make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial
to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and
sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
Revision: r3454
Author: d_h2...@yahoo.com
Date: Apr 13, 2012
tidy and efficient than calling isDay everywhere. It defaults to disabled. It
can be enabled by uncommenting ALLOW_HOLIDAYS in config/config.txt
I've added no content just the foundations. All it does is give the station a
holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.
Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it
for now (there's not much point as there's no content yet anyway). It's mainly
for bugtesting.
Foundations are there to create holiday random events and round-start stuff so
we can keep everything together. Check out code/game/gamemodes/events/holidays !
NOTE: This is intended for easter eggs! Little trinkets and such to make these
days special. It IS NOT for spawning grief items and game-changing stuff. If you
REALLY want to add stuff like that, please speak to the project heads. If it's
used for spawning bullshit like poop or grief items I'll just remove my code.
Thanks.
Happy Friday 13th :)
Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only
happens for the person holding them.
Revision: r3450
Author: elly1...@rocketmail.com
Date: Apr 13, 2012
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.
Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!
Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt
Fixed a derp in isday where it was fetching the month instead of the day.
Removed medal references from Gib()
Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: elly1...@rocketmail.com
Date: Apr 12, 2012
People being able to move while resting/lying
◘What caused it:
When a user decided to press "rest", a single variable, resting, was switched
from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw
the mob resting && his weakness being 0 or less, it would just give him 2
seconds of being-weak, through Weaken(2). Later on, the proc called
update_canmove() to see if the guy had the ability to move due to weakness but
also due to reagents/drugs/sleep etc.
At every tick, this proc also reduced mob.weakness by 1.
The chain that led to the problem was:
○User decides to rest
○resting is set to 1, handle_regular_status_updates() runs
○Proc sees that the user's resting var == 1. Does mob.weakness = 2
○Proc handles weakness. mob.weakness -= 1. It is now 1.
○update_canmove() is blind to resting, though sees that there's weakness. Sets
canmove to 0
○Proc runs again the following second
○Proc sees user is resting.
○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1.
○Proc handles weakness, mob.weakness-=1. It is now 0.
○update_canmove() now sees that there's no weakness, and sets canmove to 1,
even though the user is still resting & lying
○For a second, the user is able to roll around on his lying butt
○Proc runs again, giving Weaken(2) and disables movement again, and the circle
repeats.
◘How it got fixed:
Made update_canmove() not blind to resting. I don't like this solution, as
resting still equals weakening and there's wasted processing, albeit miniscule.
I will try to work on something better.
◘Sleep can now go over 1 again, some dumb shit did not realise this and led to
sleep being weak as hell. You can now put people to permanent sleep through
anaesthetic gasses and toxins. Deciding to sleep will put you out for 20.
Deciding to faint will put you out for 10.
Revision: r3442
Author: polyxenitopalidou
Temp-fix for mob/say.dm It's being sent null from Tcomms, so I'll leave it to
somebody with experience with that.
Fix for items bein in your inventory and on the floor
Fix to stop people pulling themselves and causing runtimes (lol)
Fixes a bunch of stuff in the flash code. EMPs will now cause flashes to flash
their holder. They don't runtime when flashing cadavers. They don't runtime when
being EMPed. They will (hopefully) rev those select few buggy people who weren't
getting reved previously. (I can't fix that totally without playing with a bunch
of mind stuff)
Fix for throwing nothing. :P
Fix for removing tanks that don't exist from transfer valves.
Revision: r3441
Author: elly1...@rocketmail.com
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()
runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")
Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm
Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.
All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.
Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: elly1...@rocketmail.com
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab.
- Late-joiners now see round duration.
- Late-joiners are warned if the shuttle is not recallable or has already left
to Centcomm.
- Added the little red X to the top corner of the late-join job list window
- Supply shuttle derp fix
- Removed duplicate mining shuttle code that was inside atmos computer stuff
- - This should fix the player seeing both the 'Shuttle has been sent' and 'The
shuttle is already moving' messages.
- Updated changelog
Revision: r3433
Author: johnsonmt88
terrible additional lag, given that the master controller doesn't actually fire
that often, and can also give us a clue as to what part of the controller has
died in case of failure
Modifies do_after to something that fires a lot less, and is hopefully more
robust against infinite loops. It is now theoretically possible to run around
and then come back to the same place and have it complete, but that's only
really valid for extremely long times (like handcuff removal) and if you get
lucky and dodge one of the timed checks.
