves the healing time of deafness, and promotes
healing long term ear damage, as before. Earmuffs now have a secondary
flag HEALS_EARS, which currently only they own.

* Changes how soundbang deafness works slightly

* Ear organ icon

* Code review I

* Makes fully healing carbons not dependent on having a dna and species

* Gives monkeys and aliens ears

* Whoops

* Split organs into seperate files

* Tweaks.

* Un-removes brain damage lines

* Moved procs onto /mob for ear stuff

* Massages things into compiling

* Replacement of spam_flag with world.time tracker
2017-04-22 08:51:03 -04:00
Cyberboss 44898a9b9e Conveyor movement refactor/fix (#26408)
* Refactors conveyor movement

* Fixes effects being affected by conveyors

* Fixes jetpacks not stopping conveyors

* Fixes /mob/dead being affected by conveyors

* Fixes butterflys being affected by conveyors
2017-04-21 19:27:37 -03:00
Joan Lung d48dc50007 Fixes #25029 2017-04-21 17:59:39 -04:00
oranges 56a55709b3 Merge pull request #26330 from Tacolizard/wiressss
Gives wirecutters origin tech
2017-04-19 21:31:56 +12:00
Tacolizard ec7606d9cf fixed 2017-04-17 13:19:27 -07:00
Jalleo 1ac86f3fb4 [s] Fixes RCD,RCLD & ARCD (#26215)
* Fixes RCD RLD AND ARCD simple mistake on two things easily done.

* Does what Robustin says

* Does even more of what Robustin says
2017-04-15 11:29:04 -06:00
Joan Lung 469557095d Merge pull request #26197 from coiax/fixes-op-not-exploding
Fixes op death just opening a polite window asking if you want to activate your explosive implant
2017-04-14 22:03:29 -04:00
octareenroon91 02f81a091f Fix twohanded quick-equip (#26172)
Fixes #26105
2017-04-14 01:51:03 -06:00
Robustin 7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00
Jack Edge a7b94fcdf9 Fixes ops not exploding on death if their manual trigger window is open 2017-04-13 21:54:21 +01:00
Davidj361 dfef186597 Fix for bug #25899 (spray guns) (#26102)
* Fix for bug #25899 (spray guns)
- Made it so chemsprayers and extinguishers don't spray when you click your inventory items
- Spray guns now actually have their range change when changing modes between spray and stream

* Fix for bug #25899 (spray guns)
- Made it so chemsprayers and extinguishers don't spray when you click your inventory items
- Spray guns now actually have their range change when changing modes between spray and stream

* Changes suggested by duncathan
2017-04-12 19:53:51 -06:00
Joan Lung 84886b3f4f Misc logging changes (#26116)
* Misc logging changes

* conniptions
2017-04-12 18:49:32 -06:00