Commit Graph

1734 Commits

Author SHA1 Message Date
baloh.matevz
c2734300b2 - fixed issue 803. Admins will be able to hear deadchat no matter what... unless they shut it off with the toggle-hear-deadchat verb, that is.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4467 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 07:23:17 +00:00
baloh.matevz
7b572e4ca7 - Fixes issue 760 The AI's machine variable did not get reset properly upon failure. The machine variable's interact() proc is normally called once per tick. In the case of an APC it printed the fail message, but did not reset the variable to null, meaning the same machine's interact() proc would get called the next tick, giving the same error.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4463 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 05:48:16 +00:00
baloh.matevz
adbc74a942 - Fixes issue 748. Pulling restrained monkeys now behaves as it's supposed to.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4462 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 05:37:11 +00:00
sieve32@gmail.com
626cb74704 -Metroids will now feed when 'content' (But not as quickly), meaning they will evolve and reproduce properly
Fixes Issue 765
-It is now possible to weld secure lockers shut
-Lockers now have a welded overlay (Expect in some cases, such as cabinets)
Thanks to Pete for the sprite

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 04:22:53 +00:00
baloh.matevz
f3996dfc5e - Fixed issue 657. Attacking someone at a distance (using TK) will no longer make you get smeared in their blood.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4458 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 04:18:08 +00:00
baloh.matevz
9062d7fb23 - Added a real_name variable to DNA, which gets assigned when mobs are created and when preferences are copied as well as when changelings absorb mobs. This is so I could drop the dictionary-style list from changelings, which went list(real_name = \ref[dna]). What this meant was that if you absorbed multiple people whose real_name was "Unknown", you'd only have one dna to show for it. Now all of them will show and will be available to transform into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4457 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 03:55:09 +00:00
johnsonmt88@gmail.com
852b838e4e There were a bunch of boxes that had their own special code when they all do the same thing. So I've merged them into proper storage items.
Boxes affected:
- Donut boxes
- Egg cartons
- Candle packs
- Match boxes
- Snap pop boxes
- Monkey cube boxes

Items I didn't merge:
- Pizza boxes
- Cigarette packs

Pizza boxes are a whole new kind of 'special snowflake code' that is best left the way it is. Cigarette packs involve some stuff I'm unfamiliar with so that can wait until I learn what I need to learn.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4452 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 00:35:01 +00:00
baloh.matevz
cac628a640 - In preparation of fixing issue 585, which extends far further than just the things listed there, as well as to standardize the many incarnations of satchel-type code (pill boxes, mining satchels, hydroponics satchels, etc.) I have added some functions to storage type items:
New variables:
var/use_to_pickup = if 1, the storage item also works like satchels, which means you can use it on something else to pick it up.
var/display_contents_with_number = if 1, the items in the storage item are grouped by type with the number of items being displayed. See the screenshot.
var/allow_quick_empty = if 1 on creation, it adds a verb that allows you to empty the item with one click
var/allow_quick_gather = if 1 on creation, it adds a verb which allows you to switch between pick-up methods. one-per-click or all-on-tile. Same as satchels worked. use_to_pickup must be 1 for any of that to matter.
var/collection_mode = 1;  //0 = pick one at a time, 1 = pick all on tile

New procs:
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
- Returns 0 or 1, depending on whether the item W can be inserted
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj)
- Inserts the item into the storage item and calls all the procs it needs to. Doesn't check whether the item can fit tho, tha'ts what can_be_inserted() is for.
/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location)
- Removes item W from the storage object and sets it's loc to new_location or get_turf(src) if one is not provided.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been removed from the storage item S. The object's loc is already set to the new one.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been inserted into the storage item S. The object's loc is already set to S.

I made satchels work on this new code. The rest will be added to it soon. See the screenshot.

Screenshot:
http://www.kamletos.si/new%20satchels.png

This is yet another big change and it is very possible that bugs will come from it. Please report them to me or on the tracker.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4451 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 23:35:53 +00:00
giacomand@gmail.com
be76c3afcc Fixed issue 645.
I changed how uplinks worked. Instead of there being a duplicate item which would switch out when it activates, there's an item called "obj/item/device/uplink/hidden". It is a hidden uplink which you can place in any obj/item. In "hidden" is where it will generate menus, check for triggers to show the menu and etc.. No need to switch out with duplicate items or add the menu onto the PDA's notes.

