- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes issue 435
While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them
Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!
I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: johnsonmt88
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in
order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and
unwrenched
* You are now forced to eject the disposal bin before unwelding it.
Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)
Revision: r3734
Author: daniel.cf.hultgren
the connected admins are observing (they're a ghost), playing (they're a living
mob) or if they have not even entered the game (they're a new_player mob type)
- In addition when an admin uses 'adminwho' they will see if the admin in the
list is AFK or not. You are deemed as AFK if you have been inactive for 300
seconds = 5 minutes.
- A little code standardization for port gens.
Revision: r3730
Author: baloh.matevz
- Fixed the problem where suits appeared on the UI even with the inventory
closed. The call to other_update() in update_clothing() must be done after all
the icon slots get updated.
Revision: r3725
Author: baloh.matevz
hrefs". If on, it logs every link clicked. It may be useful for 'debugging' and
spotting malicious clients.
Anti-spam delay raised to 7 ticks. A little over half a second.
Revision: r3722
Author: elly1...@rocketmail.com
a single image, I may have caused it. Basically, null was getting put in the
overlays var at round start.
Fix for view-vars refreshing.
Revision: r3721
Author: elly1...@rocketmail.com
* Reordered alien whitelist. I mean, someone was on there twice!
* Tajarans get hungry 1.25 times as fast.
* Tajarans move slightly faster when cold.
* Tajrans heat up quicker, but cool slower.
* Soghuns get hungry 0.5 times as fast.
* Soghuns move slightly slower when cold.
* Soghuns heat up slower.
* Adds Skrell, they have their own language which is used by typing :k
* Adds soghun language that can be used by typing :o
* Skintone of all species can now be changed.
* Eye colour of all species, except Skrell, can now be changed.
* The preview picture in setup should now be fully accurate for non-human species (excluding Tajaran ears)
* Various fixes for talking, such as talking as your real name while unknown.
* Fixes pAI's universal translator not being universal.
* Added admin update mob sprite command, which should solve any buggy transformations.
* Fixes and slightly nerfs claw attacks.
* Cosmetic fixes for alien species
Any PDA that can access the Security Records can, via the forensic scanner
function (that was already there) store data on what was scanned, the same way
that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will
transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be
improper.)
Updated changelog.
Revision: r3713
Author: joeheinemeyer
-Glasses of Coffee, Ice, Iced Coffee, and Bilk now work properly, instead of
making glasses of ..what?
-New stun baton sprites.
-Sprites for windoor construction.
Revision: r3714
Author: d_h2...@yahoo.com
ZAS procs are now more standardized, needs more comments though.
Connections between zones now self-manage themselves, adjusting things if/when the turfs they are on change zones. (The check for this is very efficient and fast, but a bit hard to read codewise)
Zone share percent set to 4. Seems to work well.
read.
Defined some clothing-overlay layers. The defines are float-layers. So they will
always appear above the mob they are overlaying. They can be found in setup.dm
This pretty much means you can change to order in which the icons are added to
the overlays variable without fear of eyes appearing above glasses and such. So
no more of these dumb bugs.
It also paves the way for selective clothing updates which should speed things
up a fair bit.
Revision: r3704
Author: elly1...@rocketmail.com
- Window doors currently have 200 health, this can and will change if break ins
become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors
Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible
treasure.
- - There is a chance for the ripley to have a diamond drill instead of a
regular drill.
Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the
metal.
Updated the changelog
Revision: r3696
Author: johnsonmt88
to MOB_LAYER.
Fixed r501 (underwear not showing) Cause: bad indentation
A possible fix for some very odd bugs caused by restarting the MC related to the
usr variable being passed into the MC. *shrug* Very hard to test.
Removed the need for the world to be in Debug2 mode to edit ticklag as the verb
is hidden behind another proc now anyway, and it's become more of an annoyance
than a thing to stop people accidentally clicking it.
Revision: r3695
Author: elly1...@rocketmail.com
they are banned. Another perk of using IsBanned and not client/New() is that we
now disconnect potential clients before they are given a client object and start
downloading any resources...which is like a 30Mb saving per failed login (after
each server update).
Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff
to mob/living/login.dm so you shouldn't have to log-out and back in to enable
build mode.
Removed the logged_in variable for mobs as it was the most pointless thing ever.
Made the multikeying checks a separate proc. People are checked the second they
get a new_player mob. Its notices are also less spammy.
Changed AllowUpload from the default. It now restricts uploads of over 1Mb to
prevent admins uploading massive .Oggs and lagging the server to hell whilst it
sends the ogg to 40+ players. Feel free to change the limit.
Moved some of the core client procs into one folder; they should really be
together and not in /modules/mob/mob.dm and various other places. I will be
giving the client stuff a belated spring-clean over the next few commits, just
got to iron out some of the kinks.
Revision: r3694
Author: elly1...@rocketmail.com