-Makes grass a normal grown object, tiles are made via attackby. Removes the specialized code needed to handle harvesting floortiles.
-Adjusts seed sprites in the .dmi to be consistent, and adds code to randomize their position on the map.
-Adds biotech level 1 to wood tiles to match grass tiles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5622 316c924e-a436-60f5-8080-3fe189b3f50e
- Time to tidy up my old projects: Moved a few of my old, unfinished projects to unused: liquid simulation, brewing, heavy cables and logic gates/cables.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5621 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1219. Cloning Scanner Popping Out Prematurely
Fixes issue 1182. Using wrapping paper on a bodybag
Fixes issue 1238. Reading while blind (fixes paper, photographs, and books)
Fixes issue 1253. Braindead message when converting non braindead people (rev)
Fixes issue 1188. Head revs converting unconscious people
Added is_blind(A) as a helper proc for blindness. It returns 1 if A is a fully blinded carbon mob.
Updated the loot spawner to use a list instead of a text string.
Updated gun reloading to use text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5619 316c924e-a436-60f5-8080-3fe189b3f50e
I've added some asserts with a short bit of information to help figure out why camera network lists magically become null.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5613 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1172. Janicarts disappear in foam
Foam is now TURF_LAYER + 0.1
Fixes issue 1248. Wirecuterrs disappearing (with gift wrap)
Gift wrap is now applied on top of an already wrapped package, to make it pretty.
Standardised sortingmachinery.dm.
Commented out some areas from the the_station_areas list which are no longer present on the station.
Added the energetic flux (revamped blackhole event) and mass hallucination event. Both are pretty mild.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5611 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved explosion capping to explosion code, overridable by setting a proc parameter, which defaults to off, obviously.
- Reduced r-walls' explosion resistance from 25 to 15. They can now be destroyed by strong bombs.
- Added liquid processing to the sun part of the MC
- Added additional calls to atmos processing to the MC. You can enable this by (manually, with the debug controller verb) enabling the fast_atmos_1 .. 3 variables in the configuration datum. The intent of this is to enable it in a few rounds to see if it is possible to make atmos calls more common.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5607 316c924e-a436-60f5-8080-3fe189b3f50e
Added a missing 's' in the name of an artificer spell. Fixes issue 1256.
Moved construct spells out of wizard.dm and into construct_spells.dm because I do -not- like wasting so much time trying to find something because someone was too lazy to keep their stuff organized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5605 316c924e-a436-60f5-8080-3fe189b3f50e
Moved some unticked files into code/unused.
/code/datums/organs/pain.dm
/code/datums/diseases/alien_embryo.dm
/code/game/objects/effects/biomass_rift.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5604 316c924e-a436-60f5-8080-3fe189b3f50e
Medical PDAs should now have a green stripe
Fixed a misplaced /area/ issue in the Warden's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5602 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
var/network = string is now var/list/network = list().
I've also added a "network_multi" var which is a string. This is specifically for placing cameras on a map that you want to put on multiple networks. Apparently DM's map maker doesn't support lists, so just type them all in as a string and camera/initialize() will take care of the rest.
Input the networks with commas seperating them, for example: "SS13,RD,Secret,Prison,Ect"
I fixed a few issues while editing the cameras on the map as well.
Both maps:
- Re-added the telescreen in the misc research room that got removed at some point. (Thanks to Ikarrus for pointing this out)
- Any room that had 2 cameras (one for each network) were merged into one camera with the new network lists.
- - Permabrig-hallway (SS13, Prison)
- - Every room in R&D (including robotics) (SS13, RD)
- - The bomb testing range (RD, Toxins)
tgstation.2.1.1.dmm:
- Added a missing wire in engineering-sec (Thanks to SuperSayu for pointing this out)
- Fixed some mis-orientated firelocks. (Thanks to Intigracy for pointing this out)
- - The mining door between cargo and mining
- - The door between the hallway and the engineering lobby
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5596 316c924e-a436-60f5-8080-3fe189b3f50e
- Gave engineer vending machines air alarm electronics.
