* Added a simple bar-theme escape shuttle
Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.
* Changed drone's health to 3000
Bardrone is now strong, to cope from stray gunfire.
* Replaces banned variables with alternates
Step_[xy] is bad, mkay?
* Added STV5, the cramped transport shuttle
Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!
* Removed shuttle area from empty space on STV5
* Added cult shuttle
Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.
* Include the Narnar Shuttle
* Meat ferry added
Very basic, could probably use some love from a map wizard.
* Moved shuttle files to shuttles/ directory
* MAPS MOVED AND RENAMED
* Hyperfractal Gigashuttle
"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."
* I REGRET ADDING THESE
* Into templates you go
* Changed floors
* Hugbox supermatter, for map making
* Shuttles KINDA delete themselves
* Hats in hats in hats in hats in hats
* Use the hugbox supermatter in the shuttle
* Include the new verbs
* Include our new verbs
* Fixed runtime when deleting emergency shuttle
* Added to verb list
* Fixes more runtimes with deleting the shuttle
* Shuttle Destroy verb now functions
* Moved them out of the shuttles/ folder
* We'll need these docks later
* shuttle_import landmark datum made
* Changes z2 to TGM format and adds shuttle_import landmark
* SHUTTLE IMPORT VERB
Is this it? Are we there?
* Some compile fixes
* Emergency bar map updated
* Updated cramped shuttle
* Updated narnar shuttle
* Supermatter shuttle updated
* Meat ferry updated
* Debugging information included
* Debug code, QDEL hints
* Minor updates to collection of maps
* May as well use the snowflake drone code
PICK YOUR OWN BARKEEPING HAT.
* The Lighthouse
*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!
* Made supermatter hallucination too powerful
* Added force argument for docking testing
* Added emergency backup shuttle
Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.
* Added templates for existing shuttles
* Backup shuttle used if emergency shuttle deleted
* Added backup shuttle transit space
Don't know why transit spaces aren't dynamically generated, to be
honest.
* Hyperfractal Gigashuttle improved
More radiation lockers, chairs which makes it "safer".
* Added Shuttle Under Construction
The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.
* Added warnings for shuttle interaction
ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?
I mean, I really don't know what will happen, and it's probably
nothing good.
* Snappop(tm)!
Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!
* Fixed horrific experiment icon, added gambling spawner
* Candle changes
Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.
* Shuttle can dock if already docked
* Fixing bugs with shuttle import
Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.
* Admin notice, unload bad template
* Fixes problems with some shuttles
* Warning message if roundstart dock failed
* Compiles.
* Inform admins of shuttle problems
* Names for shuttles, minor tweaks
* Moved shuttle templates to shuttles/
* Version numbers are lame
* Shuttle datums
* Shuttle manipulator barebones
It doesn't do anything at the moment.
* Added shuttle manipulator to Z2
It still doesn't do anything yet, but it looks pretty.
* Use GetAllContents(), don't delete ghosts
* Fixes bug where nothing would actually load
* Cancel button on Destroy Shuttle
* Fixed birdboat shuttle overwriting bar shuttle
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
- Fixes hostile animals weakening non carbons, and adjusted weakening values 1958.
- fixes being able to drop defib paddle by resting, fix a runtime linked to this.
- can no longer pick card from deck while resting, same for paper bin and bedsheet bin.
- examining extinguisher and atmos watertank nozzle gives you the amount of water remaining.
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
Added superclass invoke for the arcane tome
Added superclass invoke to light switches, removed it's (unused) description.
FLightswitch description repetition derp
examine superclass invoke for gas flow meter, space heater, fire extinguishers, grenades/IEDs, fancy boxes and welder. Changed description for welder and fire extinguisher to show their content in a similar style.
Fixed tank, linen bins and janicart description, and added welder of previous commit (forgot to commit it)
REMOVED icon in mop_bucket description (now provided by item class).
REMOVED unused examine() override in clothing/gloves
REMOVED custom examine() for glass/rag
CHANGED using examine superclass on paperwork/paperbin, removed redundant description code
CHANGED examine superclass for power/apc
ADDED universal maxcharge readout for all the powercell types.
CHANGED using examine superclass on machinery/light, removed redundant description code
FIXED weapon/virusdish use a description field.
TWEAK lowercased some of the portable generators.
Fixed improperness of pacman names
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color
Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()
Map changes are due to pipe instances being changed from color to pipe_color
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
This adds two atom procs, attack_tk() and attack_self_tk(). attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.
Removes the functionality where entering throw mode would create a tk grab, as it is redundant.
As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs
As a default, attack_self_tk does nothing. An attack_self_tk was added to closets to open and close them since that's a common thing.
The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash
This is INCOMPLETE. Adding proper TK interaction to everything is something best done in pieces.
In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way. Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.
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
Changed the tank dispenser path from /obj/machinery/dispenser to /obj/structure/dispenser.
Fixed a bedsheet bin bug.
Updated the map and away missions.
Removed assistantChamber.dmm and desert.dmm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4906 316c924e-a436-60f5-8080-3fe189b3f50e
Standardised airlock_control.dm, and removed some useless spawn()s.
Updated a few things in paperbin.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4891 316c924e-a436-60f5-8080-3fe189b3f50e
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.
I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.
I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate
I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.
While I'm certain this is all good, I'll apologize now if files or paths end up broken.
Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e