Commit Graph

174 Commits

Author SHA1 Message Date
noisomehollow@lycos.com
7d0ad606e4 Fixed a light issue in Security Maintenance (thanks to muskets).
Update to Bridge.
More updates to CentCom. Added doors (elevator sprite) to CentCom but they are inaccessible at the moment.
Added new weapon sounds: blaster, laser, pulse, wave, emitter, and one for the marauder canon. Not all are used at the moment.
New sounds for the energy sword on and off states (they're unlicensed, I promise).
Added/changed alien attack sounds.
Added some more messages for aliens attacking mechs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@700 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-25 08:30:40 +00:00
hunterluthi
97f7b78dd4 Updating PDAs to include a built-in clock function. Everybody can now keep track of the round (somewhat) by using that. Works on 24 hour time, starting at 12 noon.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@696 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 07:45:54 +00:00
noisomehollow@lycos.com
c3c3e7791c Pulse Rifles are now more robust, doing excellent melee damage.
Restricted monkeys from picking up guns since that code didn't seem to work/runtime error.
Commented out boardgame since it was crashing.
More work on CentCom.
Fixed aliens receiving two messages when interacting with other aliens.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@695 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 07:12:36 +00:00
noisomehollow@lycos.com
41cd0a67b7 Alium changes:
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. 
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid. 
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.

General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 03:13:33 +00:00
rastaf.zero@gmail.com
90b9654061 Massive singularity fix:
-engine won't get unlimited floor tiles from reinforced floor and thus won't grow constantly;
-collectors can receive energy from several sings;
-various graphic glitches fixed;
-released singularity can now be catched. In theory.
-singularity cannot be killed by small/far explosion;
-containment field cannot be exploded at all;
-fields and singularity now are immune to blob;
-messages improved;
-machinery fingerprints handling fixed;
-engines 3*3 sings must work now;
-emitters (and some other machines) now really uses power;
-collector arrays and controllers now requires engine access;
-powerful singularity now deal more radiation damage, but you can hide behind walls;
-improved generator's sprites
Miscellaneous: 
-cell chargers now actually consumes power;
-fixed examine verb for tanks;
-fixed airlocks won't opens automatically in rare cases;
-beer now don't instakill plants;
-vents and scrubbers now requires and uses power;
-more user-friendly canisters interface;
Optimizations:
-brig doors now causes lesser cpu load;
-small optimizations and code cleanup for some atmos machinery;



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@691 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-23 03:31:13 +00:00
noisomehollow@lycos.com
d681b03581 Adjustments to alien acid. Aliens should no longer see invalid targets as one of their acid options when using the verb. Right clicking should give the invalid target message when appropriate.
Made a bunch of other things acid proof. Bullets, lasers, runes, etc.
Aliens should no longer emote as male when they are gender neuter. Or maybe plural, who knows.
Tweaked respawn character verb. Hopefully it'll work on the live server now.
Minor Strike Team fix.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@689 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-22 02:54:52 +00:00
musketstgstation@gmail.com
f66add805b HTML is now stripped from book and paper text entry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@687 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-21 23:51:20 +00:00
rastaf.zero@gmail.com
fd5517e944 Acid fix from Barhandar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@686 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-21 16:35:48 +00:00
daelith.rhedynfre
3938b34f66 -NEW TRAITOR ITEM: BINARY TRANSLATOR
-Lets wearer talk over, and access robot talk. Looks like a standard headset. Put it on your ear, :s to talk, same as otherwise. Normal radio also still works
-Moved the location of a sprite in storage.dmi
-Tweaked the magivend slightly

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@683 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-21 09:46:14 +00:00
noisomehollow@lycos.com
7c122ab3cb Changelong:
More tweaks to death commandos.
More work on CentCom.
Fixed turret control issue for AI.
Station blueprints now spawn in CE's locker.
Power control modules placed on the map.
More shield generator stuff by Barhandar: shield walls and shield wall generators now respect bullets and they (bullets) have chance to get past the shield. This also means you can power shield generators through emitters but it takes two to make a generator stable.
Misc map changes.
Re-check gimmick closets so they no longer spawn empty.
Added a new admin button under Special Verbs. Allows to easily respawn a player (as an assistant) if their original body was gibbed. Currently doesn't set player preferences. WIP.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@675 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-20 00:33:10 +00:00
n3ophyt3@gmail.com
2b33e966d1 Bugfixes for those explodies I made for noize
You can now only plant them on items you are next to
  The item has to stay within one tile of you during the entire process
  You can no longer plant them on shuttle or unsimulated turfs, as these are apparently not meant to ever be damaged in any way short of a badmin using the Delete verb

