Commit Graph

1547 Commits

Author SHA1 Message Date
noisomehollow@lycos.com
85da59dfb0 Added reminder message for deathsquad armored squad. Also, new deathsquad helmet, now with more space protection.
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
2011-06-29 19:34:35 +00:00
uporotiy
0685e1e564 Easier gib spawning.
Monkey cubes.
WIP bears.
Cleaned up some sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1740 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-29 16:33:21 +00:00
uporotiy
1a501a37e7 Teaser update: detective's office and items in it are now monochrome to suit the noir feel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1738 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-28 20:23:49 +00:00
rockdtben
21e5a943cb Powernet fix
Should fix the index out of bounds errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1737 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-28 02:42:44 +00:00
noisomehollow@lycos.com
68f5e119f2 Quick fix for mob pass_flags. Monkeys, larva, and metroids can now pass through tables again (metroids for the first time).
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
2011-06-27 20:43:45 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
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
2011-06-26 21:28:23 +00:00
rastaf.zero@gmail.com
532e8ef65d Fixed typo in code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1734 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-26 12:00:17 +00:00
rastaf.zero@gmail.com
33b05e7330 Improved shocking when laying wires without insulated gloves.
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
2011-06-26 11:46:40 +00:00
rockdtben
3ab81fdeb3 Power Magnets Optimization #1
The del() proc for cables already handles what makepowernets() was trying to do here. Looking around for a bit I've concluded that this proc is not needed here at all and is only causing lag. Everything that it would of done is already handles in the ex_act().

-removed makepowernets() call from explosion.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1732 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 19:47:59 +00:00
polyxenitopalidou@gmail.com
f1d75fb05b •added black syndicate jetpack and made necessary changes for it. Still not in-game, but fully coded. I'm preparing to use some of them as standard station suits, adding to the grey models we have.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1730 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 17:04:38 +00:00
rockdtben
f0155a6b2a Power Magnets Optimization #1
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
2011-06-25 16:25:55 +00:00
rastaf.zero@gmail.com
0c5529a2de Bugfixes.
Also, changed minimal amount of chemical reactive from 1 to 0.1, this should fix several issues with chemistry and eating.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1728 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 16:22:48 +00:00
n3ophyt3
3a2a750ea1 Borgs with a completely drained cell can now enter recharge stations.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1727 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 14:40:31 +00:00
rastaf.zero@gmail.com
dc0ae8275d Food update by Farart:
-bunch of small fixes to sprites
-added Amanita Pie (1 amanita + 1 flour)
-added Plump Helmet Pie (1 plump helmet + 1 flour)
-bananabread now has its own sprites

