Commit Graph

95 Commits

Author SHA1 Message Date
Jordie
272038e2e7 Xray guns unique and buildable 2013-10-09 01:31:39 +11:00
KazeEspada
27bc778449 Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-23 13:37:00 -07:00
KazeEspada
38d7374bc2 Makes circuits into type paths. Dna modifiers had a bad string that showed up when converted into a type path. Power monitors are now actually computers. Makes smashing computers red. 2013-09-21 14:41:50 -07:00
Aranclanos
ef427aff91 Merge pull request #1318 from ACCount12/master
Shotgun dart overhaul, #1181 fixed, NOREACT flag removed from mobs
2013-09-20 00:33:36 -07:00
KazeEspada
cbb041637b Merge branch 'master' of https://github.com/tgstation/-tg-station into computers 2013-09-17 16:43:19 -07:00
supersayu
4c44e7cd89 Glove update
Integrates gloves into click code.  Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand().  It can also occur when you click on something at range, so be sure to check the proximity flag.

Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.

Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
2013-09-17 18:19:13 -04:00
KazeEspada
630a691c6d Cleans up computer code severely. fixes issue #1004. Aliens and Monkeys can now smash computers. However, this only applies to computers with buildable circuit boards. Computers without boards are now impervious to attack and deconstruction(can't steal atmos computers or slash up the escape shuttle computer).
Hologram computer has been moved to unused. It has some interesting ideas, but it needs sprites and fix up.
2013-09-17 13:22:39 -07:00
ACCount12
c4941e6eca Removed notele module from designs 2013-09-06 15:06:19 -07:00
Aranclanos
0ce01d1583 Adding Linda. 2013-08-10 06:15:14 -03:00
Jordie0608
30bf6b2099 Update designs.dm 2013-07-18 02:56:46 +10:00
Malkevin
01f2af5bed Welding gas mask
Adds a new item to RnD which is a gasmask with integrated welding visor.
Requires low level (2) of Engineering and Materials, 4000 metal, 2000 glass (1000 more of each compared to a standard welding helmet), fits in the mask slot.

The idea behind this is that it will give engineers the functionality of Rig Helmets (head lamp and welding visor, and free eye slot for mesons) when combined with a hard hat.

Included some placeholder sprites:
https://dl.dropboxusercontent.com/u/95696802/Commits/weldinggasmask.png
2013-06-19 18:05:12 +01:00
Ikarrus
1518d285e7 Standardized spelling of all instances of "Centcom"
Centcomm/CentComm -> Centcom
centcomm -> centcom
2013-06-17 20:49:01 -06:00
carnie
b84d12d949 *Small tidy-up of various helper procs*
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()

*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
2013-05-27 12:21:43 +01:00
Cheridan
0c47147ab1 Phase 2 of my master plan:
-Adds a Service headset channel, given to the botanists, barman, and chef. The HoP also gets the service channel on his headset.

Note: The Service Preset Server will have to be added to Telecomms on the map before the channel is usable. I'll put up the map when/if this gets merged.
2013-05-13 12:20:12 -05:00
Aranclanos
e016f9a3c9 Fixes circuit printers not accepting acid. Their afterattack() was being ignored. 2013-04-01 22:32:24 -03:00
Sieve
29067b0139 Final Version of DesignHasReqs
Massive optimization on the DesignHasReqs() proc, cuts it down to the
bare minimum while still retaining its function. Testing using the
profile showed a 92% reduction in SelfCPU at 151000 calls.
2013-03-26 13:20:33 -05:00
Sieve
d19bf16351 Trying to fix Git goddamn 2013-03-25 14:13:22 -05:00
giacomand@gmail.com
46dc7d6084 Committing Faerdan's UI overhaul. Includes a UI browser class to easily manage and standardize user interfaces. This first release does not convert all the user interfaces in the game but only most of them. You can find samples of these user interfaces here: http://imgur.com/a/5dr6E
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5794 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-27 20:02:42 +00:00
rockdtben@gmail.com
793e547be8 A supplement to what Nodrak had done in https://code.google.com/p/tgstation13/source/detail?r=5732#
Now the server will be refreshed in process() only when there is a change.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5738 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-19 00:44:53 +00:00
ericgfwong@hotmail.com
3b2250f2c2 Committing tgstation.2.1.2:
The AI has been moved to Research Division, and Telecoms has been moved into the former AI chamber. Affected areas: Telecoms Satellite, Research Division South & Command Sector.