Revision: r3421
Author: VivianFoxfoot
goodies. (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again. Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: VivianFoxfoot
in the admins module folder.
All of the files are unticked, and could potentially be buggy.
If you are testing them, copy them over to the admins module folder, and
overwrite the files.
Coders, if you change anything in the normal versions of these files please make
sure you change the new versions as well to help prevent code being lost once
this is implemented.
Revision: r3409
Author: Superxpdude
Adds a listing of the tension required for each mode to have a chance to fire at
the bottom of the tensioner controls
Revision: r3408
Author: VivianFoxfoot
All admins that should be able to delete can now do so again.
gave the adminverb procs a much needed spring-clean. Added some missing returns.
moved comments around. Made the verblists more legible.
Revision: r3403
Author: elly1...@rocketmail.com
- You can no longer toggle the welding helmet when stunned or restrained.
- You can no longer give yourself all-access via-disposals. Living mobs and
living mobs inside of a container cancel their holder's destination. This still
allows people wrapped in lockers to be sent to their proper destination, however
it would require someone on the other end to open it. So it's their fault for
not dragging it out before opening it.
Revision: r3400
Author: johnsonmt88
Moved delete to trial admins because they can already mass delete and that's not
particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
Revision: r3397
Author: quartz235
feel like maintaining/expanding it. If any of the other coders want to, they
can re-add it.
Converts the metadata system into its own thing
Makes ghost_ears hear emotes as well as a test.
Revision: r3392
Author: VivianFoxfoot
-Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1
egg.
-Added carved pumpkins/jackolanterns. Carve them with any of the usual things
you use to carve things. They work similarly to hardhats.
-Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet
to make a corncob pipe. Set up class for smoking pipes to make it easy for
others to add more pipes as desired.
-Added the bit of transparency to biohelmets that they were always supposed to
have, fixed the scientist helmet being over too far by 1 pixel when facing right
(OCD)
Revision: r3389
Author: d_h2...@yahoo.com
Date: Apr 1, 2012
their cell
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system! In time, we can make SS13 as
realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes. This is
included in the savefile.
Adds code support for a parrot in! Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works. I don't
see how it could have ever worked before.
Preferences are now attached to a mob
Revision: r3386
Author: VivianFoxfoot
stuff like list("ballnumber" = 2)).
Changed around a few access levels; only jobs who need to do maintenance have
access to maintenance tunnels. Also the heads and detective.
Removed the radio mode toggle verb, as telecomms has long left the
"experimental" stage.
Messed with sec huds. Their readings are far more reliable. Officers can now use
huds to modify humans' criminal statuses on the go. To do this, simply examine a
human and at the end should be a clickable link to change the status. Uses
/mob/living/carbon/human/Topic().
Added some new sprites from the forums, including those spider sprites and the
new, more feline-looking cat.
Dat changelog
Revision: r3383
Author: vageyenaman
Shuttle call/recall announcements are now more noticeable. Removed a few ways
they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and
I don't hate fun.
Revision: r3382
Author: elly1...@rocketmail.com
Date: Mar 31, 2012
a tile full of pills to scoop them up.
Sec officers start with maintenance access now. GASP!
Properly fixed shutters/blast doors not reacting to buttons, while not
destroying my optimization.
Revision: r3377
Author: vageyenaman
the machine list. Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374
Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
Removes poo. XSI and co. weren't very fond of it, and the last thing I would do
is make them uncomfortable and challenge their leadership by keeping poo in.
An experimental lagfix, which removes a couple THOUSAND unnecessary machines
from the machine processing list. Please report any unresponsive machinery (as
result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag
this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things
forever and give them infinite momentum.
Runtimes goin down for the count
Lookin at the ground
I think they a hater
Revision: r3370 r3371
Author: vageyenaman quartz235
Fixes Issue 424 (it was some code in turrets.dm which was setting all the turret
controls in the lobby area to off...for no raisin.)
Admins can now PM people in the lobby
Admin-PM verb now uses clients instead of mobs
Removed a vulnerability in the PM system that allowed unauthorised access to a
select few admin-tools.
Text changes in examine verbs for monkeys and humans (typos)
Revision: r3366
Author: elly1...@rocketmail.com