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@674 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-20 00:20:15 +00:00
crazyclonetheninja
3764953090 Barhandar's code. New shotgun ammo, misc fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@673 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 22:45:17 +00:00
morikou@gmail.com
799c2dcd36 Updates: The Reckoning
* Carp are delicious! Slice them open with a kitchen knife, and you get carp fillets.
* Carp gib when hit by meteors. WHen gibbed or exploded, they leave behind meat as well. Pulse rifles can also gib them.
* Fixed lizardman emotes.
* New cake sprites by matty406 (carrot cake my edit of his cheese and regular cake).
* Shuttle can be called in Malf and Revolution modes. HOwever, it'll automatically return after a random duration. The message when the shuttle is recalled due to this is identical to when it's recalled by a player.
* Shuttle cannot be called while it is returning to CentCom.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@672 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 22:29:05 +00:00
rastaf.zero@gmail.com
c1f1b6365d Now disassembling of bed/chair will release bucked person.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@671 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 13:50:15 +00:00
rastaf.zero@gmail.com
f2c2a3b8c1 APC building and disassembling (/obj/item/weapon/module/power_control needs to be placed on map or spawned by admin or removed from existing APC, other components are easily accessible)
APC emagged/broken and wires_exposed icons was swapped, fixed.
APC hacking now can properly shock you
Added station blueprints!
* now possible to rename areas
* now possible to create new bays
* space now haven't free power supply
Blueprints aren't placed on map yet.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@670 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 12:09:37 +00:00
noisomehollow@lycos.com
1a5a2ba826 More updates to death commandos. Their shuttle should now work, along with other fixes. They are complete at this time.
Updated icons for plastic explosives.
Replaced one of the Construction sites with a Xenobiology lab on request. It is a temporary location and is mostly for roleplay. There will NOT be a job associated with it.
Added Barhandar's updated shieldgen stuff.
Copied icons to stationobjs.dmi for future shieldgen update.
Misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@666 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 02:39:56 +00:00
morikou@gmail.com
5d59ca4397 Misc Fixes update:
* Carp stun rate reduced from 20% to 5%
* Elite Carp stun rate reduced from 100% to 40%
* Elite Carp spawn rate (during carp even) reduced from 5% to 1% (since even one will fuck shit up).
* Carp will attack robots if attacked first.
* Sec bots now react properly to pulse weaponry.
* Mulebot now doesn't throw out run-time errors when shot while it isn't carrying anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@664 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 01:16:26 +00:00
n3ophyt3@gmail.com
9656ef5738 Helps if you upload the new file
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@663 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-19 00:08:11 +00:00
n3ophyt3@gmail.com
10d382258f Made some "tactical" explosives for Noize
Use it on itself to set the timer length (defaults to 10 seconds)
  Can be applied to floors, walls, monkeys, whatever
  Whatever it is applied to suffers a max-severity ex_act()(turf turns to space, objects are destroyed, mobs gib), aside from walls, which are simply busted down to not even girder
  Minimal damage to everything else in range, as with a PDA bomb
  Fits in your pocket for convenient carry
  Replaces the piss-weak syndiebombs for anyone with a syndicate uplink, comes in 2-packs

Low-severity explosions do not have a 100% chance of knocking walls down to girders anymore.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@662 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 23:55:20 +00:00
n3ophyt3@gmail.com
ad248c0604 The AI core intercoms no longer pick up speech other than that of their related AI, to prevent micspam when the core is breached.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@661 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 19:28:12 +00:00
morikou@gmail.com
cac1fdb477 Prisoner Management Update:
* New Implant: Chem. Insert up to 10 units of chemicals into implant with a syringe (while still in implant case) and then can use a prisoner management console to trigger 1, 5, or 10 units of the chemical to be injected into the implanted subject. Once all the chemicals are used up, the implant disables itself.
* Prisoner Management Console can now detect the approximate location of prisoners with tracking implants in them. It gives slightly more useful information then the tracker but isn't portable.
* AI cannot access Prisoner Management Console (unless malf/XISC).
* Prisoner Management Console re-added to Armory (It no longer can trigger explosive implants). Play nice or else you'll get your toys taken away from you.