- Replaced a magic number with what it is defined by.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5592 316c924e-a436-60f5-8080-3fe189b3f50e
They also added extra checks to
-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)
Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
Reasoning in this thread
http://forums.nanotrasen.com/viewtopic.php?f=18&t=11894
If people really want to make viruses garbage collected instead then whatever I guess, but I still think not having those 500 viruses at all is better than them being spawned, processing, then being garbage collected (or deleted after all if anyone cleans the decals).
Should probably look into lessening the vomit rate as well.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5579 316c924e-a436-60f5-8080-3fe189b3f50e
- Added killswitches to all Enter() and Entered() procs to try to determine if movement is the source of all the constant lag we're having. Toggle the killswitch with the 'disable all movement' verb, available in debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5571 316c924e-a436-60f5-8080-3fe189b3f50e
How is this an improvement? Before we looped through every possible reaction to see if a reaction would occure with our list of reagents. Now we already make a list of reagents which can have a reactions, cutting down on searching every single time. This will decrease the loop expensive iterations from 100s to only a handful.
How does it work? We format our chemical_reactions_list like this:
chemical_reactions_list[reagent_id] = list()
And then we fill that list of possible reactions. Thanks to Exadv1, to cut down on redundancy we only need to have a reaction in a single list at a single time, because our handle_reaction() loop will handle that.
Here is a paste of the structure of the list on runtime. http://privatepaste.com/327bb61628
(has: = an entry in the list that it is nested in)
- Fixed mecha weapons shooting over people lying down.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5569 316c924e-a436-60f5-8080-3fe189b3f50e
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
Golems get head protection from their suit now and have their head slot clear so you can tell em apart with hats.
Fixed a typo related to slime surgery that I assume has been around since metroids were added how did nobody notice this thanks Failcakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5563 316c924e-a436-60f5-8080-3fe189b3f50e
- To help further lower the cost of this proc I have lowered the default intercom range to 2. I then added consistency of not being able to use an intercom from across the room by adding a check for distance, using the same variable as the intercom range.
- Committing a fix by VistaPOWA for the changeling sting drink. You should be able to create it now by mixing screwdrivercocktail, limejuice and lemonjuice.
Before it was orangejuice, limejuice, lemonuice and vodka but orangejuice and vodka would mix first to create screwdrivercocktail.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5560 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spellbook define into spellbook.dm, in the wizard gamemode folder.
Moved the old spells.dm to unused.
Added some new guns to summon guns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5549 316c924e-a436-60f5-8080-3fe189b3f50e
- Fix for retaliating hostile mobs to not attack itself.
- Grammar fix for goats and cows.
- Fix for malfunction and continuous rounds; which doesn't stop the count down timer when the AI dies.
- Spiderlings won't grow inside vents and spiderlings are much easier to kill, can be shot with a projectile and display a message after dying.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5548 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new syndicate bundle option, the smooth operator. Includes a pistol, silencer, clean up gear, and the ever essential suit and new formal shoes, with sprites by Flashkirby.
Currently the shoes are only used by smooth operators, but I'm gonna ask Ikarrus to put some on the latest map when he's done with it.
Changed the 9mm casing to use midbullet2, as weakbullet is just pathetic.
Removed /obj/item/weapon/glass, on account of it being awful and unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5543 316c924e-a436-60f5-8080-3fe189b3f50e
In totally unrelated news, added a horse mask.
Improved say.dm, so that adding more mask voicechanging snowflake code shouldn't have quite such a big impact.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5534 316c924e-a436-60f5-8080-3fe189b3f50e
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders.
- Spiderlings will ventcrawl, so they can spread over the station pretty fast.
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you
= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help).
- Goats can also be milked, but have a nasty temperament.
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy).
- All three are orderable via QM.
My changes:
- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e