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1726 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 13:53:54 +00:00
rastaf.zero@gmail.com
4945fdd2a9 TEMPORARY JOBBANS. By Lagius.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1725 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 13:43:49 +00:00
rastaf.zero@gmail.com
f639ece55d Update for game masters:
-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
2011-06-25 11:30:05 +00:00
baloh.matevz
24e90c0aae Added chainsword to items. Not present anywhere in-game. Sprite by Khodoque
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1723 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-25 10:05:30 +00:00
panurgomatic
15a5ecdd06 - Moved passability flags from atom/var/flags to atom/var/pass_flags.
Currently there are three - PASSTABLE, PASSGLASS and PASSGRILLE. PASSTABLE - same as TABLEPASS, PASSGRILLE - can this atom pass through grilles and PASSGLASS - can this atom pass through windows, glass doors, etc. Most can_pass() procs were updated.
Added checkpass atom proc to check if this atom has certain pass_flag set.
- Added proc/sanitize_simple() and proc/strip_html_simple(). sanitize_simple does not html_encode the string and strip_html_simple does not sanitize it. Additionally, sanitize_simple and sanitize can take associative list of key-val chars as second argument, where key is char to searh for and val is replacement.
- Added datum/gas_mixture/proc/return_volume() and datum/gas_mixture/proc/return_temperature().
- Added proc/tg_text2list() and proc/tg_list2text(). tg_list2text is slower then dd_list2text, but processes associative lists differently (it adds not the keys, but associated values). tg_text2list is somewhat faster then dd_text2list.
- Added proc/listclearnulls(), proc/difflist(), proc/intersectlist() and proc/uniquemergelist(). Check the code comments for more info.
- Mechs can hold 3 equipment pieces. Gygax can hold 4.
- Tweaked global_iterator CRASH report.
- Fixed mech pilot ejection if mecha was destroyed.
- Fixed mech fabricator process() waiting for sync() to finish.
- Fixed mech fabricator Topic() waiting for process_queue() to finish.
- Some bugixes related to global map and random sectors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1722 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 23:30:27 +00:00
Superxpdude@gmail.com
af95e5a8a1 Fixed a small error with the lawyer's new jumpsuit.
It was working before, I have no idea why it stopped working.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1721 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 21:32:02 +00:00
rastaf.zero@gmail.com
7c400a7492 Fixes for APC:
- fixed issue 88: monkeys now can play with APC.
- Silicon liveforms cannot use malfhacked APCs if they arent an AT who hacked APC or his slaved borgs.
Fixed issue 121.
Latejoiners got their backpacks back.
Fixed attack log.
Fixed ammo icons not showing in dreammaker map editor.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1720 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 17:52:49 +00:00
Superxpdude@gmail.com
0379692215 The walls on Ruskie DJ station should no longer be animated with the false wall opening sprite.
The prison shuttle console now only requires a security access ID to use.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1719 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 17:44:27 +00:00
Superxpdude@gmail.com
97726ff732 Syndicate Toolboxes now have their own sprites!
A few syndicate toolboxes placed on the map in various locations.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1718 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 05:24:03 +00:00
uporotiy
ada8ae9513 Fixed a compile error (compile before you commit damnit Superxpdude!).
Tweaked singularity beacon's layer, so it's even more obvious.
Tweaked singularity beacon's price. For 8, it was literally useless.
I don't know why people complain you can release singulo with it, because the code only affects the singulo's move() proc, changing move_direction from pick(cardinals) to get_dir(src,target). That's literally the only thing it affects, and I don't see how it can release singulo.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1717 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 05:06:45 +00:00
Superxpdude@gmail.com
5f1b51eba4 Added in a new syndicate toolbox.
Contains a welder, a wrench, a crowbar, wirecutters, a screwdriver, a multitool and some cable.
Syndicates can now acquire a syndicate toolbox for 1 telecrystal from their syndicate uplink.
Singularity beacon crystal cost upped to 8 crystals. It was way to Overpowered a 1.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1716 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-24 02:26:17 +00:00
Superxpdude@gmail.com
774a07bdb2 Added buttoning and unbuttoning for the labcoat, and the CMO's labcoat. Green labcoat from the theatre doesn't support this yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1715 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 20:04:09 +00:00
rastaf.zero@gmail.com
ec53fdddc9 Singularity cannot drag blood and runes anymore.
Fixed typos.
Fixed issue 120.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1714 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 19:54:16 +00:00
Superxpdude@gmail.com
01d2e37e2b Fixed a small error with the new lawyer jumpsuit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1713 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 19:06:56 +00:00
baloh.matevz
6823ccfc20 Buff to CPR:
- You can now heal someone with CPR who is has anywhere from -1 to -99 HP (was -1 to -40)
- Doing CPR will now heal 7 HP per CPR instead of 5
- Doing CPR will now give the receiver a message that they're being helped
- Putting someone into the cryo cell who is either asleep or has between -1 and -99 HP will give them a message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1712 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 19:04:00 +00:00
Superxpdude@gmail.com
fed2ddeb54 Merged some revisions from the branch with the trunk.
List of changes:
E-Guns are now back in the armory.
Shotgun is now back in the bar.
Medical and Security HUDs can now be constructed via R&D.
Fixed the spelling in the Autolathe board on the R&D console. It used to say "Atuolathe".
Added the colourful syndicate suits into the game.
Added the colourful syndicate helmets into the game.
Added Detective's armor using the detective's armor sprite.
All tables on the map are replaced with the default instances since we have smooth tables.
Medical Anesthetic closets now spawn with medical masks instead of breath masks.
Detective's armor spawns in forensics lockers.
Finally finished the cyborg manual from a while back.
Many useless aesthetic wires removed to help reduce lag.
Two sleepers located in medbay lobby.
EVA racks now spawn with breath masks instead of medical masks.
Engineering RIG racks now spawn with breath masks instead of medical masks.
Three copies of the Cyborg Manual are located on the map. One in the RD's office, one in robotics
and one in the CE's office.
The Atmospherics mix tank now starts with no air inside. So that now you no longer have to drain the
air before mixing gases.
Added in some icons for new possible chemist, virologist, geneticist and scientist jumpsuits.
Coded in those jumpsuits, they aren't used anywhere yet though.
Added in a new lawyer's suit.
Added in a new suit jacket for the lawyer. Can be buttoned up or unbuttoned using the command under
the "objects" tab.
Added in a sprite for a Riot Helmet.
Coded in a riot helmet and riot suit. Not used anywhere though.
Lawyer now spawns wearing his new suit and suit jacket.
Orange prisoner jumpsuit now has suit sensors forced fully on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1711 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 17:19:19 +00:00
rastaf.zero@gmail.com
7107193778 Guns partially fixed:
- you can now safely put guns on balse and in containers
- you cat beat people woth gun without shooting
- detective's revolver returned to his office.
- aliens now cannot use guns.
A bit of cosmetic changes to code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1710 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 13:46:20 +00:00
uporotiy
c46d689e2b Glorious comeback update.
Object spells - fixed two minor bugs. Added the possibility of making a critical failure effect for the spells.
Singularity beacon - added to traitor spawn list. Must be screwdrivered to the floor before you can activate it.
Singularity - optimised the code a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1709 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 08:29:42 +00:00
noisomehollow@lycos.com
c1f8e47a94 Removed captain's armor from steal list.
Added a few wip icons. Most important is changeling true/combat form in case that's implemented.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1707 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 01:39:23 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
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
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
polyxenitopalidou@gmail.com
10ca44ad51 Hello, I'm back :3
Bugfixes: Paper bin and clipboard now retrievable from pocketslots
Reagent grinder could not process plasma, rending the station plasma-less. Now fixed.