BORK BORK update:
* Re-did ChemMaster. Now it allows you transfer reagents in and out of a buffer. You can then turn the contents of the buffer into either a pill or a bottle. When removing reagents from the buffer, you can either delete them entirely or return them to the beaker. However, removing the beaker clears the contents of the buffer (so no mixing inside the ChemMaster!). CondiMaster Neo is almost identical to the ChemMaster except it only makes condiment bottles (no pills).
* Milk now being handled like the other reagents (as intended). Remember: 5 units of milk = 1 cup.
* Soymilk interchangable with regular milk in microwave recipes. (again, 5 units = 1 cup)
* Xenomeatbread! 3 xeno meat, 3 cheese, 3 flour. Extra Heretical!
* Monkey related food items renamed to generic meat (since I'm adding animals, I really don't want to add a new food items for every single new animal).
* Cola removed from fridge. Thematically appropriate but it just clutters it up (especially since there are vending machines all over the damn place).
* Faggots removed from meat locker. Instead, a small amount of meat spawns in there.
* Carp processes modified. Code is a littles cleaner (lawl) and the random pathing a a little cleaner as well.

Badmin Update:
* By request, Admins can now trigger radiation event.
* Confirmation warning on admin-triggered carp event.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@660 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 18:18:14 +00:00
n3ophyt3@gmail.com
a478d31530 Submitted by Barhandar:
A shield generator thingy. To my knowledge, it's basically like containment field generators that block movement instead of zapping the fuck out of you, can't contain singularities, and don't require emitters to keep powered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@658 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 08:23:59 +00:00
n3ophyt3@gmail.com
8fd1e7d1a8 Since everyone else seems to be doing it, made my own personal badmin button.
Currently, all it does is enable a round to start with three AIs instead of just 1.
    Must be triggered before round start, obviously.

Related to badmin button, in the event of multiple active AIs on the station, latejoiners are only announced by one AI, picked at random.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@657 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-18 07:54:56 +00:00
noisomehollow@lycos.com
fb67bec217 Added a new admin command under the fun tab for Coder and Host.
Fixed a communication console bug that prevented the shuttle from *not* being called in the first 10 minutes of the game.
Updated clothing code. Swat armor slows you down less and provides for large suit storage. Ninja suit speeds one up and provides syndicate-like suit storage.
Re-added and modified pulse rifle code and icon.
Some misc modifications.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@650 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-17 22:16:39 +00:00
n3ophyt3@gmail.com
d83868e9ab Made ion storms more robust
Ion laws are now listed before all other laws, making them the kings of law priority
  AIs can have multiple Ion laws
  They are still resettable as normal

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@648 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-17 16:52:57 +00:00
crazyclonetheninja
c29f74a1e6 You can no longer change your suit sensor level after you're dead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@644 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-17 07:26:20 +00:00
crazyclonetheninja
44fa91047d PDA ranks now use an existing var instead of a new one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@639 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-16 07:03:07 +00:00
n3ophyt3@gmail.com
f10af06a6b Monkeys can now be stungloved
Cyborgs got a makeover
  Standard model now gets an energy sword when emagged
  Engineering model
    RCDs now run on cell charge for engyborgs
    Emagged engyborgs get the functional equivalent of stungloves
  Security model gets a laser when emagged
  Janitor model 
    Spraybottle contents slowly refill at the cost of cell charge
    Emagged janitors get a spraybottle full of space lube
  Brobot
    Bottle contents slowly refill at the cost of cell charge
    Emagged brobots get a bottle of Mickey Finn's Special Brew

Traitor/malf AIs can 'emag' their borgs with the robotics terminal (subject to removal/conversion to malf module should it prove hilariously overpowered)
  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@634 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-16 03:11:49 +00:00
crazyclonetheninja
b0e5a3208b PDAs now show rank. To update your rank, just click on the PDA with your ID card. Note, the name needs to be the same as the one the PDA started with.
Spare PDAs readded to map.

Bugfix for shotguns. Once again, by Barhandar.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@633 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-16 01:13:43 +00:00
crazyclonetheninja
da12856ecb Admins can now edit shotguns to fire unlimited bullets. This, and the previous shotgun update, were coded by Barhandar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@632 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-16 00:30:45 +00:00
crazyclonetheninja
7e655d1c96 Shotguns now use a list for ammo instead of 8 vars.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@629 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 21:50:28 +00:00
n3ophyt3@gmail.com
239fb74dcb Suits only slow you down when not in space, as before
Magboots now slow you down while active

