Commit Graph

1547 Commits

Author SHA1 Message Date
baloh.matevz
c01833b703 - The mining level is now accessible through space travel.
Whether a z-level is accessible through space travel is now defined in a variable (in code/setup.dm):

var/list/accessable_z_levels = list("1" = 10, "3" = 15, "4" = 60, "5" = 15)

The string is the z-level number and the other one is the chance for travel.
Currently, whenever you get to the edge of the map:
10% chance of getting to SS13.
15% chance of getting to the AI sat. (Hopefully will discourage borgs from jumping out the airlock in hope of getting to the AI sat)
60% chance of getting to the derelict.
15% chance of getting to the mining level.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1672 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 22:43:31 +00:00
tronaldnwn@hotmail.com
fe4cf6e301 Disease update:
Trying to add new diseases (still working on them, need to make disease code give the "requires an immunity to another disease to cure this disease" variable)
-Ice 9 Rhinovirus
- Spanish Inquisition Flu
Flu affects monkeys now
Fake GBS affects monkeys now

Access update:
Research director no longer has hydro access, there is no "real" research going on there.
HoP doesn't start with surgery or virology access now, desk jockies should stay at the desk.

Chemistry update:
Reagent Grinder! Grinds reagents out of corn, plasma crystals, uranium, gold, and silver! Will add more later, as needed.

The mined reagents will have many chemistry uses soon, but for now they aren't very useful in a ground state right now.

Map update:
Added Reagent Grinder to chemistry.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1671 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 21:18:21 +00:00
noisomehollow@lycos.com
bbd3be907a Fixed and improved object mind transfer. It will work properly now.
Fixed teleporting randomly on clown planet z level (with hand tele). Probably won't work on extended but who cares.
Some misc improvements to code words.
Cut down on the amount of chloralhydrate in the sleepypen since it was fatal, apparently.
Fixed observing. Entry shuttle starts with less sleepers than before.
Some more wip stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1670 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 04:12:05 +00:00
KFFFF00
16ee275602 CHANGELOG UPDATED
Cult mode update:

Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes.
Attack an arcane tome with an arcane tome to copy your notes to the target tome. Totally copied the idea of minecraft maps. No syncing though.

Stun rune buffed considerably. Its a 1-use item so it deserved more power.

Tome text: Added missing description for stun rune.

I failed to implement some interface/additional check shit so you might want to check out commented parts of the code. At least it compiles and doesnt spam runtime errors.
Too frustrated and unskilled to do it on my own. Figuring the way those HTML windows work has been hard enough already.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1669 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 20:43:59 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
noisomehollow@lycos.com
501c855aac Sight update to strike team admin proc. It should pick people as intended now. Can't really test it locally so who knows.
Admins can again spawn everyone as ninjas, including themselves. Inactive player checking is still there though.
A slightly updated stealth graphic for ninjas.
Fixed a lawsync() run time error.
Fixed station_explosion_cinematic() run time error.
Fixed copy_to() run time error.
Fixed dnainjector/attack() run time error.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1667 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-06 06:43:59 +00:00
baloh.matevz
09447bbaf1 Attack log now also logs whenever someone grabs to level 3 (when you get the disarm/kill button) and whenever someone tightens their grip (uses kill intent).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1665 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 21:43:52 +00:00
noisomehollow@lycos.com
fe889a3e8d Addendum to: r1655
#Added an icon helper procs library by Lummox Jr.
#Added more icon+overlay functionality by DarkCampainger. Both can be found under icon_procs.dm.
#Added continuous beam code by Gunbuddy to atom.dm. You can now create continuous beams of energy/magic/monkeys/whatever. For instance, pAI cords. It's really awesome.
#Like optical camo? Well I have good news. New stealth "graphic." May need some fine tuning depending on player/coder preference. It's also a little slow to change (due to update_clothing()). With that said, it's a lot cooler than what we had before. Check it out.
#Added the getIconMask() and AddCamoOverlay() procs for the above.
#Added animated satic filter icons by Koil to icons.
#New force wall and shield icons. Shield icons moved to effects.dmi.
#Changed up the abandoned mining station.
#Moved a few carp spawn points closer to the station. Added a few more.

Ninjas:
No longer spawn whoknowswhere like they did at times before.
Get a unique stealth graphic. Yup. Also, small chance of failure.
New energy net icon and effects. Energy net now uses the beam code mentioned above. It will now check for stealth.
Fixed some graphical icon issues with ninja suit. Added a female black jumpsuit to icons for this reason. Added icon directions to ninja effects.
Some more general code cleanup.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1664 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 09:25:15 +00:00
tronaldnwn@hotmail.com
3d77db4ead Typofix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1662 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 01:20:42 +00:00
rockdtben
789fbc75dc git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1661 316c924e-a436-60f5-8080-3fe189b3f50e 2011-06-04 20:20:32 +00:00
baloh.matevz
5335363c7b Hopefully fixed turfs calling making runtime errors if they got changed to space halfway through updating icons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1660 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 17:54:18 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
n3ophyt3
02c951575d Chucking my powered armor onto the SVN
It could use a fair amount of refinement and/or additional features yet, but it is functional. It is currently adminbus only, until I get some non-placeholder sprites. Already have some on the way from a pretty decent spriter, but don't let that discourage you, more types of power armor are always welcome.

