CentCom Special Ops shuttle updates.
Removed gib implants from SS13 until we figure out what to do with them.
They are now located on CentCom for a future revision.
Added air alarms to Fore Primary Hallway.
Disintegrate now leaves different remains for robots and aliens.
Misc fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@628 316c924e-a436-60f5-8080-3fe189b3f50e
Teleport can no longer teleport to the syndicate shuttle.
Main solar walkways are no longer blocked.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@623 316c924e-a436-60f5-8080-3fe189b3f50e
Mime access added because clown access felt lonely. Both have no current use other than for door construction.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@619 316c924e-a436-60f5-8080-3fe189b3f50e
Magic missile now has an incantation, along with fireball.
Spells that do not require wizard robes, other than fireball, whisper their incantations.
Fixed Beepsky's path, for real this time.
Updated spell list on wizard shuttle, hopefully to stay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@614 316c924e-a436-60f5-8080-3fe189b3f50e
Stripping now works for taking off suit storage as well as emptying hat storage.
Prison Management Computer now only requires armory access, not armory and captain access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@609 316c924e-a436-60f5-8080-3fe189b3f50e
The hazard vest
It's just a "reflective" vest that spawns in engineering and CE lockers. Doesn't do much yet, but more will be added sooner or later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@604 316c924e-a436-60f5-8080-3fe189b3f50e
Added some more toy icons for future use.
Another revolver/gun sprite added. New gun added as admin-spawn only. Based on a forum sprite.
Moved some unused gun sprites from weapons.dmi to gun.dmi.
Modified toilet sprite.
Fixed toilet direction on Prison Station.
Made tape recorder smaller.
New d6 sprite.
Added a reinforced window to Engineering. Removed an Engineering locker from inside one of the grills.
Moved status displays inside Engineering.
Changed Beepsky's path, again.
Added a spell list to the wizard shuttle so you know what you can buy.
Fixed some disconnected APC in Warden's office.
Replaced identification computer with a prisoner management console on the Prison Station.
Placed explosive implant kit on Prison Station.
Removed clown's secret stash. It was placed there by mistake.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@603 316c924e-a436-60f5-8080-3fe189b3f50e
- New Implant: Explosive. Implant it into a prisoner and you can detonate it remotely from a Prisoner Management console (located on the prison station and in the Armory). Armor access required to activate the explosives. A box of the implants is located on the prison station and another in the Armory. WARNING: Implantation of a subject who hasn't been convicted of a felony is a felony under the Space Code of Justice. Detonation of an individual may be considered murder as if they were killed by any other method.
- Wardens office rearranged so that it's easier to get around and you don't accidentally open the door so much.
- Spess Carp! OH SHIT. You can beat them up assuming they don't eat you first. Can be found wandering in space. Be careful: They're fast and smart.
- New Random Event: "Unknown biological entities have been detected on the station, Please Stand By."
- Chicks! Can't do anything with them yet but they're cute!
- Poppy and Corn sprites added (growing, full grown, harvested, wilted, seeds, etc). Red, Green, and Yellow gelatin (because jell=o is copyrighted) sprites also added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@601 316c924e-a436-60f5-8080-3fe189b3f50e
Borgs can now see the malf timer
Borgs linked to the Malf AI can see it when the AI is able to start the timer, other borgs see it after the timer starts, as humans do.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@593 316c924e-a436-60f5-8080-3fe189b3f50e
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
While carrying an ID, a PDA can be used for almost everything an ID can.
While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
It is possible I missed some functions, but I was quite thorough in my sweep through the code.
In the event of PDA destruction, any inserted ID is ejected unharmed.
It is now possible to stick PDAs in your jumpsuit's ID slot.
Since PDAs are named, you can disguise yourself as someone else using one.
Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
Fake wizard costume is now able to cast spells like the other two. Wizards still start out with the updated suit.
Fixed toy swords not having their icons set properly.
Updated the tactical turtleneck sprite, the old one is available as a toy.
Updated soviet uniform.
Modified swat shoes to be darker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@590 316c924e-a436-60f5-8080-3fe189b3f50e
Maximum temperature raise because of running for fat people is now limited.
Some code cleanups.
Added fuel canister with sprites (needs to be fixed, just like the bucket)
Added magboots inhand sprites.
Removed obsolete "fullness.dmi"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@589 316c924e-a436-60f5-8080-3fe189b3f50e
Moved contents of oil.dmi into robots.dmi for consistency. Deleted oil.dmi.
New alien gibs as well as gibing animations for monkeys, aliens, and robots.
Disintegrate animations for monkeys, aliens, robots, and humans.
Updated clean bot to remove robot and alien gibs/blood/oil.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@588 316c924e-a436-60f5-8080-3fe189b3f50e
- Added ID check for mechs.
- Custom mouse pointer test for combat mechs.
- Fixed atmo tank injectors showing "On hold" forever.
- Made max metal, glass and rods stack amounts global constants for easy tweaking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@576 316c924e-a436-60f5-8080-3fe189b3f50e
Added some vending machines near the dormitory.
Modified foamdarts.
Modified toy descriptions and item states.
Misc changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@575 316c924e-a436-60f5-8080-3fe189b3f50e
Changed icons of RD and CMO secure closets.
Added a medical wardrobe closet to Med Bay.
Moved toy icons to toy.dmi.
Renamed Invisibility to Ethereal Jaunt.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@573 316c924e-a436-60f5-8080-3fe189b3f50e
-Corrected an error in the map, where robotics and toxins were improperly wired
-Updated the olive oil, and ketchup sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@568 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the floating APC in Bar.
Added a light in Morgue hallway.
Lawyers no longer spawn in the vacant office.
Locker added to Kitchen storage room.
Kitchen Mule drop-off changed once again.
Universal enzyme added to Kitchen, removed one olive oil.
Hypospray for CMO re-added.
Exercise room made slightly larger with more chairs.
Genetics is no longer surrounded by r-walls inside Med Bay.
Vacant office had floor changed, along with removal of some items.
HoP now has a HoP jumpsuit in his locker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@566 316c924e-a436-60f5-8080-3fe189b3f50e