-Reduced tech levels of subspace equipment
-Removed CE's teleporter access (No longer needed to access tcomms)
-Reduced grey space suit slowdown
-Increased voidsuit slowdown
-Engineering and mining hardsuits hold different equipment now

-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5734 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-18 21:09:30 +00:00
johnsonmt88@gmail.com
b38ad70e83 Removed the griefProtection() proc from R&D server/process(). Any proc that deletes/damages files will already call it, and in some cases, call it more than once. This should reduce the number of proc calls to designHasReqs() and TechHasReqs() by a million or two per round.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5732 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-18 17:03:17 +00:00
aranclanos@hotmail.com
569378878d Runtime fix for trying to build invalid objects and circuits on the protolathe and circuit imprinter, respectively.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5576 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-18 19:17:08 +00:00
giacomand@gmail.com
71ba8dfcd2 - Fixed design IDs not being unique. They should be constructable now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5568 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-17 14:07:03 +00:00
aranclanos@hotmail.com
75b8a38977 Runtime fix for inputing the number of sheets that you want to add into a protolathe, when the sheet doesn't exist.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5486 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 12:06:31 +00:00
giacomand@gmail.com
78cc7379d4 Made fires be garbage collected and not hard deleted on demand.
Committing for S0ldi3rKr4s0 (I hate your name).

Fixes some typos in blueprints.dm, designs.dm, dna_mutations.dm, gift_wrappaper.dm and research.dm.
Gives minerborg some eyes to signify activity (finally)
Made pAI cards need only programming 2.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5452 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-02 17:30:40 +00:00
giacomand@gmail.com
3e24586d6b -Work done on facehuggers to stop them from being buggy if they're sterile or in a bag. Added icon sprites for inactive facehuggers when they're on a person, meaning they won't turn invisible.
Fixes Issue 1052
Fixes Issue 1065

-Added a world limit for blueprints naming areas.
-Fixed a wrongfully named research design.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5394 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-24 19:56:20 +00:00
johnsonmt88@gmail.com
cab176618a Runtime fixes:
Fixed a runtime caused by someone holding an input window open with the RD Core Computer.

Fixed a runtime caused by an area being null... I have no idea how this is even possible. Tracking the source of the problem will take ages.

Added a check for range and source in hear(). Again.. I'm not sure how this ever even fails. This may also fix a runtime in say() code where it's trying to compare a list of objects to the character "0".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5282 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-08 01:14:50 +00:00
aranclanos@hotmail.com
0258d5be22 -Changed all minerals path from /obj/item/stack/sheet to /obj/item/stack/sheet/mineral. (This change excludes glass, Rglass, metal and plasteel)
-Reduced the chunks of code about minerals in door_assembly.dm

Preeeetty much this commit is just to update all the files to the new path of the minerals. From here, if I can, I'll start changing one by one to remove the huge chunks of code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5087 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-16 15:00:09 +00:00
Kortgstation@gmail.com
ab4c92e066 Using summon guns gives a message to the the user to confirm it working.
Added a new borg upgrade module which requires illegal tech and combat tech to make. It allows you to give them their emagged equipment without fucking with their laws.

New LMG by Ausops (both sprites and code). Right now appears only in Summon Guns, but may appear elsewhere in time.

Grilles now have a bullet act, so they no longer magically absorb infinite bullets.

Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5037 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-11 07:43:49 +00:00
baloh.matevz
abad9978b2 - Fixed the revision number not showing properly. Hopefully it's fixed for good this time, as it works off of logic, instead of line numbers.
- Standardized the database library code
- Deleted a few unused database related files (karma and forum activation), so they won't get in my way later. They work off of no longer existent database tables.
- Made it so the server maintains a constant connection with the database, which is established on world/New() and never broken, until the server ends. If 5 consecutive database connection attempts result in no connection getting established, the server will not attempt any more connections. Made all existing database connections use the global continuous connections. Currently we need two, as we have two databases, but the old database is going to get moved into the new one.
- Fixed the spaghetti-like report in the permissions panel, which happened when someone had many permissions enabled.
- Added database connection reports to display to dream daemon on server startup.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5015 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-06 17:21:13 +00:00
sieve32@gmail.com
3dc80af872 - Based on the 'nerf' to energy relays, they no longer require Illegal Tech to build, and instead a mech clusterbang launcher takes its place for Illegal Tech. Do note however, that this launcher cannot reload, so it would have to be replaced with a new one in order to fire again. Hopefully that would provide some semblance of balance without gimping it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4983 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-30 04:25:21 +00:00
elly1989@rocketmail.com
4d9876fd65 Fixes issues with pen bbcode. Replacetext did not work correctly after I changed text2list - (It was missing 'needles' at the beginning of 'haystacks').
>dd_replacetext and dd_replacetext_case are now replacetext and replacetextEx respectively.
>replacetext and replacetextEx works using strings only; it doesn't convert it into a list and then back into a string.

