Commit Graph

141 Commits

Author SHA1 Message Date
fernerr
8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
Geeves
cdfa04c24e Improvised Sword (#7243)
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.

Additionally, it also adds a var that sets whether the material item uses its material name or not.
2019-10-26 14:12:51 +03:00
fernerr
c1ab0e6ada Some bugfixes (#7054)
Fixes #7052
Fixes #6984
2019-09-24 07:44:39 +03:00
Lady Fowl
d6ff38ef96 The Epic Construction Update (#5976)
How to build machine blueprints!

Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
2019-09-10 22:07:46 +03:00
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
2019-09-08 22:51:49 +03:00
alsoandanswer
d875dcfc3b Weapon, pickaxe and shield resprite (and a bunch of other stuff) (#6776)
this resprites some weapons,

namely the butterfly knife and switchblade to not be comically oversized
(you know, they're...concealable.)
tweaks some other sprites too, like the handles of polearms and the stunbaton
this doesn't change how they look from afar, they're practically the same in glance value
riot shield taken from Eris (and tactical shield is a modified version of that)
made ebarrier use same colors as eshield (this makes more sense, honestly)
2019-08-24 15:20:31 +03:00
MarinaGryphon
68dd51121c Makeshift Chemistry and Medical (#6618)
Skull is fucking CRYING right now.
2019-07-26 11:57:05 +03:00
Alberyk
d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
Kaedwuff
55506270fe Nerfs Spears and Pikes (#6433)
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.

For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.

Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.

With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.

Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.
2019-07-15 18:53:39 +03:00
alsoandanswer
53c5ff67a5 Fixes #6567, tidying up glass code and #6575, #6577 (#6576) 2019-06-25 17:39:04 +02:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk
76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00
Mykhailo Bykhovtsev
70824906c5 Live Animal Traps (#5744)
In summary:

changes path of beartrap to make it a generic trap

Updated paths everywhere

Adds small trap, can capture mice, lizards, chick and spiderlings.

Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.

Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.

Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
2019-01-07 00:16:02 +02:00
Menown
3efd3c4c2b Fun with Plants: Ft - Pitbull Worldwide (#5760)
Soil Plots:
- Can be created with three sandstone blocks.
- Can be removed with shovels or minispades. Has a timer that delays the construction and deconstruction.
- On spawn, soil plots do not contain water, or nutrient, requiring some initial start-up instead of just rebuilding the plot to get more water and nutrient.

Hydroponics trays:
- Received a minor buff -> No weeds. Hydroponic trays do not face issue from weeds irl. This will add incentive to using them outside readily available and constructable soil plots.
- Retaining of warning light for toxin levels and pest levels on the trays.
- Added NT dummy failsafe because people are killing their plants because they don't realize they require setting of lights. Default light is now set to five on each closed tray.

Point of the PR:
- Add incentive to use sandstone bricks to create planting beds if desired, keep incentive to use hydroponic trays as well as give them change to bring in line to more realistic standards for how hydroponic trays function.
- Prevent people from killing their plants through general lack of knowledge while providing a simple basic light setting that will at least slow decay of any closed system plants.
- Add some difficulty to initial upkeep of soil plots, while also preventing misuse through demolishing to obtain further water and nutrient.
2018-12-15 12:38:31 +01:00
Alberyk
59be553606 Material door updates: lock and damage (#5659)
-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc
2018-12-08 21:40:06 +01:00
Alberyk
c5c7a75bbb Adds vaurca walls, floor and airlocks (#5611)
* Adds the vaurca walls and floors.

* Adds the vaurca airlocks.

* Only alien floor.
2018-11-19 17:11:20 +01:00
ParadoxSpace
85fe79ac11 Adds Hair Pins (#5474)
Adds (read:ports) a few hair pins, a few hair bows, more hair flower pins, and flower crowns. Make a wood circlet, then apply sunflower/poppy/harebell seeds to make a flower crown.

This PR also fixes department jackets, and finishes up by adding a sec cloak (and hos cloak) and sec jacket.
2018-11-04 00:29:12 +02:00
Alberyk
3c904519cb Unapologetic Kabbalah Buffs (#5323)
This pr revives and improve one of fowl's project: material golems

Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.

Each golem has different status and powers:

Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.

Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.

Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.

Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.

Uranium golem: has a passive chance of irradiating mobs around

Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire

Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death

Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.

Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain

Sprites are mostly from tgstation, vgstation and europa.
2018-10-07 01:14:06 +03:00
Alberyk
187613428e Adds some random asteroid dungeons (#5052) 2018-08-03 22:46:06 +02:00
ParadoxSpace
6bdac89c68 Unapologetic Medieval Buffs (#4970) 2018-07-16 22:49:32 +02:00
MarinaGryphon
0ae388c64f Fixes #4972 (#4973) 2018-07-07 18:21:38 +03:00
MarinaGryphon
65f0e0e558 Large Multi-Bugfix (#4917)
* fixes #4877
* fixes #4797
* fixes #4827
* newscaster formatting fixes, fixes #4907, fixes character limit
2018-06-22 22:42:38 +03:00
Alberyk
12f3bb080f Fixes cardox recipe (#4417)
-fixes #4415
-fixes gun offhand having pins
-fixes cloth having the same hardness as steel
2018-03-15 12:43:52 +02:00
Alberyk
cad0bb1584 Adds more ancient warfare to spessmen (#4325)
This prs adds some new melee weapons, besides some sprites fixes and changes.

-adds pikes and friends, sprited by thegreatjorge, weapons that can attack two titles away from the target
-adds the zweihander at fowl's request
-adds explosive spears, that you can craft by using a grenade on a spear, they will explode when throw or when you attack someone
-adds a whip, that can disarm people by attacking their hands and arms
2018-03-10 17:18:15 +02:00
Alberyk
faf9d48fec Fixes brig timers, medboots and titanium (#4241)
-fixes #4216
-fixes #4239
-fixes titanium being the same thing as plasteel
-fixes drop pods not working when you select a ghost
2018-02-03 23:33:28 +02:00
Alberyk
c4479586c1 Ports material and makeshift armor from Polaris (#3968)
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
2017-12-23 21:12:39 +02:00
Alberyk
581f266ae8 Rings (#3886)
Adds rings, ported from baystation12. You can make them out of most materials and etc. Also, it adds support for wearing rings under gloves, like magboots.
2017-12-04 18:53:39 -06:00
TheGreatJorge
95bb5c7668 Turret fixes (#3520) 2017-10-02 19:17:17 -05:00
TheGreatJorge
f414d9267c Smooth doors + multi-tile door code tweaks (#3365)
-Changes almost all of door opening/closing animations to be smooth. Also adjusts some door sprites so they actually can be opened smoothly.
-Fixes minor problems with some door sprites. Usually only few pixels.
-Adds "o_door_open" opened state with panel open to common glass door, lift door and vault door, since these have visible panel even while opened. EDIT: They will now show up correctly when needed. Added a var used to mark doors with panels visible while open.
-Adds opening/closing animations "door_closing_stat" and "door_opening_stat" with lights off to doors that did not have it. EDIT: Should now correctly show up when the door is forced manually.
-Removes many unused duplicate dmi files and icon states in door file.
-Adds new dmi file in doors folder containing misc door overlays. Not used anywhere, purely for reference and spriting.
-Changes the multi-tile airlock to have 4 directions instead of 2. Also makes it correctly update hatches for those directions when moved or built from scratch.
-Adds vault assembly. It can be built like any other door, but it costs 10 sheets instead of 4 and takes double the time to make, since it has double explosion resistance and lot more health.
-Adds elevator door assembly along with icon states into the code. It is currently unused, because I have yet to figure out how to make building lift-doors work, and that will not be included in this PR.
2017-09-03 16:24:25 +03:00
Alberyk
c52b4f5775 Fixes some walls and turf types (#3368)
Fixes the rusty walls, dionae walls(credits goes to thegreatjorge), all cult walls being reinforced by default and fixes snow and lava turfs.
2017-09-01 17:54:15 -05:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Lohikar
41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00
Lohikar
4cf407ea33 More stack icons (#2654)
Top is a stack over 2/3 full, middle is between 1/3 and 2/3 full, bottom is under 1/3 full.

Also converted stacks to use Initialize().

affected stacks:

Ointment
Bandages
Steel Sheets
Plastic Sheets
Glass Sheets
Plasteel Sheets
Reinforced Glass Sheets
Leather
Wet Leather
Hide
Sprites from /tg/.
2017-06-10 09:30:18 +03:00
LordFowl
61bca133ef [New Map] Fixes Dumb Turrets (#2621)
Removes most instances of doublepane glass walls in one tile corridors, which the game was not designed for, thus interfering with turret target calculations and throwing objects. This means that the turrets in telecoms and in the vault will be more responsive to intruders.

Re-adds the fourth miner slot, but this time properly maps in a locker, spawn pos, hardsuit, and his own new type of flag - the purple flag (not that anyone uses flags ayy lmao.)

To further cement the uselessness of flags, all miners and the QM now start with a GPS.

CT's should now have access to the end of the miner belt, allowing them to collect resources.

Ore boxes can now be purchased and crafted from wood.
2017-06-05 10:40:32 +03:00
MarinaGryphon
27e6b355b7 Fixes #2215 (#2592)
Wood now has a stack type.

