>type mismatches in cigarette/attack()
>mob overlays now update correctly when lighting somebody else's cigarette/cigar/pipe/etc
>removed some copypasta procs (pipe/light(), pipe/attackby() and cigar/attackby())
Signed-off-by: carnie <elly1989@rocketmail.com>
-Dualsabers now come in the alternate colors, sprites courtesy of mjrseph.
-Adds the Vealrender, a harmless and goofy version of the veilrender, courtesy of supersayu. You can possibly find it in mining asteroid surprise rooms.
-*flap and *aflap are gender sensitive now, whoa!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5834 316c924e-a436-60f5-8080-3fe189b3f50e
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.
Formally renames the "hurt" intent to "harm", in line with everything else in the world.
Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)
Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 316c924e-a436-60f5-8080-3fe189b3f50e
Removed targeting hands and feet. Those areas now go to arms and legs instead.
Updated the zone_sel.dmi icon_states for this.
MouseDown() is now completely unused. From the Byond ref:
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided."
Fixes issue 1378. Carbon jetpacks are used as internals
Back tanks are now checked last when searching for internals.
Moved var/foldable from /obj/item/weapon/storage to ..storage/box.
Changed verb/quick_equip() to be on humans instead of all mobs (it was only usable by humans anyway.)
Updated locker resist code a little bit, mainly removing a spawn(0).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5819 316c924e-a436-60f5-8080-3fe189b3f50e
Committing for Ricotez:
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12054
This adds a verb to the RCD which allows the player to select which type of airlock it spits out.
I've set the hand-held RCD is set to create any colour airlock while the borg's RCD can only spawn the default glass and solid airlock. The reason for this is that the borg has no way to change the ID requirements of the door and the borg's RCD is already vastly superior to the handheld version because of how it draws power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5812 316c924e-a436-60f5-8080-3fe189b3f50e
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)
TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.
JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.
Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
Wizard staffs, SAW, combat shotgun still don't
Added the Mjollnir and Singularity Hammer. Just silly melee weapons I coded/sprited for fun. Both are using the Mjollnir's sprites currently though I didn't have it in me to make a billion more inhands for the Singularity Hammer.
Mjollnir shocks the target and hurls them away/spews lightning around.
Singularity Hammer pulls everything nearby in towards the target.
Don't really have plans to balance them or make them obtainable in game but I thought as long as I'd coded them some admin or another may enjoy trading them to antags/giving them to the chaplain etc.
Lowered fireballs cooldown and decreased its explosion size (so wizards can use it without killing themselves by causing hull breaches)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5805 316c924e-a436-60f5-8080-3fe189b3f50e
- Committed carn's fix to events happening every 5 minutes, on the dot.
- Changed some more turf which play sound so they do not play to everyone in the area.
- Made the join screen a little bigger for the "view player polls" option.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5801 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved some fingerprint procs to detective_work.dm.
- Removed some unnecessary del() usage in the detective code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5800 316c924e-a436-60f5-8080-3fe189b3f50e
-Novaflowers can be ground for capsaicin, and they do some slight burn damage if you pick them up without gloves.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5778 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a bug with C4 not causing an explosion around a target, which is a mob.
- Fixed not being able to put para/sleepy pens on your ear.
- Added a delete proc for reagents (the container) which will garbage collect it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5772 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1316. Operating Computer broken
Updated the surgical drill sprite.
Removed code/game/objects/items/weapons/surgery_tools.dm, as the tools have now been moved to the surgery module.
Removed the music folder, as it has been empty and unused since the beginning of time.
Path changes:
/obj/machinery/optable > /obj/structure/optable
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5748 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps.
Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs.
Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables.
Added a surgical apron, using old sprites by matty.
Updated the map:
Removed the note with spell descriptions from the wizard's den for Kor.
Updated the operating room.
Updated xenobio to have appropriate tools for slime surgery.