Fixes some dumb-dumbs in textlist and text2listEx
> "<" where there should be a "<="
> no else case for when the separator is longer than the text (causing empty lists to be returned)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4971 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-27 21:21:17 +00:00
giacomand@gmail.com
6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
elly1989@rocketmail.com
7b720a20b6 >Moved most of the helper procs into code/__HELPERS. If you see ANYTHING generic enough to be a helper proc just throw it in there and help purge the copypasta 5ever
>Replaced dd_text2list, dd_text2listcase, tg_text2listcase and tg_text2list with text2list and text2listEx. text2list will return a list of each and every character in the string if you set separator=""
>added return_file_text(filepath) which returns text from a file after doing some checks: does the file exist? is the file empty? It prints helpful error messages to the world.log if it runs into problems
>Replaced dd_file2list(filepath, seperator) with file2list(filepath, seperator). It just calls text2list(return_file_text(filepath), seperator). rather than copypasta
>Replaced time_stamp() so it's not as retarded
>Lots of the world setup stuff uses file2list now, rather than file2text -> sanity -> text2list
>Added error() warning() testing() procs. These print messages to world.log with a prefix. e.g. ## ERROR: msg.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4948 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 14:39:36 +00:00
sieve32@gmail.com
8c387f2158 -Made all contructs children of /mob/living/simple_animal/construct and changed the type paths as needed
-Now when examining someone you can tell if their brain is missing, and it doesn't give the 'catatonic' part (Because the player is in a different mob and it's kind of misleading)
-Committed Lugar223's patch for the temperature gun, preventing the window from re-opening as it heats up/cools down
Fixes Issue 900
-Fixed the issue where dead players could use pAI carts if they left the window open
Fixes Issue 967
-Changed how the Destructive Analyzer handles sheets, now it will only deconstruct 1 sheet out of the stack at a time. Also found a bug where it would destroy its own components, so that is fixed as well.
Fixes Issue 989
-Secborgs can no longer put their stun baton or energy gun in rechargers, added a check for /mob/living/silicon
Fixes Issue 972

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-04 22:08:27 +00:00
elly1989@rocketmail.com
73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
sieve32@gmail.com
c62bdf0a6e -Cleaned up sacrificing again so it didn't rely on hasvar()
-Made a variation of hasvar(), creatively named has_var(), intended for objects versus datums, and the var name is case sensitive
-Clean up mech fabricator code considerably, the terrible switches are all gone, and I was able to make it more robust at the same time. Now, if a junk item is added to the mech fab then it will remove it in 1 of 2 places, either when you call for the queue to be displayed (Will throw it out then rebuild the queue) or when it is processing the queue (Will throw it out then reprocess the building), so now you won't even see the shit that finds its way in there.
-Made the add_part_to_set() useful, now instead of dumping everything in the "Exosuit Equipment" category, it checks if the design's category matches one of the part sets, then adds it to said set if it does (All others get dumped into "Misc"). Right now there isn't much through, mostly just moving MMIs, cells, etc... to the "Misc" set, but this would be easy to use with any other system that handles designs
-Little bit of OCD here, but I noticed that the cells on the map were all 'crap' cells, even though they had 1.5x the charge of a high-capacity cell, so I changed them all to high-capacity cells with the added capacity

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4395 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 18:53:28 +00:00
giacomand@gmail.com
059df7ef65 -Renamed "acid" to "sacid"
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:38:06 +00:00
baloh.matevz
e6f7615342 - Standardized the code in code/modules/research
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4243 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 06:01:55 +00:00
giacomand@gmail.com
b0d2af457e -Added the new Telecomms circuit boards.
-Made the boards researchable.
-Misc things with Telecomms

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4223 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 22:48:35 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
giacomand@gmail.com
82886383e3 -Fixed issue 673, it will delete the glass if none remains.
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 16:08:05 +00:00
johnsonmt88@gmail.com
d6c2550d40 Updated some paths that were no longer valid. Fixes Issue 669.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4120 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-19 20:28:01 +00:00
sieve32@gmail.com
916bb8e617 Fix for the RnD consoles/servers become Ramp'D Machines, for some reason it appeared that the instances on the map were being automagically sanitized, but making them instances in the code seems to have fixed it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4001 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-06 12:15:29 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
sieve32@gmail.com
e8851bddf9 More bugfixes!
-Fixes an issue with protolathes being able to be loaded forever
-Adds 3 pairs of Mesons to the EngiVend to compensate for all the missing engineering lockers
-Changed the spawn order for lasertag closets (So you can actually click the different items)
-Makes lasertag turrets and ED-209's much more efficient, prevents them from shooting at downed people, they don't target 'criminals', they cannot be used by the opposing team, most options are auto-magically set on creation and the buttons to change them are disabled (Everything but the on/off and the patrol for ED's, for now), and when emagged, they fire 'omnitag' bolts (Stuns everyone with a vest)
-Gave blue lasertag bolts their own sprite to match the style of the red tags
-Nerfed the amount of radiation from the radium and uranium reagents

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3866 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 02:00:02 +00:00
johnsonmt88@gmail.com
5bcef5af65 Removed the rd-core computer's process()
- All it contained was some anti-griefing protection.
- The protection is now only called when needed, not every tick.
- This should eliminate hundreds of proc calls every tick.
- Note: There will likely be no noticeable lag reduction from this change, but every little bit helps.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3845 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 20:10:22 +00:00
vageyenaman@gmail.com
449610bee2 Committing a patch for Giacom. See details here:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9018

Also some very small metroid changes to make them more balanced and less KILL KILL KILL.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3839 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 06:11:14 +00:00
ericgfwong@hotmail.com
e8161929d1 -Removed QM office maint door. Too many doors in that area.
-Mesons can now be produced at R&D

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3810 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 03:45:04 +00:00