Commit Graph

23267 Commits

Author SHA1 Message Date
Vile Beggar d13420801b Properly adds a Janitor ERT (#42659)
* does the thing

* adds the regen thing to the sprayer

* adds a quite important addition to a comment

* capitalizes janitorial response

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds cobby's process suggestion
2019-02-06 15:56:31 -05:00
ShizCalev b8bad40e4d Fix messaging server PDA messages not logging the sender's name (#42663) 2019-02-05 17:59:17 -08:00
oranges e3f547b56e Capacitor stock part now only does half as much damage resist (#42671)
Given mechs are more agile with the new hotkeys, this buffs their
hardcounter EMP's to be more effective
2019-02-05 19:52:58 -05:00
4dplanner 0a81c85bad Adds some FIRE_PROOF checks (#42569)
* Adds some FIRE_PROOF checks

* Whoops

* Uses extinguish()

* Removes redundant ON_FIRE check

* Reinstates ON_FIRE check
2019-02-05 13:49:41 -05:00
wesoda25 1cadfc9580 Branches Syndicate Bundle into A and B Categories, adds Mr Freeze Bundle (#42662)
* Update uplink_items.dm

* update item names

* does all that stuff

* whoop forgot a comma

* adds geladi and cryo to mutation injector list

* adds mr freeze, i think

* maybe this will work?

* defines geladikinesis and cryo

* possibly fixes what was wrong

* ohhhhhhhhhhhhhhhhhh im an idiot

* one last thing

* mr freeze gets temp gun

* 20 TC

* Update uplink_kits.dm

* maybe?

* name change

* Update uplink_items.dm

* temp gun didn't have a firing pin
2019-02-05 21:49:21 +11:00
Menshin 8d11af1748 * Fix a runtime on mecha syringe gun hitting that prevented reagent transfer (#42642)
* Reverted some hastily (and wrongly) made changes to prehit() procs
2019-02-04 22:06:15 +13:00
tralezab c8482c8298 First things first, I'm a craftsman (craftsman) (#42637)
Remodelling is my only passion (it's my passion)
2019-02-03 22:05:46 -05:00
81Denton 8f4d705588 Adds more pranking sounds to the H.O.N.K. sound panel (#42641) 2019-02-03 22:04:06 -05:00
Rob Bailey 69e217d8d9 [READY] I got guns (#41804)
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
2019-02-04 10:27:01 +13:00
Militaires cecf676684 [Ready] Outputs datum (#41535)
Idea and instructions by @Razharas, many thanks.

This PR only implements the framework required to catalog as well as play the sounds. Their to_chat text, and icons (if any) are not included, are to be pushed in a separate PR.

This PR does not remove the old playsound_local system, it is kept for the sake of not necessitating a direct changeover of every single playsound in the code, which will surely cause a lot of merge conflicts. It does however, replace bike horns' and toy nukes' means of playback to this datum, purely as proof of concept.

Playsound_local may remain in the code to support playback of admin-uploaded sounds that do not have an inherent datum. Playsound will likely be renamed to something else in the next PR to reflect its new, more universal function. We will see.

New process for adding sounds:

    Create a new datum/outputs subtype.
    If you wish, write down some supporting text; this gives further meaning to the sound.
    Add multiple sounds to the sounds list, and weight them as you wish. (New)
    Add a sound icon if you wish, it defaults to a generic sound circle anyways though.
    playsound(/datum/outputs/new_subtype, receiver), and it will deliver, icon, sound, and text to the receiver.

Maintaining implication is that from now on playsound should only be processing datum/outputs

This pr intends to gut to_chats that are added alongside playsounds in the code.
This pr eliminates the need to initialize sounds in a list so that you can weight them or have the game play them randomly from the list.

Sound Rings
Currently, only mobs with the audiolocation var may view them. Sound icons have an alpha that depends on the volume of the sound, louder sounds create a more opaque image

Sound rings are completely modular and may be changed to any image.

