Fixes Issue 959 - the holder's state was not being set properly. It is now all handled at login. Verbs only update if rank or state have changed. You can bypass this simply by setting holder.state = null before calling update_admins()
Moved obj/admins stuff into holder.dm so the core stuff is together, pending some possible work on admin-ranks.
Admins can no-longer adminghost whilst in the lobby.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4746 316c924e-a436-60f5-8080-3fe189b3f50e
This includes:
- Individual wounds
- Dismemberment
- Bone breaking
It also adds configuration values to config/game_options.txt to control the point at which bones break and limbs are cut off.
Does not include surgery or bleeding yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4720 316c924e-a436-60f5-8080-3fe189b3f50e
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
-Removes jars which were redundant and used nowhere else but metroid jelly stuff. Rorojelly now comes in a beaker.
I've replaced most of the important names and messages where applicable. Going through and replacing all instances of the word 'metroid' with 'roro' in the code is a project in itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4714 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an issue with the Upgrade Camera malf module.
-Fixed an issue with HTML codes in whisper.
-Ghost ears and eyes default to 0.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4700 316c924e-a436-60f5-8080-3fe189b3f50e
-You can't show messages to dead/clientless AIs by putting a page of paper up to the camera.
-Ghost following will get a list of mobs from getmobs, it'll sort it by mob type and by name.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4679 316c924e-a436-60f5-8080-3fe189b3f50e
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.
*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!
Again, that stuff is now located in code/world.dm
*******************
The tester list has been removed as it is not in use.
/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places
A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm:
- - The world stuff is in world.dm.
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm
- atom_procs.dm was split into atom.dm and atom_movable.dm
- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm
- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)
- Landmarks.dm was moved into /objects/effects/landmarks.dm
- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/
- status.dm and topic.dm code were moved into world.dm
- step_triggers.dm are now in objects/effects/step_triggers.dm
- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)
- vote.dm is now in code/datums
/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game
and finally...
modules/mob/organs files are now in code/datums/organs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
New Borgs now sync with the AI with the fewest associated borgs. So, say there were 3 AIs and 6 borgs, each would get two each.
Cyborg cells now default to 7500 (like the transform procs do), this is so admin-spawn borgs don't end up with 1500-charge cells with a max of 1000-charge.
Default lawset is asimov rather than an empty lawset
pulsing a borg's sync wire will cause it to randomly pick an AI.
As a borg, your laws are shown to you at login.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4641 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955
or let me know in #coderbus.
-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.
The closet folder has been re-organized a little.
supplypacks.dm has been moved into the datums folder since that's what it is.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the failsafe misreporting how long the MC has been dead.
Lighting initialization no longer 'interrupts' the master_controller setup().
Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.
Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.
Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them.
Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.
To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.
Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3
Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)
Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!
TODO:
Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..
OTHER:
With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.
Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586
Some runtime fixes.
Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
Supply_packs ow use paths rather than strings. This is because paths for some of the items have changed with recent updates which was causing the strings to become invalid, but the compiler does not check them. Now that they are paths, the compiler will warn you. Fixes a number of runtimes with supply_packs/shuttle. A number of items that were meant to spawn in supply crates that were affected by this now spawn again. (stuff like grenades, spray bottles, etc)
Added a damp rag to the janitorial closet.
Added ammonia to the hydro crate (removed 2 bottles of pest-spray and increased cost slightly to offset)
Moved explosion2.dm to WIP/carn/Explosion2.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4601 316c924e-a436-60f5-8080-3fe189b3f50e
-Updated Xeno's 'stalking' stance, courtesy of WJohnston
-Small change to the security console animation, so instead of being 44 individual frames, it's just 7 with appropriate delays
-Extra sanity check for mech fabs, hopefully that would clear up runtimes from parts disappearing while building
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4600 316c924e-a436-60f5-8080-3fe189b3f50e
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.
This means that admins can now use the 'Animalize' button to turn players into mice and bears!
Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)
Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 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
Glass shard
Broken bottle
Sord/Claymore/Katana
Cult blade
Kitchen knife/Butcher's cleaver
Nettle/Death nettle
Hatchet
Thank you carn for testing this for me :)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4580 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.
Fixes issue 366.
Fixes issue 317.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.
There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.
Next up: Finish the files in the weapon folder, then start moving defines down.
My god I hope I havent broken everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.
**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
It's a gun that fires meteors! Admin spawn only.
They do not shoot 'real' meteors, they shoot a projectile that acts like meteors.
Note: The meteor projectile calls 'meteorhit()' which some objects and turfs do not have, so some things won't really be affected by them.
The gun itself has a potato battery, meaning it starts with a charge of 100 and has a maximum charge of 300. It costs 100 to fire and recharges 100 every 5 ticks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4538 316c924e-a436-60f5-8080-3fe189b3f50e
Comments for lighting:
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
When opening airlocks etc, lighting does not always update to account for the change in opacity.
Explosions now cause lighting to cease processing temporarily.
Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e