Fixes #2215
2017-06-04 13:32:00 +03:00
SoundScopes
a9b4b726a1 lift stuffs (#2126) 2017-04-24 22:54:24 -04:00
Lohikar
a13f3d9f7d Merge master into map-development 2017-03-21 18:28:39 -05:00
NanakoAC
fa12422854 Mining chargers, fruit slices, windoors (#1897)
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge

Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.

Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop

Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.

Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.

Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault

fixes #990
fixes #862
fixes #1875
fixes #1842
fixes #1742
2017-03-18 20:04:13 +02:00
Lohikar
263bb7ab8d RnD & Cat fixes (#1913)
changes:

bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes #1158 
Fixes #1662
2017-03-12 12:18:58 +02:00
Lohikar
2080e40183 Merge with development 2017-03-04 15:58:56 -06:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
Alberyk
ed6dbee896 Bay wizard port/rework (#1635)
Ports the newest bay wizard version, with some additions and changes.

General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
2017-02-07 18:45:42 +02:00
LordFowl
471ef657d5 Merge branch 'Aurorastation/development' into Map-Development
# Conflicts:
#	code/TriDimension/controller_presets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/crates_lockers/closets/wardrobe.dm
#	code/game/objects/structures/signs.dm
#	code/game/turfs/simulated/floor_types.dm
#	code/modules/random_map/mining_distribution.dm
#	code/modules/random_map/random_map.dm
#	code/world.dm
#	icons/obj/barsigns.dmi
#	icons/obj/decals.dmi
#	icons/obj/plants.dmi
#	icons/obj/structures.dmi
#	icons/turf/floors.dmi
#	icons/turf/wall_masks.dmi
#	maps/exodus-2.dmm
2017-01-27 01:57:29 -05:00
skull132
b20032ea25 Merge branch 'master' into development 2017-01-23 15:52:13 -05:00
Alberyk
59584ae772 Tray, paper bin and bottle fixes (#1631)
- Fixes #1630 
-fix juggernauts breaking the shit out of door real fast
-fix trays having literaly no delay when smacking someone with one
- Fixes #1628 
-changes the recipe of sbiten, because it makes literaly zero sense for it to use vodka instead of mead, also added a bottle of it, spritted by datberry
-fixed bottles spawning without a name and icons on the cargo spawn, the base objects for bottles are just empty bottles now
-fix missing eye tape on mob sprite
-remove the last bit of "you can't fire a gun on help intent"
2017-01-23 23:41:33 +02:00
Werner
9d134d8e15 Computer manager and more (#1406)
The downloader and the file manager no longer come default on any device.
A client enrollment app comes now with every console
The user has to select weather the device is a private or company device and select a software preset if its a work console
Work devices are locked down to a specific set of programs
Private devices get the downloader and the file manager to install programs as usual.
Threw out the backup of the old-old camera monitor.
Made software presets a generic thing that are not dependant on the form factor of a device.
Ported holowarrants from bay
Ported wall mounted consoles from bay
Ported various computer fixes from bay
Vending machines spawn now with the holowarrant "client"
Mapping changes:

CE and HoS dont get a modular computer with command preset (they did not have that before bay merge, so why should they now)
Added a modular computer with command preset to the head of staff briefing room
Replaced the camera monitoring console in the Engine Control room with a modular computer
Replaced the cam monitor in the CE´s office with a wall mounted console
Switched places of the bar sink and console
Replaced the consoles with obj/item consoles
Mapped in the ERT and Merc Console (Merc Shuttle, ERT Area)
Fixed the "border" at the heisters base
Also waiting for CCIA on a design for the warrants.
But that can be changed with a follow up pull
2017-01-20 21:45:53 +02:00
Alberyk
f253c2c381 More delay issues, magboots, knive-boot, marble and ccia (#1586)
- Fixes #1583
- Fixes #1031 
-adds some checks for magboots
-reduces the hardness of marble
-finally adds a delay when attacking common mobs with weapons
-finally adds a delay of cult mobs attacking things, like machines
-fix the flash pistol having no flash rounds
-fully remove custom items gloves from spawning from cargo
-replace all the references of ahdomai and S'randarr with Adhomai and S'rendarr
-import a bay fixe to hud runtimes
-removes christmas pun pun
-replace the old appearance that the ccia used with the newest and most robust one
-do more changes on the ccia code at ccia request, also, removes all the red and blue shit from it
2017-01-18 18:56:06 +02:00
Alberyk
1c17f110ee Fixing hides and accessories/custom loadout changes (#1404)
-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
2017-01-07 13:00:22 +02:00
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00