In addition to renaming playsound to reflect its new function. I intend to give blind people sound icons at the cost of their small view, but that is for another PR.

cl Basilman
refactor: refactored how sounds are stored and played
add: Added sound rings and supporting text
/cl
2019-02-04 10:25:48 +13:00
ShizCalev 2ea88b7515 Fix fire alarms not updating icons when emagged/malf hacked (#42649) 2019-02-03 12:31:23 -08:00
oranges cd05d64bcf Species types sources refactor (#42523)
There is now a bitflag that controls all the ways a species can be
selected from the different methods of changing species, xeno spawn,
pride mirror, magic mirror etc.

The soviet and capitalist golems are no longer selectable from the pride
or magic mirrors (just the badmin one)

interesting thing I found, androids and synths (including military
synth) are acheivable via xeno extracts!
2019-02-03 20:33:11 +11:00
wesoda25 05ec39dfba Adds Bee and Mad Scientist Traitor Bundles (#42612)
* BEE BEE BE EBBEBE!!!

* fixes bioterror path + sabotage bundle
2019-02-03 19:30:15 +11:00
Jordie 94738a8ede Merge pull request #42631 from ShizCalev/pai-fix
Fixes turrets targetting pAI
2019-02-03 18:48:19 +11:00
Tlaltecuhtli 715051d907 makes ripley ,odysseus and honk use stock parts on construction (#42495) 2019-02-02 06:37:53 +01:00
ShizCalev 0f58b8ac61 Fixes turrets targetting pAI 2019-02-01 10:58:20 -05:00
4dplanner f37a7dc8f8 Unremoves cloning (#42609)
* Unremoves cloning

* Fixes indentation

* Removes 0
2019-01-31 08:47:47 -05:00
coiax e65e50e8d9 Traumas are copied when a person is cloned (#41852)
* Traumas are copied when a person is cloned

🆑 coiax
add: When a person is cloned, any mental traumas are cloned as well.
/🆑

If the cloner is going to recreate your delicate personality, it's going
to have to recreate anything wrong with your brain as well. After all,
where does one greytider's legitimate fear of security end, and another
one's irrational fear begin?

Essentially, traumas could be easily gotten rid of by cloning, or death
would rob a person of a rare positive trauma. Now you're stuck with them
until you get rid of them.

* Suggested changes
2019-01-30 11:36:20 -05:00
Jordie dc4933012a Merge pull request #42464 from BuffEngineering/forth-times-the-yeah
Adds welding hardhats
2019-01-30 22:35:53 +11:00
Jordie 3aa1c0396e Merge pull request #42585 from ShizCalev/hardsuit-contamination-fix
Fixes suit storage units not clearing out radiation for built-in hardsuit helmets and jetpacks.
2019-01-30 22:00:07 +11:00
monster860 5fdfcbd1a2 Prevent admins from setting the "bounds" var (#42534) 2019-01-29 23:39:48 -08:00
py01 1102ee8037 Add sound effect to bola throw hit (#42575) 2019-01-29 23:15:12 -08:00
ShizCalev 97fb5adee6 Fixes suit storage units not clearing out radiation 2019-01-29 20:03:03 -05:00
Jordan Brown 5f887403be Merge pull request #42563 from Time-Green/oopsie-woopsie
Makes snow tiles not kill everything
2019-01-29 09:54:45 -05:00
Jordie 37d1055705 Merge pull request #42552 from Kierany9/bugfix
Assimilation radar bugfix
2019-01-29 23:49:31 +11:00
zxaber 96190eef88 Allows mechas to turn in strafe mode if the user holds Alt (#42516)
* Update mecha.dm

* Actually I should use do this like everyone else

* Edited the Strafe button mouse-over text

Now says "Toggle Strafing. Disabled when walk intent is set (or Alt is held)."

