Merge branch 'master' of https://github.com/tgstation/-tg-station into BloodRefactor

Conflicts:
	code/__DEFINES/genetics.dm
	code/modules/mob/living/carbon/human/species_types.dm
This commit is contained in:
phil235
2016-06-04 17:41:43 +02:00
399 changed files with 444646 additions and 18725 deletions
+4 -3
View File
@@ -9,6 +9,9 @@
var/obj/item/weapon/circuitboard/circuit = null
var/obj/item/device/mmi/brain = null
/obj/structure/AIcore/New()
..()
laws.set_laws_config()
/obj/structure/AIcore/attackby(obj/item/P, mob/user, params)
switch(state)
@@ -182,8 +185,6 @@
if(istype(P, /obj/item/weapon/screwdriver))
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
user << "<span class='notice'>You connect the monitor.</span>"
if(!laws.inherent.len) //If laws isn't set to null but nobody supplied a board, the AI would normally be created lawless. We don't want that.
laws = null
new /mob/living/silicon/ai (loc, laws, brain)
feedback_inc("cyborg_ais_created",1)
qdel(src)
@@ -250,4 +251,4 @@ atom/proc/transfer_ai(interaction, mob/user, mob/living/silicon/ai/AI, obj/item/
/obj/item/weapon/circuitboard/aicore
name = "circuit board (AI core)"
origin_tech = "programming=4;biotech=2"
origin_tech = "programming=3"
@@ -323,3 +323,9 @@
/obj/item/chair/wood/wings
icon_state = "wooden_chair_wings_toppled"
origin_type = /obj/structure/chair/wood/wings
/obj/structure/chair/old
name = "strange chair"
desc = "You sit in this. Either by will or force. Looks REALLY uncomfortable."
icon_state = "chairold"
item_chair = null
@@ -6,7 +6,7 @@
/obj/structure/closet/secure_closet/hydroponics/New()
..()
new /obj/item/weapon/storage/bag/plants/portaseeder(src)
new /obj/item/device/analyzer/plant_analyzer(src)
new /obj/item/device/plant_analyzer(src)
new /obj/item/device/radio/headset/headset_srv(src)
new /obj/item/weapon/cultivator(src)
new /obj/item/weapon/hatchet(src)
@@ -71,6 +71,22 @@
name = "freezer"
icon_state = "freezer"
/obj/structure/closet/crate/freezer/blood
name = "blood freezer"
desc = "A freezer containing packs of blood."
/obj/structure/closet/crate/freezer/blood/New()
. = ..()
new /obj/item/weapon/reagent_containers/blood/empty(src)
new /obj/item/weapon/reagent_containers/blood/empty(src)
new /obj/item/weapon/reagent_containers/blood/AMinus(src)
new /obj/item/weapon/reagent_containers/blood/BMinus(src)
new /obj/item/weapon/reagent_containers/blood/BPlus(src)
new /obj/item/weapon/reagent_containers/blood/OMinus(src)
new /obj/item/weapon/reagent_containers/blood/OPlus(src)
for(var/i in 1 to 3)
new /obj/item/weapon/reagent_containers/blood/random(src)
/obj/structure/closet/crate/radiation
desc = "A crate with a radiation sign on it."
name = "radiation crate"
+15 -2
View File
@@ -17,12 +17,24 @@
/turf/closed/wall,
/turf/closed/wall/r_wall,
/obj/structure/falsewall,
/obj/structure/falsewall/reinforced, // WHY DO WE SMOOTH WITH FALSE R-WALLS WHEN WE DON'T SMOOTH WITH REAL R-WALLS.
/obj/structure/falsewall/reinforced,
/turf/closed/wall/rust,
/turf/closed/wall/r_wall/rust)
smooth = SMOOTH_TRUE
can_be_unanchored = 0
/obj/structure/falsewall/New(loc)
..()
air_update_turf(1)
/obj/structure/falsewall/Destroy()
density = 0
air_update_turf(1)
return ..()
/obj/structure/falsewall/CanAtmosPass(turf/T)
return !density
/obj/structure/falsewall/attack_hand(mob/user)
if(opening)
return
@@ -46,6 +58,7 @@
if(!qdeleted(src))
SetOpacity(1)
update_icon()
air_update_turf(1)
opening = 0
/obj/structure/falsewall/attack_animal(mob/living/simple_animal/user)
@@ -68,7 +81,7 @@
if(density)
smooth = SMOOTH_TRUE
queue_smooth(src)
icon_state = ""
icon_state = "wall"
else
icon_state = "fwall_open"
+27
View File
@@ -490,3 +490,30 @@
/obj/structure/window/shuttle/tinted
opacity = TRUE
/obj/structure/window/reinforced/clockwork
name = "ratvarian window"
desc = "A paper-thin pane of translucent yet reinforced brass."
icon = 'icons/obj/clockwork_objects.dmi'
icon_state = "clockwork_window_single"
/obj/structure/window/reinforced/clockwork/New(loc, direct)
..()
if(!fulltile)
var/obj/effect/E = PoolOrNew(/obj/effect/overlay/temp/ratvar/window/single, get_turf(src))
if(direct)
dir = direct
E.dir = direct
else
PoolOrNew(/obj/effect/overlay/temp/ratvar/window, get_turf(src))
for(var/obj/item/I in debris)
debris -= I
qdel(I)
debris += new/obj/item/clockwork/component/vanguard_cogwheel(src)
/obj/structure/window/reinforced/clockwork/fulltile
icon_state = "clockwork_window"
smooth = SMOOTH_TRUE
canSmoothWith = null
fulltile = 1
dir = 5