How to create a new uplink item in 3 easy steps!

1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add/remove "uses".

2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true. The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.

3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc. Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.

I've given the recharge station's verbs a category so they don't create their own tab.
I've added a mob/proc called put_in_any_hand_if_possible. Name speaks for itself. Returns true if successful, false otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4450 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 21:57:27 +00:00
baloh.matevz
d8ec97e76e - Fixes an equip_e related runtime error
- Fixes storage items not updating when you put something in them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4447 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 19:36:43 +00:00
baloh.matevz
6e776a54c4 - Fixes the issue of simple animal attacks not logging in attack logs. There's a billion places where these attacks are copy-pasted to... seriously, who coded this? Fixes issue 795
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4445 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:52:34 +00:00
petethegoat@gmail.com
0970e6c55d Standardised reagent colour mixing a little bit. Fixes issue 785.
Changed the path of large beakers, so they're actually a subtype of beaker (wtf)

Moved new_year.dm to unused.
Updated Carn's sequential master controller to not have tension stuff, for potential live testing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:33:34 +00:00
baloh.matevz
bdee209b43 - Fixed issue 776. Answering a messages sent to Centcom via the command console by using the RPLY link will echo the message to admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4443 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:32:51 +00:00
baloh.matevz
26314e1310 - Fixed a small noize-bug
- Fixed issue 783 Unstable mutagen now only reacts to mobs with dna.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4441 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 17:57:27 +00:00
baloh.matevz
c0465614da - Mutantraces are no longer a variable tied to human mobs, but rather a variable tied to dna. As such, changelings who absorb people with a mutantrace will now transform back into the mutantrace when they transform into their DNA.
- Fixed issue 784.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4440 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 17:13:28 +00:00
johnsonmt88@gmail.com
0b59c8dbd1 Detective's armor once again allows him to fire his revolver. Fixes issue 797.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4438 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 15:54:17 +00:00
baloh.matevz
d908d6bf04 - Fixes issue 744.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4431 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 04:17:11 +00:00
baloh.matevz
8c91a3a06d Fixes issue 782.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4430 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 03:31:30 +00:00
baloh.matevz
da317355e9 - Who ever heard of a massive revision with no follow-up revisions hotfixing bugs... noone! Removed two world << "" debug outputs from human/life.dm and added a flag that I accidentally deleted back to breath masks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4429 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 03:09:24 +00:00
baloh.matevz
530c5c804a - Yet another issue that needed fixing resulted in the entire system having to be rewritten. Fixes issue 44, Fixes issue 690.
New defines in setup.dm:

This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)

#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8

#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4

//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8

#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4

The speed at which your body temperature raises or falls can be altered with the following defines: 

#define BODYTEMP_AUTORECOVERY_DIVISOR 12 
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6

The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.


Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.

I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:48:49 +00:00
sieve32@gmail.com
1e16d4add0 -Made space-bears stop moving when dead as well
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4427 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:17:45 +00:00
sieve32@gmail.com
f0ed7dc198 -Fixed carp chasing their target around when dead
-Deleted the old /obj/item/weapon/'grenade', there's standardized stuff now, and the old shit doesn't even work. Waste of space, 0/10 would delete again.
-Fixed clusterbangs. Honk