* It's less fucky now

* Re-changed mouse-over text

* Request by ShizCalev

Looks good to me

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
2019-01-28 21:57:52 -05:00
Name 004792ba05 Rebase due to mime trickery
Cuts something that should be there


hardens pp


largens pp further


maximiezes pp 


fixes code


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
Adds Initialize()


First Draft

Mostly works
Removes redundant code, adds other colors, adds to CE locker


oops forgot to


hardens pp


maximiezes pp 


Adds Initialize()


Auto stash before merge of "forth-times-the-yeah" and "BuffEngineering/forth-times-the-yeah"
oops forgot to


Attempts to balance the hardhat, adds to EngiDrobe


Removes unnecessary code and sprite, adds necessary sprite


How can commas be real if our eyes aren't real


Fixes bad slash


Fixes runtime


Optimizes code after runtime fix


Removes redundant code


Fixes 3/4


*scream


Makes visor coverage consistent with new sprites


Actually fixes the issue


samus? its an honor


Makes requested changes


Doesn't delete welding hardhat sprites
2019-01-28 16:28:40 -05:00
Time-Green 52b19df321 makes snow tiles not fucking kill 2019-01-28 15:10:58 +01:00
Vile Beggar c98d9d054b Properly adds a drill sergeant hat to the warden's locker (#42533)
* does the thing - please work

* adds it to the locker

* remove var/datum

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* Update code/modules/clothing/head/jobs.dm

adds space

Co-Authored-By: VileBeggar <edmir995@gmail.com>

* adds denton's review suggestion

it's a webedit but i tested it and it worked

* makes it a bit less annoying

* grammar fix
2019-01-28 03:10:57 -05:00
kierany9 74da8a2382 owch 2019-01-27 20:16:20 +01:00
Erik 0344b98df1 The spraycan now works on walls again. (#42519)
* Graffitis from the Spraycan now works on walls.

* Graffitis can be Sprayed on walls again.

* add a comment, rerun checks
2019-01-26 12:57:49 -05:00
fluffe9911 d78bb9152b Adds the golem Time-Green was too communistic to add (#42475)
* capitalism is the true way

* better sound clip

* there we go

* fixes mine and time-greens copy pasta

* adds the soviet golem to the human file

* capatalist golems now bleed money

* makes it so both capatlist and soviet golems can now use guns

* hec

* makes the song the U.S.A Anthem to please the copyright gods and removes money bleeding cause im to lazy to do a refactor right now

* Update code/modules/mob/living/carbon/human/species_types/golems.dm

Co-Authored-By: fluffe9911 <dablank02@hotmail.com>

* re

* better sound clip
2019-01-25 15:38:07 -05:00
Tlaltecuhtli 0f8ce85748 fix (#42500) 2019-01-25 10:13:14 -05:00
YoYoBatty a3015ac893 Bodypart received damage is run through armor check in certain situations (#42462)
* Refactors the way bodypart damage is applied

* Update bodyparts.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update damage_procs.dm

* Update bodyparts.dm

* Update damage_procs.dm

* Update carbon.dm

* Update twohanded.dm

* Update damage_procs.dm
2019-01-24 16:11:52 -05:00
Razharas b8550d57ee [Ready] Added animations to cryo/sleepers opening/closing (#42289)
* Added animations to cryo/sleepers opening/closing

Also changed a bit of internal handling of icons of cryo
Images -> mutable appearances
No more updating icons every click on anything in the ui

* Back to images

* Actually fixes images

* Use of flick and animation sprites

Changed the way animations are done to use flick proc instead of animate
proc
Changed the way animations of cryo cells are organazed in a dmi, now
separate icon_state for opening and closing

* Support for resprites of the cryo subtypes

Support for resprites of the cryo subtypes
2019-01-24 14:47:10 -05:00
Kierany9 8113154a22 The PR that fixed Assimilation (#42156)
lots of commits
2019-01-24 12:14:08 -05:00
PKPenguin321 1ab0c127dc [Ready] Adds a new power, Transcendent Olfaction, to genetics (#42414)
* adds Transcendent Olfaction to genetics
codersprite by me

* fixes
made messages work, added a new message
removed duplicate icon

* uses disgust instead of oxy damage

* addresses review
mostly changing usr to user. global mob list -> global carbon list since that's what i parse for anyways.
also changed a message.

