Commit Graph

233 Commits

Author SHA1 Message Date
Cheridan
70e5618cb0 Merge pull request #2375 from Giacom/remove_icon_operations_from_premises
[501] Refactored the code to remove most icon operations for changing an icon's colour.
2014-01-19 16:06:25 -08:00
Rolan7
f5267c22db Fixes Issue 112 which was due to powersinks draining cells without telling the APC, resulting in the APC believing itself to be full. 2014-01-17 17:21:38 -05:00
Giacomand
aceb4b22e1 Removed the icon color blend operations from human's update_icons().
Changed all the hair/facial_hair/eye sprites to use a white base.
Changed the preview screen, in the preference menu, to use ICON_MULTIPLY to be able to use the new white sprites.
Removed the unused and broken cloaking item.
Ninjas now use the alpha variable, removed most of the checks for it.
Updated the documentation a bit.
Added some helper procs for later.
2014-01-16 14:33:50 +00:00
Cheridan
0b2a1b7ac4 Merge pull request #2323 from dumpdavidson/empkit_balance
Balance changes to the EMP kit
2014-01-12 13:09:56 -08:00
Giacom
6dc7736933 Merge pull request #2244 from VistaPOWA/syndieborgs
[MAP] Adds Syndicate Borgs
2014-01-12 05:30:22 -08:00
dumpdavidson
646df06cf9 moved when the emp_act is called in the afteratack proc of the emp flashlight
using absolute paths everywhere now.
adds a backslash to prevent "The the flashlight..."
2014-01-11 21:40:15 +01:00
dumpdavidson
cf672d2c29 Balance changes to the EMP kit:
- EMP-Flashlight now has one charge less but recharges (slower than lasers/energy crossbows do)
- EMP-Flashlight description no longer reveals the nature of the device
- EMP implant now has two uses
- EMP kit now contains two grenades
- EMP and adrenaline implants now inform the user how many charges they contain to begin with (freedom doesn't because it's intentionally random)

- Fixes EMP flashlight sometimes going down to -1 charges.
2014-01-11 21:04:35 +01:00
Giacom
c8120da49c Merge pull request #2283 from YotaXP/list2text-refactor
Optimized and refactored list2text, text2list, and replacetext.
2014-01-11 10:11:13 -08:00
VistaPOWA
0afe5c982d merging upstream master into local repo 2014-01-11 17:14:48 +01:00
Giacom
c1d228a96e Merge pull request #2282 from Cheridan/Magic
Upgradeable Laser Pointers!
2014-01-11 06:09:19 -08:00
Cheridan
c10d9b2611 fixing my fixes 2014-01-10 14:10:30 -06:00
Cheridan
397b2f07e8 fixes 2014-01-08 10:42:12 -06:00
YotaXP
f98a57b750 Optimized and refactored list2text, text2list, and replacetext.
Also fixed some grammar in the station blueprint code.
2014-01-07 22:15:25 -05:00
Cheridan
937ac275ff Upgradeable Laser Pointers!
Laser pointers can be upgraded with laser stock parts, which increases the odds of hitting a target.
Whee!
2014-01-07 19:54:51 -06:00
Fleure
c50255107a Gives janitor service headset 2014-01-06 18:51:22 +00:00
VistaPOWA
74f2edcb56 Makes the borg spawner and the contract a subtype of antag_spawner 2014-01-05 21:32:43 +01:00
VistaPOWA
2dcde243f3 Made the teleporter refundable
Also fixes a missing return
2014-01-05 17:29:34 +01:00
VistaPOWA
68afbbcc18 move along people, nothing to see here 2014-01-05 03:35:17 +01:00
VistaPOWA
fd34cea8ef fixes the merging failure
hopefully that's it
2014-01-05 03:32:10 +01:00
VistaPOWA
443d6e2d9e [MAP] Adds Syndicate Borgs
Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack

All weapons use 100 charge per shot.

2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
2014-01-05 03:13:40 +01:00
Giacom
09da906881 Merge pull request #2187 from Tenebrosity/newradiofrequencycolours
Adds new radio frequency colours
2014-01-02 10:41:09 -08:00
Tenebrosity
b3d37e1d0a Makes deathsquad frequency (144.1) a different colour again, this time grey to differentiate it from science's plum. 2013-12-31 16:50:17 +13:00
Cheridan
bb9c09df46 Obsoletes flags = FPRINT | TABLEPASS*
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.

Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.