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4426 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 02:06:43 +00:00
baloh.matevz
efc0f67199 - Saw an error with my last commit. A proc was improperly called.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4424 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:27:48 +00:00
baloh.matevz
5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:15:55 +00:00
elly1989@rocketmail.com
83c2d91047 Fix for the "Everyone is the traitor" secret event. Cause: it passing mobs to the proc rather than minds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4421 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 22:29:02 +00:00
baloh.matevz
55f405f98b - Went through all the clothing stuff and only gave the ONESIZEFITSALL flag to the clothing items that actually have a fat sprite. Fixes issue 393
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4418 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 14:25:54 +00:00
petethegoat@gmail.com
23a13baa8e The zone select thingy now uses the proper UI style.
Added new zone select sprites for aliens and cyborgs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4417 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 08:18:41 +00:00
baloh.matevz
5a3b9d7a24 - A change to 'who' for admins, which now displays more information. Amongst these is the ckey of the person, the name of the character they're playing, their status as alive, unconscious, dead or observing (joined as observer) and whether they are an antagonist or not. Along with this you get an adminhelp-style (?) link which displays further information about the person. While this might not be considered a 'bugfix' it is necessary due to the removal of the tensioner panel as it gives a quick overview of how many people are alive and how many are dead.
- Removed the obnoxious message blue and red colors which was shown when hydroponics trays were overran by weeds. The message is now blue and has a dot at the end, instead of an exclamation point.
- Made '/obj/effect/debugging/marker' immovable. It was silly that it reacted to air movement.
- Standardized mapping.dm
- Removed the round-end condition of "Everyone is dead! Resetting in 30 seconds!"

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4415 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 00:24:24 +00:00
sieve32@gmail.com
7d0d8fc4c5 -Fixed MMI's being able to eavesdrop on robotic talk, mostly due to an issue with lists and how MMI's handle brains
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4413 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 00:07:19 +00:00
elly1989@rocketmail.com
e0b538ea77 Runtime fix: getFlatIcon() - Will no longer runtime should overlays contain any nulls. (Interesting note: I was intending to fix this to try speed up update_icons() even more but it turns out BYOND really dislikes overlays += null. the optimisation took twice as long o.O)
Removed unused caching code from getFlatIcon(). We handle our own caching using datacore.dm

Runtime fix: datacore wasn't checking the type of object in the wear_id inventory slot. I've removed that so it now uses mind.assigned_role instead.
The following runtime has occured 1 time(s).
runtime error: undefined variable /obj/item/device/pda/warden/var/assignment
proc name: manifest (/obj/effect/datacore/proc/manifest)
  source file: datacore.dm,14
  usr: null
  src: the datacore (/obj/effect/datacore)

Runtime fix: staff-of-change projectiles were runtiminng when transforming somebody with implants. Cause: forgot a "continue" >.<
The following runtime has occured 4 time(s).
runtime error: Cannot modify null.layer.
proc name: wabbajack (/obj/item/projectile/change/proc/wabbajack)
  source file: change.dm,37
  usr: 0
  src: the bolt of change (/obj/item/projectile/change)



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4412 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 23:46:03 +00:00
sieve32@gmail.com
12c2b6cf39 -DNA modifiers have some options available when there is no occupant, mainly so you can mess with the buffer and make injectors.
-Pepper spray fits on sec belts again
-Ion rifle emp_act() was changed so that it is only effected by severity 1, meaning that it won't be EMPed by its own shot any more (Unless someone is able to shoot himself with it)
-The HONK mech panel was updated to be current with the main one, though if someone here is an html wizard they could *probably* do away with having a seperate menu to handle the extra stuff
Fixes Issue 772
Fixes Issue 713
Fixes Issue 781

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4410 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 22:50:09 +00:00
trubblebass@gmail.com
2a478fa0ff Chemdispenser buff
- The Chemdispenser now has a max of 100 energy instead of 75.
- The Chemdispenser now has a slightly increased recharge rate.
- The Chemdispender now starts the round with full energy.

Changed the flufftext for when you are being cloned to remove the part about fuzzy memories as there was confusion over whether this meant memory loss or not.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4408 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 21:17:20 +00:00
petethegoat@gmail.com
1fc8ce5bc5 Fixes issue 739.
Fixes issue 505.

Boxing gloves can no longer be used to make stungloves (with descriptive, adventure game style failure message~).
People without savefiles no longer get the "Your save has been deleted" message when they start the game.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4402 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 16:40:27 +00:00
johnsonmt88@gmail.com
26ce5db5b0 Meteors and Space dust (now that they work again) will no longer have an effect on singularity containment. Field generators and Emitters are protected.
I added a check to meteor and space dust Bump() directly because changing ex_act() on the machines themselves would make the machines immune to bombs and C4.
Hopefully fixes issue 716.

light/process() was added back in causing lights to use power as they were meant to. Recently lights have been made brighter causing more power to be drained. As a result the engineering APC would not last very long. The station using a lot of power is a good thing since the singularity produces an incredible amount of power, so to keep this higher power demand but still give engineers a fighting chance to set up the singularity, I've bumped up the engineering APC's starting battery power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4401 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 16:39:01 +00:00
petethegoat@gmail.com
755c98d8b6 Committing for QualityVan!
Fixes issue 458.