* makes it compile
2019-01-25 03:35:50 +11:00
Erik 517128a53f Adds a proper TRAIT_RADIMMUNE check to the portable scanner and cloner. (#42489)
* ok

hi

* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning

* Add TRAIT_RADIMMUNE check to the portable gene scanner and to cloning

* Implemented Suggestions.

* "No Sir, im not a synth, check my DNA!"

* You got it Boss

* Remove a useless Return

Co-Authored-By: Gousaid67 <gousaid67@gmail.com>

* Add a comment, also rerun checks
2019-01-25 03:33:16 +11:00
Time-Green 9861efde71 Cryokinesis and Geladikinesis mutations (#42453)
* Adds cryokinesis and renames the cold resistence file to space adaptation

* adds cryokinesis

* fixes icon conflict

is there actually a proper way to fix them thats not copying master and reimplimenting your own sprites?

* fixes a typo and lowers instability of cryokines by 5

* Apply suggestions from code review

Co-Authored-By: Time-Green <timkoster1@hotmail.com>

* maybe reverts line ending?

* unfucks flags?

* probably unfucks line endings

i swear to fucking god why does it even do this. i never even touched the file and reverting it to master doesnt do anything. fuck you git
2019-01-23 15:20:56 -05:00
Trilbyspaceclone 555f0bda23 Fixes power tool drill fitting in boots/wallet (#42476)
* Update wallets.dm

* Update pockets.dm

* Apply suggestions from code review

For when people forget how sister code works

Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
2019-01-23 14:32:04 -05:00
Menshin 9dabcbbb04 Fixes for projectiles bugs (#42463)
* Bandaid fixes for bugs with reflectors projectiles and plasma cutters

* * Fixed bouncing piercing projectiles on qdel
* Fixed projectiles reflection not working
* Fixed heavy beam pulses not penetrating
* Changed numerous projectiles procs to use the new BULLET_ACT_* format

* Final conversions to new BULLET_ACT_* format
2019-01-23 21:00:11 +13:00
Tlaltecuhtli 010d61da04 [ready]rcd upgrades (#42388)
* rcdstuff

* e
2019-01-22 22:32:22 +11:00
PKPenguin321 a918476cf4 Two new electric powers for genetics (#42437)
* two new electric powers to genetics
Insulated - innate insuls
Shock Touch - Electric punch!

* fixed shock touch mutation and buffed it
also made it use electrocute_act() instead of flat burn damage, much nicer now
also added some vars to touch spells to let you set the draw/drop messages

* better internal logic
electrocute_act already checks for SHOCK_IMMUNE, so i dont need to do it
2019-01-22 22:06:29 +11:00
Time-Green b245f1ed5a Adds the golem Qustinnus was REALLY too afraid to add (#42402)
Stalinium is currently unavailable, so it's an admin only golem
cl Time-Green
rscadd: Adds glorious soviet Russia golem
/cl
2019-01-22 15:30:46 +13:00
Jordan Brown f9a765b36d Merge pull request #42458 from Menshin/alternate_appearance_overlays
Adds a "transfer overlays" option to alternate appearances
2019-01-21 16:56:48 -05:00
Menshin 58f7fa6fa4 Requested changes : unnecessary check removed, consistent procs arguments on overriding. 2019-01-21 21:51:53 +01:00
Jordan Brown 70a4fbf858 Merge pull request #42460 from anconfuzedrock/matterofthecart
Makes compressed matter cartridges tiny
2019-01-21 13:14:50 -05:00
anconfuzedrock a17b4ec96f compresses compressed matter 2019-01-20 13:45:46 -05:00
Menshin 5127c72ea3 * Added an option to transfer (and update) source overlays on an alternate appearance image
* Fixed a missing Alien Queen action icon (switch size)
2019-01-20 18:37:08 +01:00
Tad Hardesty 5c6f0edce6 Fix mousetrap boxes having no illustration 2019-01-19 23:02:54 -08:00