Fixes a host of runtimes caused by lag delaying "transmissions" between
telecomms machines. Various objects were being deconstructed during this lagtime
resulting in a bunch of weird null errors. Tested for 24hours on another server.
Seems to be all ok.
Added some rudimentary checks to advanced proccall. Calling procs owned by
objects is now a little less prone to runtimes. still a bunch of stuff to do to
get it safe enough though.
Revision: r3542
Author: elly1...@rocketmail.com
Ported over BS12's piano code. I say ported, it's not like it's anything but a
copy/paste though.
Also changed the icon to the minimoog, to reflect on how FUTURISTIC it is.
Revision: r3543
Author: petethegoat
when used:
- rudimentary transformations from the player panel
- give spell
- make sound
- kill air
- make alien
- make metroid
- grant full access
- assume direct control
- select equipment
- spawn xeno
- gib will now log even when gibbing yourself
- gibself
- change view range
- call shuttle
- cancel shuttle
- Also removed the 'stabilize atmos' verb. I noticed it had all of it's code
commented out, so it literlaly did not do anything.
Revision: r3535
Author: baloh.matevz
- "Mapping debug" verb renamed to "Debug verbs"
- assume direct control, jump to dead group, startup singulo verbs removed from
admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs'
remains game-master only, as it is just for debugging stuff. For a non-game
master to use the 'assume direct control' verb, they have to use view variables
- it was added to the drop-down.
Some procs were moved around. Please code things in the locations which make
sense! If you are making a verb for /mob/living, then don't put it in mob.dm,
put it in mob/living.dm. Thanks.
Revision: r3461
Author: baloh.matevz
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
Fixed the void jetpack not having any oxygen, fixed nuke ops starting with empty
jetpacks, fixed the spacesuit admin equip.
Renamed plasteel floor tiles to just floor tiles, seeing as they're not made out
of plasteel.
Revision: r3154
Author: petethegoat
The cheap lighter can be purchased at vending machines and comes in 4 colors:
green, yellow, cyan and red.
Technical info:
The path
/obj/item/weapon/zippo
was changed to
/obj/item/weapon/lighter/zippo
The new lighter is
/obj/item/weapon/lighter/random
Revision: r3033
Author: baloh.matevz
Date: Feb 4, 2012
Review scores: No one has yet scored this revision.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.
Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
- Solars now bring out a fixed value. 700W each, meaning 60 of them (one array) generates 42000W. Not enough to power the station? That's the point. Although 4 x 42000W = 168000. This might be nerfed soon.
- Sun removed. Seriously, that thing ate up processor time and was completely useless.
- Solar tracker remains on the map but is completely useless. Will remove.
- Also reverted the cable updates from r1729. The code from prior to that revision might be as laggy as it was, but it works properly. After the revision powernets didn't calculate available power properly and did not update properly when new pieces were made (They stopped updating at the first wire piece which ended in a knot (non-smooth cable piece))
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1897 316c924e-a436-60f5-8080-3fe189b3f50e
Also....Superxpdude. Check your paths next time for guns. Since you put M1911 with a capital M, but put it with a lowcase m in the pathname. Thus it would not compile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1849 316c924e-a436-60f5-8080-3fe189b3f50e
Special Operations Officer's equipment added to the admin equip list.
All 3 wizard outfits added to the admin equip list.
Some changes to creed's office on centcom.
Added in a special jumpsuit (currently adminspawned only).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1847 316c924e-a436-60f5-8080-3fe189b3f50e
requested I commit into the SVN. Please PM the collective coders if you find any bugs in
their work.
AI:
The AI now has a verb that lets it change its appearance. It doesn't do much, but but
it's some neat aesthetics that compliment the little display panes scattered around the
station that the AI can modify. This was a combined effort between Firecage, Petethegoat,
and Superxpdude.
Miscellaneous Changes (by Petethegreat):
- Cup Ramen sprite changed to a nicer one by Cheridan
- Plasma sheet sprite changed to a thicker one by Aru
Metroids:
They work. There might be some lingering bugs I simply cannot catch by testing alone,
but they WORK. They act as an entire new player-controllable race, are found in
xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If
you feel so entitled to, you can view the source code to spoil everything like a little
cheater! I haven't completed everything I would like to, and as a result Metroids are
pretty useless. They're still very fun though!
Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access
to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or
whatever, here's the place to post feedback.
Bugfixes:
- Perriot's Throat virus no longer makes you mute, instead, does what it was intended
to HONKHONKHONKHONK!!!!
- Some bugfixes with Turrets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest.
Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc.
AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with).
Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it.
Fixed regular cigar sprite from another commit.
Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique.
Updated swat mask.
Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots.
Added a Honker destroyed and open sprites.
Some misc icon tweaks.
Ninjas:
Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff.
Some minor fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
Added Seraph exosuit. A command-type marauder with slightly better stats and different equipment. Found in CentCom.
Changed Marauder access to centcom special ops. Marauders now come equipped with an armor booster module.
When entering exosuits, the exosuit will now face in the appropriate direction. Affects Durand, Gygax, and Phazon.
Minor changes to CentCom.
Fixed a minor bug with respawn character. It should no longer report character destroyed for object completion for brand-new characters.
Fixed gas mask icons for monkeys.
Nerfed monkey vent crawling. Monkey needs to be naked to crawl through vents. And not hold anything in their hands/paws.
Merged CentCom with z-level 6 (hand tele adjusted for z level 2). Deleted ship building docks since they are not used. Z-level 6 left empty.
Detectives can now name their gun. Right click to use the verb, when holding the item.
Energy swords/cutlasses will properly change icons now when activated or deactivated. Same with energy axes. Changed some melee weapon paths a bit to accomodate this (and so they're easier to track).
Replaced cigar icons with sprites by Matty. Made matches smaller.
Added a welder and assassin costumes to admin equip list.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1741 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed typo in space ninja code thanks to Rastaf0.
Added a CentCom official and CentCom Commander costumes to admin equip list. Revised tunnel clown equip.
Fixed minor icon bug with death commando ID.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1736 316c924e-a436-60f5-8080-3fe189b3f50e
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
Red jumpsuit and security jumpsuit are separate now. Red jumpsuit does not provide additional protection anymore, security jumpsuit does. The green thunderdome team approves this change.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1733 316c924e-a436-60f5-8080-3fe189b3f50e
Currently removed all instances of makepowernets() and update_network() (Update network just called makepowernets()) from cable.dm.
All actings regarding cables went from 0.5 to <0.08 per call.
-Added a verb in the debug panel called Make Powernets. This calls makepowernets().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1729 316c924e-a436-60f5-8080-3fe189b3f50e
-Right click commands "Make robot/alien/ai/monkey" moved to "edit player" screen.
-Right click commands "Make traitor/cultist/changeling/etc" moved to "edit mind" screen.
-- note: currently the only way to humanize monkey is to use "edit mind" screen.
-Added right click commands showing "edit player" and "edit memory" screens.
In light of an incoming tournament on ss13.ru I have added "Select equipment" right click command. It allows to instantly dress mob as you wish. Coders, feel free to add more dress packs, like "centcom inspector", "space pirate" and so on.
A strange command "list_occ" now called "List free slots" and shows unoccupied jobs.
Added golden cup, sprite belongs to Farart.
You can now take a power cell from charger even if there is no power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1724 316c924e-a436-60f5-8080-3fe189b3f50e
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e