Changes singularity beacons to consume zero power but require a certain amount to function, check the attached wire rather than the area for that power, and most importantly, not work in space(normally).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4399 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 13:59:21 +00:00
petethegoat@gmail.com
517a0d8add Fixed issue 570.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4398 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 13:44:58 +00:00
elly1989@rocketmail.com
4c87332cc1 Resolves Issue 734
> A clown's medical, crew, and security records are updated with his newname. (read below for details)

> reject_bad_name() now checks for dumb names like "space","floor","wall","r-wall","monkey","unknown","inactive ai" (if you know any other important ones let me know)

> clname() [clown-name] and ainame() [AI name], procs which allow those players to rename themselves, were merged into /mob/proc/rename_self(var/role, var/allow_numbers=0)
This proc gives the mob 3 chances to name itself. It checks names using reject_bad_name() (the same thing that checks the round-start names). If it fails 3 times it will not change the name. If it succeeds it will call the proc in the next bullet point.

> /mob/proc/fully_replace_character_name(var/oldname,var/newname) will replace most references to a mob's oldname and replace it with newname. It updates name, real_name, mind.name, updates their id, updates their pda and updates all their data_core records (manifest records like medical, security, general, locked)

> data_core procs merged because they were massive and all identical.

> accidentally fixed an AI sound which accidentally played upon login. It conflicted with the "Welcome to the station crew" announcement. So I commented that out to try the 'new' fixed one. If people hate it I'll comment it back to how it was.

> naming a mob with the big name  at the top of viewvars will use fully_replace_character_name()

> Removed an uneccessary regenerate_icons() proc from every player which spawns. Should speed up spawns a smidge



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4396 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 10:44:41 +00:00
sieve32@gmail.com
c62bdf0a6e -Cleaned up sacrificing again so it didn't rely on hasvar()
-Made a variation of hasvar(), creatively named has_var(), intended for objects versus datums, and the var name is case sensitive
-Clean up mech fabricator code considerably, the terrible switches are all gone, and I was able to make it more robust at the same time. Now, if a junk item is added to the mech fab then it will remove it in 1 of 2 places, either when you call for the queue to be displayed (Will throw it out then rebuild the queue) or when it is processing the queue (Will throw it out then reprocess the building), so now you won't even see the shit that finds its way in there.
-Made the add_part_to_set() useful, now instead of dumping everything in the "Exosuit Equipment" category, it checks if the design's category matches one of the part sets, then adds it to said set if it does (All others get dumped into "Misc"). Right now there isn't much through, mostly just moving MMIs, cells, etc... to the "Misc" set, but this would be easy to use with any other system that handles designs
-Little bit of OCD here, but I noticed that the cells on the map were all 'crap' cells, even though they had 1.5x the charge of a high-capacity cell, so I changed them all to high-capacity cells with the added capacity

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4395 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 18:53:28 +00:00
petethegoat@gmail.com
f657677a99 Fixed issue 775.
Fixed issue 767.

The fix for issue 767 was to standardise spray bottle code (to some extent). If any issues come up with spray bottles, pepper spray, or chem sprayers, report them to me.
Cyborgs now recharge their pacid and lube, as the size of their bottles was quartered.

Changed the flash item_state to "flashbang", as it looks exactly like a flash.

There's some more grammar and text clean up too, mostly with crates and closets.