Current model is fueled by processed plasma ore from the mine. Each unit of plasma provides roughly 2 minutes of power, the tank holds 2 units worth of fuel at a time, and can be refilled while the suit is active. I'll probably include a powercell and self-sustaining version when I add in the code to make this sucker buildable via R&D

While unpowered, the suit slows you waaaaaay down, is not spaceworthy, and is inferior to regular armor. While powered, it is between regular and syndicate spacesuits in speed, can be worn in space, and has much better armor. Also, while powered it cannot be unequipped, much like an initialized ninja suit. The helmet is required for the suit to be able to power up, and if the suit powers down for any reason other than the user initiating the powerdown sequence, the suit does NOT unlock, so you're stuck in a crappy slow metal suit until you can get it powered up to properly power it down.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1658 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:26:01 +00:00
baloh.matevz
8a7e1e95eb Chief engineer now starts with a full toolbelt in his hand, like regular engineers.
The detective and chief engineers now start with a lit cigarette in their mouth instead of one that isn't lit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1657 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 01:10:10 +00:00
only.lurking@gmail.com
eae5eb169e pAI suicide verb renamed to avoid conflicts with existing suicide verb - should function for non-admins now.
Admins playing pAIs should no longer have their pAI interface appear every time they send or receive an Admin-PM.
pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
The Player Panel now lists pAIs below humans.
Added a new admin command : Make pAI. Allows admins to manually spawn a specific player as a pAI at a given location.
PDAs and pAI devices pass emp_act()s into their contents list, largely to allow pAIs contained within to respond properly to EMP bursts.
pAI now understand brain/MMI speech without the aid of a Universal Translator.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1656 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 23:12:55 +00:00
noisomehollow@lycos.com
321b26e39c #Huge code overhaul and cleanup for ninjas. Basically, the suit is about as modular now as I probably care to make it. Admins, read the commented text under Admin Notes, in space_ninja.dm. Tell your friends.
#Ninja suit now supports pAIs. Further functionality will probably come from their development.
#Ninja suit can now replenish chemicals from beakers. Simply use a beaker on the suit and it will do the rest, if the beaker contains the right combination of chemicals.
#Draining from a wire is now done through clicking instead of a verb. There is no more delay to it.
#Ninja stars cost a bit more energy than before.
#Ninja suit will start initializing automatically (and quickly) when ninja spawned.
#Minor sprite fix for female ninja suit.
#Note: AI-related verbs for the ninja suit will be bugged until BYOND 484 comes out. Not a huge deal but worth noting.

#The has_reagent() proc will now return the reagent being checked for, instead of 1. Will return 0 if reagent is not found (or the amount does not match). Removed a duplicate arithrazine entry.
#AIs should now properly camera_cancel() when carded/physically transfered.
#Fixed a small menu display bug for AI cards. AI cards should now properly auto close their window when appropriate.
#AI holograms should now project above everything.
#Mal AIs can now choose to display an alternative (and awesome) sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 04:53:55 +00:00
tronaldnwn@hotmail.com
6691236237 Tech Origin update:
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.

Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.

Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.

Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.

Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 04:05:42 +00:00
only.lurking@gmail.com
f7f5c8ecab Wiped/suicided pAIs should be eligible for being candidates again (5 minute cooldown between prompts.)
pAIs should ghost properly in all circumstances, now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1653 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 03:43:56 +00:00
n3ophyt3
0ab86fbe99 Nar-sie is now a more vengeful eldritch being. When summoned into our world, he first rewards his loyal cultists by chasing down and eating them first, then turns his attention to any remaining humans.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1652 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 00:59:26 +00:00
baloh.matevz
ac7f4ca33d Added the vertical 2 and 4 tile pod doors, sprites by veyveyr. (Also fixed the deletion of the horizontal 4 tile pod door)
Please note that whether or not you will see the actual object sprite is dependent on whether you can see the bottom or left tile. So you should test whether you can see it from all positions before you actually place it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1651 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 21:09:30 +00:00
uporotiy
9ea9ed4b98 Small tweak to the spell system. Conjured objects can now have their vars changed when they're conjured.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1650 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 17:06:53 +00:00
baloh.matevz
b6d5f1db02 Multi-tile horizontal pod doors have been added. (2 tile and 4 tile width)
Note for veyveyr: The vertical dmi-s are not made properly, they're 64x32 when they should be 32x64 and 32x128. Since you have the originals somewhere on your computer, I'd request that you make the dmi have vertical sprites as it's probably much easier to do for you than it is for me without the originals... cutting everything out by hand, ugh...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1647 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 14:54:07 +00:00
baloh.matevz
b08e631a55 - Hitting the resist button while handcuffed and buckled will now make you attempt to unbuckle yourself. This process will take 2 minutes and you will emerge unbuckled but still handcuffed if you're successful.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1646 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 13:59:42 +00:00
baloh.matevz
71904f8441 Atmospherics' misc gases tank now starts with 2000 x 9 moles of n20. Prepare to fall asleep more often.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1645 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 13:13:34 +00:00
baloh.matevz
cdb45b08ce Mining station tweaked:
- The mine entrance made less hallway-y with the removal of the walls, the floor there remains, 
- Cameras added and fixed
- Windows added around the station
- All internal walls are now regular walls, all the exterior walls remain reinforced tho.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1644 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 11:49:18 +00:00
Daelith.Rhedynfre@gmail.com
45960ad350 -Fixed meteors so that they properly come from multiple directions
-Added a new malf AI sprite, courtesy of the d2k5 server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1643 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 09:02:02 +00:00
only.lurking@gmail.com
dd63a1ce4f Neglected to remove some debug text. Also general housekeeping.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1642 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 06:37:57 +00:00
only.lurking@gmail.com
ff7e4e5b09 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1641 316c924e-a436-60f5-8080-3fe189b3f50e 2011-05-31 06:20:08 +00:00
only.lurking@gmail.com
4a937db29c pAIs now ghost and appear in the player panel properly. You can no longer download multiple personalities to one unit.
Personality settings can be saved and loaded.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1640 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 06:09:39 +00:00
only.lurking@gmail.com
85400da152 "Programming" was mispelled for pAI research entry in R&D.
Reverting say change, it didn't fix a bug so much as introduce many more.
REALLY removed pAI's ability to robot talk this time... I hope.

I will stop screwing up the SVN eventually, promise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1639 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 23:45:31 +00:00
only.lurking@gmail.com
296fa21ae6 More pAI fixes. Apparently silicon based mobs automatically get access to Robotic Talk - since pAIs aren't bound by AI laws this could be incredibly game breaking for rogue borgs/AIs.
Also changed viewers() to hearers() when checking to see if MMIs/Intelicards/et all can hear something, so they're no longer deaf in the dark.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1638 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 22:44:26 +00:00
only.lurking@gmail.com
e1797fe6e6 Fixing a couple of pAI bugs (door hacking, recruit window). Removed UltraLight.dm from the dme includes, it was causing lighting and clicking errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1637 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 21:41:41 +00:00
only.lurking@gmail.com
edfe89e94d pAIs added. Two on station (Crew Quarters, R&D Director's Office) and one on the Derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1634 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 19:33:28 +00:00
baloh.matevz
1754eaedb0 Mining redesigned.
screenshot: http://www.kamletos.si/new%20mining.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1633 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-30 05:27:15 +00:00
panurgomatic
32cded8556 - Speed up for exosuits (faster walking, faster turning).
- Added energy relay to exosuit fabricator.
- Bugfixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1632 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 16:12:25 +00:00
uporotiy
748ef22373 Added two more security HUDs to security.
Security HUDs now show if there's a tracking implant in the guy, which is pretty damn useful if you know how to use it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1631 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 08:43:54 +00:00
Daelith.Rhedynfre@gmail.com
0f95a5e4ab -Made meteors pack a bit more of a punch, and made them not stopped by grills
-Tweaked stealthmin names to be more relevant

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1629 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 03:02:17 +00:00
baloh.matevz
2f331d538a - Abandoned ship, wizard's den, the shuttles east of the beach, DJ station, the syndicate shuttle and large parts of the derelict are now made from unsimulated turfs. This reduces air group processing by about a third and has the effect of noticeably reducing lag. The currently present downside is that you cannot interact with them. I'd like to give this a test because I believe the tradeoff is worth it as my tests have shown a massive reduction in lag.
Unsimulated turfs now hide wire nad pipes and such things under them,

- Moved all floors to code/game/turf.dm so they're all in one place (Other than asteroids I guess, those are still in mining.dm)

. Shuttle walls now look at unsimulated floors too when determining the underlay for diagonal wall pieces.