I was going to add new pill sounds but I couldn't find any :<
Changelog updated, only with this entry. Gotta study.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1694 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-15 14:21:22 +00:00
tronaldnwn@hotmail.com
20a2b4375e Okay I'm done testing on the players, I've set the diseases for cold9 and spanish flu to their own disease path stuffs.
Grenades -
Quick patch because some one wanted to make an "allowed list", but rather than make the beakers loaded use the allowed list... they used a single item path (for single beakers).

It is just a few OR experssion so bottles and dispenser beakers can be used in grenade assemblies.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1692 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-14 19:53:45 +00:00
rockdtben
482d0f2d95 Sped up the /proc/powernet_nextlink() proc.
Profile results (total time)
Proc Name                                                                         Self CPU    Total CPU    Real Time        Calls
-----------------------------------------------------------------------------    ---------    ---------    ---------    ---------
Before Revision
/proc/powernet_nextlink                                                              0.068       14.892       14.895         2936
/proc/powernet_nextlink                                                              0.000        0.005        0.005         2936
Before Revision
/proc/powernet_nextlink                                                              0.077       18.886       18.887         3162
/proc/powernet_nextlink                                                              0.000        0.006        0.006         3162
After Revision
/proc/powernet_nextlink                                                              0.046       15.185       15.186         3022
/proc/powernet_nextlink                                                              0.000        0.005        0.005         3022

This decreases the overhead on larger powernet_nextlink() calls and also decreases the cpu usage for the client by ~30%
For larger powernet_nextlink() calls the cpu usage serverside is decreased by a factor of ~30% also.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1691 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-14 14:13:27 +00:00
Durandanss13@gmail.com
81e133e045 Added Adamantine to mining. Currently set to not spawn naturally, as it has no purpose yet. Can be mined, smelted, made into coins, and added to the protolathe. Also changed one icon name for consistency.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1689 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-13 15:47:23 +00:00
noisomehollow@lycos.com
36e4f5c55c Fix for 1687.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1688 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-13 02:25:24 +00:00
noisomehollow@lycos.com
a14cfd6464 Added expanded piano code by HornyGranny. Instead of like 8 notes, it plays all the notes (?). Improved by me.
Admin midis should probably not screw up when played by more than one admin at the same time.
Added ninja RD hacking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1687 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 23:51:51 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
Daelith.Rhedynfre@gmail.com
48ad28e20c -Updated it so that the mining cameras console has its own unique sprite now. Something with the way the original console is coded will not let it use a different sprite unless it is a unique child object.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1684 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 06:14:33 +00:00
baloh.matevz
b7c67f1df1 STORAGE ITEMS UPDATE:
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
  - Storage slots number: Ingame HUD support for up to 21 items.
  - Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
  - Can hold: List of items that the item can hold (old)
  - Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.

I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.

Also: I checked to make sure first aid bots and floorbots are constructable.

Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 03:47:43 +00:00
panurgomatic
cc8acd41b1 - Fixed the "Who needs to include that window.dm... What lag?"
Lag should be back to normal.
- Fixed reagent grinder New()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1681 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 02:19:05 +00:00
n3ophyt3
c0bad53a84 Unless I'm doing something wrong, it doesn't want to let me create a branch without an existing folder on the svn to branch it into.
Also fixed my power armor not improving bullet protection when active.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1677 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 00:54:38 +00:00
panurgomatic
526703b24c - Fixed "division by 0" error in gas mixture return_pressure()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1676 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-09 23:57:30 +00:00
panurgomatic
d7653d7394 - Fixed global_iterator error log spam. Sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1675 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-09 23:29:36 +00:00
baloh.matevz
5e4ae9f56b I missed two returns which caused two warnings.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1673 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 23:22:45 +00:00