If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only  where it was intentional (holodeck items could use this for example).
2013-12-30 15:03:17 -06:00
Tenebrosity
e4b251a488 Adds different radio frequency colours for engineering, security, medical, service and supply. 2013-12-30 20:09:35 +13:00
Aranclanos
f00c80bd43 Merge pull request #2104 from Giacom/gulag_therevenge
[MAP] The Gulag: The Revenge: Part 2.5
2013-12-21 15:05:57 -08:00
Aranclanos
e7579e2aa8 Merge pull request #1986 from Perakp/janitorCartFix
Fixes janiborg interaction with janicarts
2013-12-21 15:01:37 -08:00
Giacom
9d24a900ae Merge pull request #2066 from Perakp/slipFix4
No slipping when lying down
2013-12-21 13:54:39 -08:00
Perakp
c40af6ae40 Update icons after item is placed in cart. 2013-12-21 09:50:15 +02:00
Perakp
65e0931d55 Merge branch 'master' into janitorCartFix
Conflicts:
	code/game/objects/items/weapons/storage/storage.dm
2013-12-21 09:40:06 +02:00
Giacomand
47545f439e * Added ore boxes to the gulag, and added a conveyor belt which goes outside and has a loading machine, which will take the ore from the orebox.
* Added sprites for the stacking machine going in the reverse direction, just set the dir to 1 instead of 2.
 * Added prison intercoms which will not broadcast until someone hacks it. Added these intercoms in the gulag, the perma brig and the brig cells.
 * When a prisoner has received enough points for freedom, if they try to move the shuttle, or open the middle door, while someone is on it they will get an error message. This way there is no way for a free'd prisoner to release their fellow prisoners once they have reached their point target. The shuttle will depart right away when you call the shuttle from the stacking console, to stop prisoners from getting on while it departs.
2013-12-20 22:09:06 +00:00
Perakp
2f70aaadb3 Removes magic numbers and an useless check
- it shouldn’t runtime.
2013-12-18 22:31:07 +02:00
Razharas
bce9e5d826 Fixes chameleon projector 2013-12-19 00:01:59 +04:00
Perakp
68ff764463 Subtypes of janiborg tools
- The other way of fixing it. I’m not sure why this is better.
- Removed condescending messages to cyborgs.
2013-12-18 20:44:24 +02:00
Perakp
b54cab665a No slipping when lying down
- No slipping when lying down
- Doesn’t change slipping mechanics otherwise.
2013-12-18 15:03:03 +02:00
Razharas
358a85eb3d Completed the transition to a new proc
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
2013-12-17 22:56:04 +04:00
Aranclanos
de11cd2934 for extra prettiness, the (x,y,z) coordinates on the game logs of transfer valves no longer have spaces between them. 2013-12-08 16:10:58 -03:00
Aranclanos
cd9778c7db Fixes the code not compiling. I blame myself. And everyone else. 2013-12-08 16:08:37 -03:00
Aranclanos
498ba1acd4 Merge pull request #1964 from Limeliz/href-fixes-round-3
Href fixes round 3
2013-12-08 07:10:15 -08:00
Emil
72e16e4482 Removing href-tags from log_game in transfer_valve.dm
Not sure I'm doing this the best way, but I couldn't come up with a cleaner way. Suggestions are welcome!
2013-12-03 16:54:38 +01:00
Aranclanos
fc94341bce Removed the impossible NOBLOODY flag, replaced it with a simple proc. rejects_blood() 2013-11-28 05:45:49 -03:00
Giacomand
852e5deb44 Merge branch 'master' of https://github.com/tgstation/-tg-station into camera_bug_sprite
Resolved Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
2013-11-26 21:33:07 +00:00
Giacomand
3e3e193c79 Camera bug sprites from Rob 2013-11-23 17:10:43 +00:00
Kyrah Abattoir
225a906eda code/game/objects/items/* (root) lowercase pass
code/game/objects/items/devices/* lowercase pass
2013-11-20 19:15:00 +01:00
Giacomand
6b68a7245d * AIs can no longer intercept messages randomly. Instead they can use the Message Monitor by getting their cyborg to get the keypass.
* The Captain's PDA no longer starts off, instead their PDA is detonation proof.
2013-11-15 14:17:53 +00:00
Giacom
bafd52f8da Merge pull request #1650 from AndroidSFV/fix230
Resolves #230
2013-10-28 05:40:37 -07:00
Giacom
eac041f23f Merge pull request #1614 from JJRcop/mmi-extract
Adds the ability to safely deconstruct cyborgs
2013-10-26 11:28:24 -07:00
AndroidSFV
160e981a1a Fixes #230. Problem was with formatting of the output. 2013-10-25 11:53:52 -05:00
supersayu
799c7ad2ce Replaces atom/HasEntered() with the builtin atom/movable/Crossed()
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed).  Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.

This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
2013-10-23 16:20:20 -04:00
JJRcop
002496038c Cyborg construction now stores endoskeleton for deconstruction to use
When you construct a cyborg now, the endoskeleton is stored in the mob, where before it was deleted.
Cyborg deconstruction now checks if there is a stored endoskeleton. If there is, it deconstructs it. If there isn't, it spawns new parts like before.
Also, there is now a burn_out proc for flashes, since the feature was previously copypasta.
2013-10-22 16:18:16 -04:00
Robson Richards
1c70008d0c Changes Limbs into Obj's
Reworked all the paths for it
Reworked all the procs for it
2013-10-11 19:11:55 +01:00