- Some areas around the station that were with air but were intended to be airless are now airless.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1628 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 01:39:34 +00:00
noisomehollow@lycos.com
54bddf8c76 Reverted 1624. The proc in question is for regular players only. This may change in the future but not right now.
New sound effect for ninja phasing.
Added a female-only ninja suit sprite. Will conform to the character once initialized.
Stealth is now a an equipment verb and functions a little different from before. I may tweak it a bit in the near future.
BYOND fixed a verb bug in r484. Certain ninja verbs will now function as intended once the release version comes out. I've went ahead and made the necessary code adjustments for it.
More ninja code cleanup in preparation for a few things.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1627 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 23:12:31 +00:00
tronaldnwn@hotmail.com
c3d2869749 Barman renamed Bartender, because I am a femmi nazi.
Monkeys have several bugs fixed on them, shooting them with weak bullet rounds now works! Also, fixed monkeys not showing being KO/ burned without having brute damage on them first.

New chemistry reagents. That'll be required for a upcoming update to chemistry when grinding up refined ore will get reagents or something. Silver, gold, and Uranium.

Bar drinks now have resulting units in mixtures equal to all liquids stirred in. No more 50 unit martinis from 30 units gin and vermouth anymore!

Map updates - Fixed a maintenance tunnel with no air. Updated Bartender spawn point (so you don't spawn on loading screen).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1626 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 22:46:58 +00:00
uporotiy
d5251640e0 Fixed the three remaining gotos in the code. Here's hoping it doesn't break anything.
Also removed AI bleeding at 50% integrity. We'll see how it affects the balance.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1625 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 14:17:09 +00:00
uporotiy
cbe6a8885c Returned the ability to make admin ninjas per request.
Cleaned up the ninja code just a bit along with that.
Please note that allcaps names shouldn't be used for vars, only for defines.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1624 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 13:27:47 +00:00
baloh.matevz
ca718d4b40 Door access fixed.
Anyone who puts the following segment of code anywhere OTHER than the initial object definition should be stabbed with a rusty knife!

/obj/machinery/door/
   New()
      //code
   Del()
      //code

Please, if it's not right by the definition then PLEASE include the whole path, otherwise searching for these procs becomes a nightmare:

/obj/machinery/door/New()
   //code
/obj/machinery/door/Del()
   //code

Thanks to TLE for finding the actual New() code, I had no idea it even existed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1623 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-28 13:06:21 +00:00
uporotiy
89148b5af3 Added Cheri's mining sprites. Diversity ho!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1622 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-27 18:10:59 +00:00
n3ophyt3
970853a7ca Fixed Narsie
Instead of being a var-edited singularity (which ends up following the normal singularity rules), narsie is now a child object of the singularity, with modified code to prevent it from doing things like changing size or getting exploded by R&D throwing a bluespace backpack into it.

Unless someone beats me to it, I'll probably make it follow cultists/ghosts instead of randomwalking at some point.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1621 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-27 00:18:02 +00:00
panurgomatic
d14603b28a - Reenabled phazom.dm, added phazon parts and construction path.
- Added exosuit energy relay equipment. Uses area power (any power channel available) instead of powercell for movement and actions, recharges powercell.
- Exosuits can be renamed. Command is in Permissions & Logging menu.
- Lowered construction time for Ripley parts.
- Exosuit wreckage can be salvaged for exosuit parts (torso, limbs etc).
- Added .attack css style. Bold red text.
- Bugfixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1620 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-26 18:28:33 +00:00
uporotiy
3dd90f7f35 Some mining map fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1619 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-26 10:39:58 +00:00
baloh.matevz
9104dd38e1 Reduced the volume of that annoying emitter noise by a lot. It was at 75, it's not at 25 which makes it barable even when you have two emitters firing at once. So hopefully less ear-rape for engineers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1618 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-26 00:14:48 +00:00
baloh.matevz
e1a0ffc445 Doors now hide items under them, unless they're open. If they're open they're displayed under objects.
For coders:
Layer = 2.4 (Pipes)
Layer = 2.5 (Wire)
Layer = 2.7 (open doors)
Layer = 2.8 (tables)
Layer = 2.9 (grille)
Layer = 3.0 (regular items and windows and most stuff, really)
Layer = 3.1 (closed, opening and closing door)
Layer = 4.0 (mobs)

There is a slight annomality that can occur but it shouldn't be too common, It happens when you have a closed fire door and a closed airlock over it. When you open the airlock, the opened airlock sets it's layer to 2.7, which is under the closed firedoor's layer 3.1, This causes the airlock to appear under the firelock while closed.

I also removed the window in the kitchen counter. Personally I think it looks better than the old, strange zig-zagging videow.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1617 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-25 23:37:33 +00:00
morikou@gmail.com
bbbced8835 Fixing a runtime error introduced in r1615.
Note: Checking a null object with istype won't throw up a runtime error but checking a var of a null object will.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1616 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-25 00:52:09 +00:00