Commit Graph

67 Commits

Author SHA1 Message Date
mwerezak
32b95445e3 Gives changeNextMove() a better name, default define 2015-06-30 22:29:45 -04:00
Kelenius
0071ed3f24 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/_onclick/click.dm
	code/_onclick/telekinesis.dm
	code/game/machinery/deployable.dm
	code/game/objects/items.dm
	code/game/objects/structures/grille.dm
	code/modules/mob/living/simple_animal/simple_animal.dm
	code/setup.dm
2015-06-07 14:05:54 +03:00
GinjaNinja32
de4f085057 code/game, excluding code/game/machinery and code/game/objects 2015-05-29 21:51:27 +01:00
Kelenius
6d54e1c655 Merge branch 'dev' into ofClicksAndCooldowns
Conflicts:
	code/game/turfs/simulated/walls.dm
	code/modules/mob/living/carbon/resist.dm
	code/modules/mob/mob_grab.dm
2015-05-21 17:00:50 +03:00
Mloc
16d50c645d new object-based lighting system
Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 20:54:25 +01:00
Kelenius
3fa79f8d51 Removes click cooldowns almost everywhere.
Still have: doors, windoors, cameras, windows, grilles, blobs, resisting, alien stuff, mechas, spray bottles.
Setting changeNextMove is now responsibility of the item being attacked.
Adds a config option to eliminate click cooldowns completely. Intended to be used by devs.
2015-05-09 17:27:19 +03:00
PsiOmega
1fea589ad7 Merge remote-tracking branch 'upstream/dev' into TheSummoning
Conflicts:
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/clown_items.dm
2015-04-24 17:13:37 +02:00
PsiOmega
e7d85f8edc Adds Destroys. 2015-04-24 17:11:14 +02:00
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
Kelenius
446efb3809 Fixed attacking blob breaking logs 2015-04-21 19:57:45 +03:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
Zuhayr
31b6cc19ad Fixed up weird sound-playing by simple animals, changed all simple animal attack strings to past tense so they gel with other harm intent actions. Readded simple_animal eating food, tested everything. 2014-11-13 21:41:02 +10:30
PsiOmega
fc67087d7a More Z-level compatibility
Previously missed Z-level checks in the form "z  != X".  Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
2014-11-03 09:57:56 +01:00
PsiOmega
bf1e6af508 Z-Level Compatibility
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
2014-10-30 14:29:56 +01:00
mwerezak
37e63dfcb0 Fixes FEA temperature_expose() being used...
...instead of ZAS fire_act().
2014-06-22 00:13:22 -04:00
Boop
07a6ad4897 Fixes #5270
Changes simple_animal/Die() to use death from mob/living instead.
2014-06-16 23:30:37 +01:00
DJSnapshot
efdeea5bab Nerf to shield blobs.
Now they take 2 hits instead of 3, that way they are a little easier to deal with and hopefully not as much meta will have to occur.
2013-12-26 13:20:38 -08:00
Zuhayr
0f0ac218b3 Commented out blob and wish granter. 2013-08-03 12:51:41 -07:00
Spamcat
10ee1fbcfe World loops 2: Electric Boogaloo. 2013-07-01 19:43:56 +04:00
sieve32@gmail.com
d64186ec9b -Now instead of just giving an angry message, any living mob with a client and the nuke disk that hits a transition on Z1 on them will have their momentum reversed, effectively sending them back where they came from. (Dead and clientless mobs still have the disk deleted from them)
Fixes Issue 1183

-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158

-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027

-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196

-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202

-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206

-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-10 19:07:02 +00:00
Kortgstation@gmail.com
a55b8b6ad7 Ported the last of the critters to simple_animal.
Removed all critter code/replaced it with their simple animal paths where applicable.

Replaced the critters on the maps with simple_animal versions.

If I missed any vars/icons/etc when I ported them over, let me know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5210 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-27 19:06:15 +00:00
elly1989@rocketmail.com
27a53e211b removed client/var/be_alien and client/var/be_pai, everything now uses client.prefs.be_special
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5126 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-19 18:35:14 +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
Kortgstation@gmail.com
ae6e120533 The blob now glows in the dark.
This is to fix the critter/NPC defense blobs not attacking people (their shitty AI doesn't work in the dark) and make it so the player controlled blob fragments can actually see what they are doing when choosing building locations (especially with the new darkness).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4422 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 22:37:53 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
elly1989@rocketmail.com
fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +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
mport2004@gmail.com
88c867ea25 Fixed a supply shuttle runtime due to the stamping missing a null check.
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-26 01:20:19 +00:00
mport2004@gmail.com
d085d77706 Fixed an issue where the blob core/nodes were eating themselves.
Readded the flashbang box desc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3914 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-25 00:27:35 +00:00
mport2004@gmail.com
69753b0190 Worked on blob mode a bit
Readded the AM stuff to the dme
Added another explosion edit from Willox


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3903 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 00:03:31 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
petethegoat@gmail.com
e444ce8fc2 Adding Shiftyeyesshady's Warden Jacket.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2987 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-26 22:00:09 +00:00
mport2004@gmail.com
14ed4d5174 Blob ending number of blobs is now a var.
The nuke now properly checks to see if its on the station when it explodes and most of the derp var has been removed from the bomb code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2913 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-04 13:34:45 +00:00
mport2004@gmail.com
fa782f2ffb Bit of blob work
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2905 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-03 01:44:58 +00:00
mport2004@gmail.com
72ff652ecd Changelog code has been fixed, when editing it please use notepad or some other text editor that wont attempt to change everything.
Bit of work on blob, mainly cleanup of the blob gamemode files.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2764 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 21:33:04 +00:00
baloh.matevz@gmail.com
810dbd7346 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2634 316c924e-a436-60f5-8080-3fe189b3f50e 2011-12-07 00:53:09 +00:00
baloh.matevz@gmail.com
a2d6e59f18 Security levels commit 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-04 06:50:37 +00:00
baloh.matevz
1f9a77c377 Update to feedback gathering:
- Rounds that end in invalid ways will now be logged,
- Round results are logged

- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 18:42:19 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
c972c33d76 Stun batons will no longer randomly stun people when they bump/are bumped by a guy holding one.
Bit of blob mode work.
Added a Blob Core sprite by Scottzar


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2247 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-22 04:27:33 +00:00
mport2004@gmail.com
676a64bacb More blob work.
You no longer have to be naked to be put into cryo or the cloning machine.  This should make genetics slightly less messy.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2242 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-21 07:21:17 +00:00
mport2004@gmail.com
1fa2d19cfb Bit of blob work.
Moved the radio defines into the actual radio code files.
Fixed a few runtimes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2229 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-19 10:06:55 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
mport2004@gmail.com
bc1af5e099 Mini Blob and changelog fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2208 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-16 07:32:36 +00:00
mport2004@gmail.com
c471fde2f9 Fixed cyborg rev heads counting as living and still being able to flash people.
Normal revs that get borged will be unrev'd.
Added a cooldown to the captains message system.
Cleaned up the Coms computer slightly.
Fixed a few runtimes.
More blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2207 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-16 05:52:10 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00