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
This method takes an input of a powernet and merges it with the powernet that called merge_powernets
This is the first step in my updated cable logic. The code should look cleaner as a result.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1913 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a bug where you could not draw blood from anything. This has been fixed! (It was throwing a runtime error related to the virus2 system) You can't draw blood from Metroids though because they have no blood.
Fixed some silly typo.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1909 316c924e-a436-60f5-8080-3fe189b3f50e
Added monkey suit and sexy mime suit to theatre costume storage. Credits for sprites goes to Pybro.
Added the holy flask into chaplains office.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1908 316c924e-a436-60f5-8080-3fe189b3f50e
Chemistry:
I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.
Viruses:
Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.
!!BUGFIXES!!:
Wow, there's so many I'm having a hard time keeping track of it all!
A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors.
It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.
There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
To go into details: Was some talk going on in the IRC about how bombs were far less laggy in ye olde days, and having a copy of oldcode, I decided to compare the code side by side a bit. With no particularly obvious difference between the two, we assumed atmos was the culprit, it being the laggy cesspool of mystery that it is. CPU profiling a test wherein atmos processing was turned off on tiles being exploded, we discovered that it was in fact the lighting code causing the lag.
So exploded walls no longer call sd_SetOpacity. This will likely cause some lighting quirks until we come up with a proper fix, but bombs are much quicker now.
http://pastebin.com/raw.php?i=jDAHH9x7 The CPU profile where the culprit was discovered. I kept the start and end times as close to the explosion as possible. Compare /proc/explosion's Total CPU (cpu usage of the proc and all procs called by it (and all procs called by THOSE, etc etc)) to /atom/proc/sd_SetOpacity's self CPU, which is the CPU use only the proc itself used. Notice how it accounts for over half of explosion's total CPU usage? So did I.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1904 316c924e-a436-60f5-8080-3fe189b3f50e
-biogenerator added to the hydroponics
-roller beds added to surgery
-trashbag added to janitor's closet
-candles added to chaplain's closet
-continued cleanup of machines code
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1902 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
- Environmental heat damage increased by a factor of 1.5 (meaning space and fires cause 50% more damage)
- Being without oxygen causes from 0 to 12 damage instead of 0 to 7, depending on how much oxygen is in the atmosphere. Means that if the room's just began to leak there will be no change in the oxygen damage you take compared to the damage prior to this update, but space does 12 damage per tick instead of 7.
- Fire suit now protects up to a temperature of 10000 degrees, which is the temperature at which floors start to melt. A toxin + oxy fire usually generates temperatures around 8000-9000 degrees. It used to protect up to 4500 degrees.
- Added a standard spacesuit loadout to the admin select equipment menu (LJ's request)
I've tested all the changed numbers a lot and they seem to work well. Space and fires are a lot more deadly, while normal circumstances remain at the same level as they are now.
I've also researched the bug which allowed you to spend infinity on tiles in space. The problem is that turfs don't process temperature properly, but even after spending 4 hours looking into it (I wish I was joking), I wasn't able to determine where this gets updated on the lowest of levels.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1896 316c924e-a436-60f5-8080-3fe189b3f50e
- Map fix for xenobio by trubble_bass so xenos can't acid the field generators.
- Added the red first aid kits and purple first aid kit by Arcalane for future use if needed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1895 316c924e-a436-60f5-8080-3fe189b3f50e
Guns:
The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!
Miscellaneous:
I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
A few new foods are added, namely the following. Brain Burger, Chocolate Egg, Mystery Soup, Sausage and Fish Fingers.
Service/butler cyborg has a new sprite to pick from, the Maximillion one.
Chaplain now has a Flash of Holy Water in his office using the new holy water reagent.
Chef also now has an alternative apron he can find in the kitchen vending machine.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1882 316c924e-a436-60f5-8080-3fe189b3f50e
Music buttons and song files removed.
Consequently, bananaphone kitchen recipe removed.
This saves over 10MB from the resource download, making it go faster for everyone and reducing lag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1881 316c924e-a436-60f5-8080-3fe189b3f50e
- added roller bed (for medics). Place human, buckle him to this bed, the bed raises and can be pulled.
- eggs and tomatoes can be smashed of wall, floor [s]or captain's face[/s] not yes.
Code by Balagi, sprites by Farart.
-some fixes for the crew monitoring computer. It can be disassembled now.
-added crew monitoring circuit board. Requires programming 3, biotech 2, magnets 2.
-Mech Bay Power Control Console и Solar Control can be disassembled now.
-added crew Mech Bay Power Control Console circuit. Requirements are programming=2, powerstorage=3.
-Solar Control circuit boardcan be researched. Requirements are programming=2, powerstorage=2.
-R&D Console can be researched and created (requires programming 6). But R&D Console cannot be deconstructed for tech points. That's intended.
Code by Jack Rost.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1880 316c924e-a436-60f5-8080-3fe189b3f50e
Backporting from ss13.ru:
- added trash: foor eaten food leaves empty картонный boxes and plates, husks. Janitors are doomed.
- new sprite for Soylent Viridians
- randomized pill sprite offset (as for fruits, tiles, papers).
- now chemmaster first assign label to pill, then dispence it.
- added sprite for trash bag. Wil be added to code soon.
Code by Jack Rost, sprites by Farart.
- added candle. Code by Balagi, sprites by Farart.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1879 316c924e-a436-60f5-8080-3fe189b3f50e
- Added wall mounted first aid closet for later use with the medicine and alternative treatments project
- Added lockable mounted medical closet for later use (medicine project)
- Wall mounted closets can now be walked on even when closed (set the wall_mounted variable to 1) - does not apply to fire extinguisher and axe closet as those use special code.
- Set hydrant closet as wall-mounted for later use (dangercon project)
Bugfixes:
- If you open and close an emagged closet, it will now show as broken, not normal unlocked.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1877 316c924e-a436-60f5-8080-3fe189b3f50e
AI can also choose a new sprite for itself, the Yes-man one.
Bodybags are now also added and 3 can be found in medbay. They are not entirely finished yet, but they will serve their purpose.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1874 316c924e-a436-60f5-8080-3fe189b3f50e