Commit Graph

895 Commits

Author SHA1 Message Date
Cheridan ddb4bad29f Merge pull request #21132 from CyberbossJHCB/SanitizeSafe
Secure storage href sanitization
2016-10-23 22:39:55 -05:00
uraniummeltdown 1635017bb2 Atmos Grenades (#21014)
* adds atmos grenades to game and uplink

* added freon grenade, price is now 12 TC, made var for contents

* price is now 11 TC

* fixes knockout desc
2016-10-24 00:15:51 +13:00
Cyberboss 058d1f834f Fixes #20452 2016-10-22 10:28:28 -04:00
Joan Lung 7f08e9c901 Merge pull request #21056 from Tacolizard/patch-7
Adds medals to the captains lockbox
2016-10-19 18:48:34 -04:00
Cheridan 7f6f300587 Merge pull request #21036 from phil235/hugbox
Some nerfs to clothes & item damage
2016-10-19 12:15:35 -05:00
Tacolizard fbe45570a9 Update lockbox.dm 2016-10-18 13:07:22 -07:00
MrPerson 5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung 4cddd81120 Suicide now uses the pronoun helpers (#20973)
* This doesn't actually matter, because you're dead forever once it happens...

* is this entire pr chaff for something else

* you'll do it? nah, fuck that I'll do it
2016-10-18 14:36:38 +13:00
phil235 30ca862473 Fixes hardsuit not having 300hp (I gave it to the helmet, but had forgotten about the suit itself)
All unique traitor steal objective item are now immune to all damage except severity=1 explosion.
Mobs on fire no longer get damage to their worn backpacks, belts, id, pocket stuff, and suit storage.
All backpacks are now nonflammable, and bag oh holding and engineer backpack are now fireproof.
Mob receiving melee attacks now only have its outer layer of clothes damaged, e.g. no damage to jumpsuit when wearing a suit.
Made all hyposprays (not just the CMO's) acid proof.
Made the singularity gen and tesla gen immune to fire.
2016-10-17 22:51:57 +02:00
Shadowlight213 18709e5ad7 Revert "Makes drag/drop that dont have any use call click" 2016-10-16 12:41:42 -07:00
phil235 e74de9b357 Merge branch 'master' of https://github.com/tgstation/-tg-station into damage_fix
# Conflicts:
#	code/modules/mob/living/carbon/carbon_defense.dm
2016-10-16 12:19:48 +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
phil235 3367f0bde4 Fixes supermatter shard being destroyed by fire.
Buffs the hp of items, backpacks and clothes.
Fixes storage items not dropping their content if destroyed when worn by a mob.
Simplifies acid_melt() and burn(), we no longer try to acid/burn the content of an object that just burn/melted.
Nerfs damage to clothes from bombs when worn by a mob.
Fixes worn clothes taking damage when mob is hit by holo weapons.
2016-10-15 01:14:04 +02:00
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
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
Leo 74c47e1b57 Fixes secure safe having two attackby. (#20911) 2016-10-12 08:58:41 +13:00
Joan Lung b3b7421cd8 Merge pull request #20921 from TechnoAlchemisto/day1fixes
Fixes Cacti and Plant Bags
2016-10-11 09:47:19 -04:00
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 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
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
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
phil235 194398cbbd Merge branch 'master' of https://github.com/tgstation/-tg-station into PreliminaryDamageRefactor
# Conflicts:
#	code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
#	code/game/objects/effects/portals.dm
2016-09-29 01:44:27 +02:00
ExcessiveUseOfCobblestone f02798d87d IMMENSE BUFF TO SECURE BRIEFCASES/WALLSAFE (#20668)
SAY GOODBYE EMAG USERS! THE AGE OF THE MULTITOOL IS UPON US!

In Short: Removes Emag Function [aka Requiring a multitool], and has a lower chance to successfully hack [from 40% to 33%]

It doesn't make sense that something that has no place for an ID can be swiped with an overglorified ID. Git gud and use the multitool. Now when someone puts secure items in the secure safe, people won't laugh at them [i mean they probably still will, but it's ok].
2016-09-28 09:51:53 +13:00
phil235 2d2975f783 Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review.

Introduces the resistance_flags bitflag that replaces unacidable and burn_state.
Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
2016-09-27 22:33:08 +02:00
PKPenguin321 425a09f226 makes saber sheath examine fancier 2016-09-22 15:47:53 -07:00
TechnoAlchemist a93bfc39e0 Officer's Sabre Tweaks (#20565)
Allows for quickdrawing the sabre.
Also changes the attack text since it's no longer a rapier, and it doesn't make sense that it can dismember with point lunges and thrusts.
2016-09-23 10:25:25 +12:00
yackemflam 5d2255e0e5 Syndicate Ninja (#20520)
* Syndicate Ninja

* Update uplink_kits.dm
2016-09-20 21:47:24 +12:00
Cheridan 2a0168abdb Merge pull request #20434 from ChangelingRain/idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Moves all beam icon states to beams.dmi
2016-09-13 11:55:24 -05:00
AnturK 4709b5229b Merge pull request #20475 from optimumtact/throwat
Fix a bunch of incorrect throw_at proc definitions that caused a runtime
2016-09-13 15:41:00 +02:00
oranges 6fbcc6e26b Fix a bunch of incorrect throw_at proc definitions that caused a runtime 2016-09-12 22:09:52 +00:00
Joan Lung 179b0b532d Merge branch 'master' of https://github.com/tgstation/tgstation into idigtilmyshoveltellsasecretsweartotheearththatiwillkeepitbrushoffthedirtandletmychangeofheartoccur
Conflicts:
	code/game/objects/structures/grille.dm
	icons/effects/beam.dmi
2016-09-12 17:14:39 -04:00
phil235 443a4501ec Carbon Dismemberment , second attempt. (#20461)
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
2016-09-12 19:33:50 +02:00
Remie Richards c50fa5729c Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work 2016-09-10 20:28:23 +01:00
Joan Lung fbe2430ff8 Moves all beam icon states to beams.dmi 2016-09-10 13:09:44 -04:00
yackemflam a30380b5d4 Metaops box set 2: Deleting a branch like a dumbass (#20365)
* Update uplink_kits.dm

* Fuck you too return

* SPACES

* something something is now gone
2016-09-08 17:51:32 +12:00
pubby 9f3e1fa9df Modernize ingredient boxes 2016-09-05 21:05:47 -05:00
Remie Richards 897e8c5b88 Merge branch 'master' of https://github.com/tgstation/-tg-station into many_hands_make_light_work
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2016-09-02 18:04:18 +01:00
Remie Richards 00738bd2a3 More than 2 hands!? WHAAAAAAT 2016-09-02 16:10:16 +01:00
Kromgar 2b235b8bba Revert "Fixes issues with packagewrap, trashbag, handlabeler, " 2016-09-01 12:18:24 -04:00
oranges 00495cedc5 Merge pull request #20186 from phil235/InsertFix2
Fixes issues with packagewrap, trashbag, handlabeler,
2016-09-01 10:13:30 +12:00
KorPhaeron 7b2a1b6aa7 Fixes another batch of typos. (#20234) 2016-08-30 21:52:19 -05:00
bgobandit 27e355d16b Fixes another batch of typos. 2016-08-30 20:57:28 -04:00
AnturK 033966e0d8 Merge pull request #20182 from xxalpha/candlefix
Fixed candle box icon bug and more
2016-08-30 10:45:11 +02:00
bgobandit f7c08b3100 Fixed syndie dufflebag back sprite. (#20183) 2016-08-28 16:26:21 -05:00