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@627 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 17:49:42 +00:00
Rygzengrho
4c9fdbecaa Fixed double "the" typo/bug when trying to place bulky item into the backpack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@625 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 12:05:17 +00:00
Rygzengrho
fdabcc451f Re-added missing "space assholes" verb.
Reworked clothes slowdown code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@624 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-15 10:38:17 +00:00
crazyclonetheninja
f34da648d6 Livestock now have a hardness attribute that determines stun prob. Regular carp have 20, elite carp have 100.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@615 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-14 20:54:25 +00:00
noisomehollow@lycos.com
24daafd84e Wizard spells: fireball, forcewall, blind, smoke, and knock no longer require a wizard to be wearing their clothing to cast.
Magic missile now has an incantation, along with fireball.
Spells that do not require wizard robes, other than fireball, whisper their incantations.
Fixed Beepsky's path, for real this time.
Updated spell list on wizard shuttle, hopefully to stay.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@614 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-14 20:52:49 +00:00
crazyclonetheninja
f6a1bda963 Carp nerfed. Hard.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@612 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-14 20:33:23 +00:00
crazyclonetheninja
03800d5e62 Jumpsuit sensors can now be toggled via a right-click verb.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@611 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-14 19:20:11 +00:00
daelith.rhedynfre
97e88523ba Added a new suit type:
The hazard vest

It's just a "reflective" vest that spawns in engineering and CE lockers. Doesn't do much yet, but more will be added sooner or later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@604 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-13 11:16:35 +00:00
morikou@gmail.com
490dc13666 Implants, Explosions, and Carps, Oh my!
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-13 04:26:17 +00:00
Rygzengrho
71118012b0 Reorganized and reworked admin_verbs.dm. Changed how Toggle Admin Verbs Visibility works.
Lowered how much running impacts nutrition.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@599 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-13 01:26:42 +00:00
n3ophyt3@gmail.com
20cbb1b800 Fixed radios not working if you have a PDA in your wear_id slot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@597 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-12 21:33:43 +00:00
n3ophyt3@gmail.com
2a7bbec0a7 PDAs no longer eat IDs if your active hand is full when you attempt to eject it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@596 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-12 21:10:53 +00:00
n3ophyt3@gmail.com
1b4d6517c7 You can now stick IDs in PDAs.
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
  While carrying an ID, a PDA can be used for almost everything an ID can.
    While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
    It is possible I missed some functions, but I was quite thorough in my sweep through the code.
    In the event of PDA destruction, any inserted ID is ejected unharmed.

It is now possible to stick PDAs in your jumpsuit's ID slot.
  Since PDAs are named, you can disguise yourself as someone else using one.
  Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-12 04:37:39 +00:00
Rygzengrho
222fd009e0 Added powerful objectives editing tool for admins.
Maximum temperature raise because of running for fat people is now limited.
Some code cleanups.
Added fuel canister with sprites (needs to be fixed, just like the bucket)
Added magboots inhand sprites.
Removed obsolete "fullness.dmi"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@589 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-11 01:53:25 +00:00
noisomehollow@lycos.com
0ee4ebf88c Shocking Grasp renamed Disintegrate. Effects are slightly changed and the target is turned into a pile of dust instead of gibbed.
Moved contents of oil.dmi into robots.dmi for consistency. Deleted oil.dmi.
New alien gibs as well as gibing animations for monkeys, aliens, and robots.
Disintegrate animations for monkeys, aliens, robots, and humans.
Updated clean bot to remove robot and alien gibs/blood/oil.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@588 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-11 01:23:42 +00:00
panurgomatic
01e31f39ab - Added Ripley mech.
- Added ID check for mechs.
- Custom mouse pointer test for combat mechs.
- Fixed atmo tank injectors showing "On hold" forever.
- Made max metal, glass and rods stack amounts global constants for easy tweaking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@576 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-09 12:54:25 +00:00
n3ophyt3@gmail.com
67afc064c3 Removed the ability to create unrobustable windowstacks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@574 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-09 04:55:21 +00:00
noisomehollow@lycos.com
0bbfc0bfa6 Added department headsets to secure lockers in engineering, security, detective, and medical.
Changed icons of RD and CMO secure closets.
Added a medical wardrobe closet to Med Bay.
Moved toy icons to toy.dmi.
Renamed Invisibility to Ethereal Jaunt.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@573 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-09 03:32:45 +00:00
noisomehollow@lycos.com
c66ed525ed Fixed the floating APC in Genetics.
Fixed the floating APC in Bar.
Added a light in Morgue hallway.
Lawyers no longer spawn in the vacant office.
Locker added to Kitchen storage room.
Kitchen Mule drop-off changed once again.
Universal enzyme added to Kitchen, removed one olive oil.
Hypospray for CMO re-added.
Exercise room made slightly larger with more chairs.
Genetics is no longer surrounded by r-walls inside Med Bay.
Vacant office had floor changed, along with removal of some items.
HoP now has a HoP jumpsuit in his locker.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@566 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-08 00:09:03 +00:00