Sprites replaced with a black box that could conceivably contain a brain, while obscuring the details. Complete with screen and convenient handle.
Usage text modified to make sense for MMIs/posibrains, instead of just drone brains (e.g. downloaded → transferred).
Description added to the new intelliCores. Made into normal-sized item, similar to MMIs/posibrains.
This is an alternative to either changing lore to allow for brain uploading, or changing code to allow for choosing multiple AI brain types.
I assume these were all lazy copy-pasting. We're changing computer icons to another set in a file we'll keep separate, and these completely pointless references are annoying. They should inherit this from the `/computer/` level, which they do. Has no effect on Polaris, but cleans up code that shouldn't exist.
* Fax machine's New() was not calling `..()` and therefore `circuit` was not being changed from a type to an instance. Thus when deconstruct proc tries to read it's properties it can't.
* A search thru code found the aifixer had the same problem. Fixed it there too.
Computers now use an overlay based system, instead of demanding a full set of icons (on, off, broken) for every different computer.
Partially ports ParadiseSS13/Paradise#1468 which is a port of tgstation/-tg-station#9931.
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.
Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
Main correction is the removal of Topic() in code/game/machinery/computer/computer.dm.
Issue introduced in #7617 where I stated multiple times this Topic()-return value was incorrect.
Ensures that computers return the correct value after the ..() check.
Everything in game/machinery/computers/ and modules/shuttles should now have properly (de)capitalized names. Computer, board and research names should now be coherent, too. Adds a research for employment records circuit board.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
AI restoration console now displays ion laws just as the intelliCard does.
Fixes a minor problem with the intelliCard not adding newlines after ion laws.
-Made computers use idle_power_usage and active_power_usage that it used from the MC.
I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
-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
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
-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
But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.
And now back to our regularly scheduled programming...
Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer
Reworked hydroponic's process().
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.
Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.
Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.
Removed a for(var in world) from
- cleanbot process()
- floorbot process()
Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...
Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 316c924e-a436-60f5-8080-3fe189b3f50e
/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
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