Path changes:
/obj/item/brain > /obj/item/organ/brain
/obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix
/obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e
You can buy a contract from the spellbook, same as any other artefact. Using the contract will pull a ghost (with wizard set to yes in preferences) and have them become the apprentice. The person using the contract chooses from 3 sets of 2 spells each for the new apprentice to learn. The sets are as follows:
Destruction: fireball/magic missile
Bluespace manipulation: jaunt/teleport
Robeless: knock/mindswap
The apprentice chooses their name and gets an objective to keep the wizard alive. For game ticker purposes, they count as traitors, so the round will still end if the main wizard dies. The apprentice spawns in normal blue robes and with a one use telescroll in their pocket.
If the contract is unable to find a ghost to become a wizard it will remain usable until it spawns one successfully. If the wizard changes their mind/there are no ghosts available, they can attack the spellbook with an unused contract to refund their spell point.
Redid the spellbook to have descriptions of spells visible before purchasing/fixed some of the cooldown times (from memory, some may still be wrong).
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5702 316c924e-a436-60f5-8080-3fe189b3f50e
- Gave the c4 a little bit more power.
- Added a new icon for the staff of animation. Created by Teh Wolf.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5698 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes some misc typos and a bug with examining tower cap logs that nobody ever noticed anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5685 316c924e-a436-60f5-8080-3fe189b3f50e
-Revheads can once again re-convert de-converted revs (that are not loyalty implanted)
-Updated changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5683 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed a check for a certain amount of toxins on the tank, it was buggy because the var that was using didn't represented the amount on plasma based on pressure and temperature changes (hot air is bigger than cold air!) and it was unnecessary too, it didn't affected the tank contents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5677 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the allowed w_class things in secure briefcases. Equalized the amount of stuff you can put in a briefcase with the backpack.
- The staff of animation will turn animations onto their side, if they were created by a different user.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5658 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12096
> UpdateAffectingLights() is a bit less silly. It now uses oview() to find lights which could be shining on it. It only searches a maximum of LIGHTING_MAX_LUMINOSITY_STATIC-1 away from itself, as this is all it needs to do (reducing the number of atoms it searches/lights it updates).
> UpdateAffectingLights() is called more sensibly, generally it will only be called when opacity actually changes on a lit turf (or something in a lit turf), as opposed to before where it would be called simply if something was opaque.
> Fixes a typo in cheap_hypotenuse(), it will now work correctly.
> Added circular lighting (using cheap_hypotenuse, a cheap linear approximation of pythagoras theorem). Old square lighting is toggable by commenting out #define LIGHTING_CIRCULAR
> Wall-fixed lighting will break when Move()ed. This means their lighting will not be updating whilst the singulo is on a rampage (which would cause lots of lighting updates). This should help reduce lighting updates a fair bit in such circumstances. Also the lord of darkness actually creates darkness! omg
>Halved the theoretical number of calls to UpdateAffectingLights() by turfs being deleted/created (aka replaced), by moving relevant code from New/Del into ChangeTurf(). Tidied ChangeTurf up a little.
>SpaceVines now update opacity correctly (this somewhat worries me though)
>Reduced the range of dynamic lighting effects for most objects. Fixed the bug where mob luminosity could try to go negative when dropping many held active flashlights.
>Space area no longer uses dynamic lighting. (at request)
>Fewer shades of darkness (reduced from 7 to 6) - means fewer shift_to_subarea calls and makes lower luminosity lights appear brighter
>Turfs can be luminous, removed the warnings. capped luminosity effects of turfs to a radius of 1.
>PDAS ARE NO LONGER SUNS!
>ChangeTurf() no longer replaces turfs with turfs of the same type. This means that singulos will no longer replace space with space with space over and over and over every tick
>there is a cpu-usage cap thingy on the lighting process(). It's currently set to (a ridiculously high) 98. This simply stops the process attempting to do any more work when the server is already dying. If you're feeling brave you could probably reduce further.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5650 316c924e-a436-60f5-8080-3fe189b3f50e
-Enables violet paint, adds violet paint icon.
-The shades of the paint colors are much less offensive to the eye.
-Fixes badly aligned paint inhands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5641 316c924e-a436-60f5-8080-3fe189b3f50e
-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
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
- 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
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