Finally, fixed some pipes in virology, and changed the librarian's den so the bookcases are at the top.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4394 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 18:24:34 +00:00
sieve32@gmail.com
4b72ada290 -Cleaned up the code to sacrifice borgs, AIs, and brains. (Also made it possible to sacrifice AIs on intelliCards)
-Gave brains a proper gib() so they are actually gone
-Added a proc to the 'Secrets' panel, a variation of power the station that instead is MUCH faster and just powers all SMES, turns on output, and sets it to max (helpful for testing and it doesn't leave the server frozen for 60 seconds to process)
-Added maxHealth to mice, killer tomatos, and walking mushrooms (They started with 5 health but could be 'healed' up to 20)
-Made the updatehealth() actually usable outside of humans by making it use maxHealth instead of just '100'
-Fix for shield generator sprites not updating properly, caused by not all generators actually updating on powerloss, and adding an update_icon() where needed
Fixes Issue 751

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4393 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 15:30:36 +00:00
petethegoat@gmail.com
e4e7256d66 Fixed issue 777.
Fixed issue 439.

Relating to the 439 fix, added a new define, TEMPERATURE_DAMAGE_COEFFICIENT. The name is slightly misleading, as it is used in reagents that affect body temperature. Leporazine now functions properly, and you can once again into space with a cup of coffee and a firesuit.

Also did a few grammar changes for newscasters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4392 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 13:58:43 +00:00
rockdtben@gmail.com
bf9f922390 -Fixes issue 690
-Made my comment less ambiguous

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4391 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 13:21:02 +00:00
johnsonmt88@gmail.com
e9671308bf Reorganized clothing as a whole.
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.

Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...

I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.

I've also moved files that had no, or very few blocks of code into more catagorized areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 02:17:14 +00:00
baloh.matevz
4a0f31a8c0 - Addressed the issue of AIs not being able to see anything in the dark. They now have a 'toggle camera light' verb in the AI verbs panel. What this does is enable a light on the camera they are viewing from. Only the light on the camera they're viewing from will continue to be enabled.
The fluff behind this change is that a loss of power in an area prevents the use of advanced camera features, such as XRAY. The amount of power which the camera network supplies is only enough to operate a light on the camera.

Since there are lots of ways to remove an AI from a camera, it is possible that some bugs will appear. I tested what I could and fixed all the errors that I noticed. If any additional errors appear, please let me know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4387 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 23:24:28 +00:00
elly1989@rocketmail.com
76440d9acd Tidied up the preferences screen a tiny bit. It now uses switches and should fix another:
The following runtime has occured 23 time(s).
runtime error: Cannot read null.key
proc name: process link (/datum/preferences/proc/process_link)
  source file: preferences.dm,638
  usr: null
  src: /datum/preferences (/datum/preferences)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4384 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 21:58:18 +00:00
Kortgstation@gmail.com
0ed6f00100 Cleaned up the wizards spellbook, it no longer has the option of using client verb spells instead of object based ones. Object based spells are superior in every way and are the ones currently tracked by Erro, the client verbs weren't even supported anymore so there was really no reason for a ton of if statements everywhere/code for three different spellbook types (including one that used telecrystals).
Changed the config, item list, wizard spawn gear etc to eliminate the possibility of the old type of spell book

Removed commented out (non functional) code from change.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4383 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 20:22:08 +00:00
petethegoat@gmail.com
faea964e13 Fixes issue 521.
Fixes issue 676.
Fixes issue 700.
Fixes issue 753.
Fixes issue 754.
Fixes issue 755.

Additionally I slightly cleaned up grenade code and stunglove code, and removed mustardbomb.dm (because it was fucking awful).

THIS BUGFIX TRAIN AIN'T STOPPIN'
Thanks QualityVan for the issue 521 fix, and thanks Nodrak & Tobba for pointing out my dumbness for issues 753 & 754 respectively.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4382 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 19:51:08 +00:00
elly1989@rocketmail.com
ae45d10423 Pulse emitters (singulo engine) are no longer susceptible to EMPs. Resolves Issue 761
The Field generators are now offset from each-other to allow the engine to be restarted should containment fail.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4380 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 13:55:19 +00:00
elly1989@rocketmail.com
571cad9808 Forgot the ..() call.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4378 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 05:54:30 +00:00
elly1989@rocketmail.com
a79f049ebd Moves mob/var/datum/changeling/changeling to datum/mind/var/datum/changeling (changeling datums are now held by minds rather than mobs)
As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251

Changeling power proc_holders are now datums rather than objects.
Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix

Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH
setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag.

Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked.

TODO:
changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 05:43:39 +00:00