Commit Graph

85 Commits

Author SHA1 Message Date
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
uporotiy
6288dc77f2 Alien weeds now don't spread FUCKING EVERYWHERE, instead being limited to 3 tiles within the nearest weed node (which are now planted for 50 plasma instead of weeds for 100 plasma). Weed nodes spread weeds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2326 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 16:19:17 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
uporotiy
a71691759c Aliens can now shape membranes.
AIs now see runes as blood.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2305 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 16:36:23 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
vageyenaman@gmail.com
430d536b3f Critters:
Made carp actually hurt humans. Also, they can now    sometimes knock you down when they attack you. Additionally, I added some new variables dictating attack speed and sound associated with attacking for critters. Carp now make bitey noises, rejoice!

I also fixed some other miscallenous bugs with metroids attacking stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2196 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 02:58:30 +00:00
mport2004@gmail.com
206c30c48a The safe plasma limit on breathing has been lowered causing plasma to actually damage you at a semi decent rate.
The force secret mode will now build the list of possible modes and make sure it can set the forced mode up before it actually picks the mode.  If the setup fails it will just use another mode from the secret list.
The R-table in medbay lobby was replaced with a normal table and medbay mostly follows the old "Can you get to the hall with next to nothing on you" map design.
Blob mode work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2185 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-12 08:57:02 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
uporotiy
713d2b74c5 XCOM alien code by Xerif (Donated by the Foundation project, ss13.org) plus some tweaks of mine added. Of course, I'm going to be enhancing it later.
As it is quite unbalanced and not nearly complete yet, try not to spawn it too much, will you? :33

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2122 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 04:00:33 +00:00
vageyenaman@gmail.com
256cdd37d2 - Nerfed chemical smoke. It is now less "penetrating". Also, bio suits protect against chemicals a lot better now.
- You can now simply wear a gas mask (or internals with a breath mask) to be completely immune to smoke, provided that you're wearing a full bio suit.
- Nerfed pacid and sulphuric acid a bit. Sulphuric acid is a lot less potent now, and requires large splash-dosages to actually burn peoples' faces off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2048 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 05:27:24 +00:00
vageyenaman@gmail.com
73a73a8211 - Chemistry smoke now is laced with everything inside of the beaker/container. Using a new smoke icon, the smoke will exhibit a color combination of the reagents just like normal, so you can easily identify a cloud of pacid smoke from dexalin smoke. (space drugs smoke, anyone?)
- A new /datum/reagents proc called copy_to() works like trans_to() except that it "copies" reagents instead of transferring them.

- Modified all breathing mobs to support inhaling chemical smoke reagents.


If you are a-hatin', please leave all your hate in this revision page. This is a very significant game change, and to be honest I only briefly mentioned it over IRC a couple of times (however the idea was positively received).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2033 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-21 05:07:00 +00:00
mport2004@gmail.com
6c54ced90d Recoded flashes a bit
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 06:23:13 +00:00
mport2004@gmail.com
2224916ab9 Just some general cleanup
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player

Bugfix
People spawning on the starting screen on rev/cult should be fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-31 21:31:00 +00:00
vageyenaman@gmail.com
b0e69dcd99 Bugfixes:
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 20:57:21 +00:00
vageyenaman@gmail.com
c9d1e3452f I ain't gonna lie, this is a pretty big revision.
Chemistry:
     I added a new variable to each reagent called "color". It's a hexadecimal string used to give a reagent a unique color for use in future shenanigans that are in development atm. Updooted the Chemistry-Readme.dm file to include some other variables I included into the recipie system as well as this new color variable. Implementing these colors is still an ongoing effort, and yes you will be able to "blend" these colors.


Viruses:
     Nothing has been CHANGED (yet) but there is some framework for a new virus system to work alongside our current one, special thanks to Googolplexed of Baystation 12! If this weren't tied to some other things I changed, I wouldn't be committing this in the first place. While experimental, you shouldn't even notice this exists.


!!BUGFIXES!!:
     Wow, there's so many I'm having a hard time keeping track of it all!

     A bunch of runtime errors were hopefully fixed. There were some problems with slicing stuff spitting out runtime errors because an istype() was missing. The same goes for ritual tomes and some other things. Medical cyborgs were also fixed: their pills will now recharge properly and stop spitting out atrocious runtime errors. 

     It was intended for it to be possible to shoot people on top of Mulebots, but a runtime error always cut the proc off before it could execute. This has been fixed.

     There are probably some other things I'm missing, but all in all, that's about it for the bugfixes.
     


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-22 22:42:59 +00:00
vageyenaman@gmail.com
204ae607d6 This is a fix that addresses Issue 138.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1890 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-19 01:09:43 +00:00
vageyenaman@gmail.com
7cb9429a85 Okay, so this is a pretty big change.
Guns: 
     The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!


Miscellaneous:
     I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:58:29 +00:00
firecage@hotmail.com
29aeddee41 Here are the 3 new projectiles that Superxpdude requested.
Bulletburst, weakbulletburst and weakerbulletburst.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1859 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 19:04:33 +00:00
firecage@hotmail.com
0c4668e5c6 New projectile added called the shock projectile.
Three new weapons added to R&D(the protolathe). The Chem Sprayer, the Shock Gun and the Stun Revolver.

A new costume is added to the theatre, the female clown suit and mask.

Thanks for the weapon sprites goes to Khodoque.

Thanks for the female clown suit sprite goes to Cheridan.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1855 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-15 15:12:17 +00:00
vageyenaman@gmail.com
4d60c67d1a Viruses:
For some reason, viruses were being "cured" just a bit too fast. I lowered the rate which a virus advanced through stages. I also fixed vaccines; they now actually cure viruses as well as providing immunity to any further infection. 


Metroids:
     The beginning of my Metroid ranching phase; Metroids may now, theoretically, be tamed to an extent. Baby Metroids are suceptible to simulated discipline, meaning if you beat them over the head with a toolbox for trying to eat your fellow scientists they will probably get the message. This also works when you're trying to wrestle a metroid off of someone's head. Additionally, they may also identify who the people who feed them are and in a situation where they have to fight to defend themselves or eat, they will spare their "friends". This is a pretty big AI change, so if you see any bugs please report them immediately!

     Metroids can also "vent-crawl" like monkies, but fully-grown adults are too big to do this. NPC Metroids will never vent-crawl. 


Weapons/Guns:
     A lot of you are going to like this one; you can no longer shoot yourself with your own gun! This happens sometimes when the game lags up for a bit, but no more!

     Additionally, you can now shoot people who are on the ground simply by clicking them. I can only imagine how easy this will make being an officer (or traitor/syndicate) now. This applies to both handheld guns and mecha weapon installments.


Xenobiology:
     Scientists now, hopefully, have proper Xenobio access. Metroid dissection has been slightly changed; you can extract Metroid cores from dead Metroids no matter where you're aiming. You will not see me talk about metroid cores anymore because they're a secret. I haven't done anything with them yet, however.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1813 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-09 22:11:46 +00:00
vageyenaman@gmail.com
4ccc71f047 Some more work/bugfixes on Metroids.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1794 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-07 07:56:00 +00:00
vageyenaman@gmail.com
ebcdc09c10 There's a few things in this revision made by me, and some made by other people that
requested I commit into the SVN. Please PM the collective coders if you find any bugs in 

their work.


AI:

     The AI now has a verb that lets it change its appearance. It doesn't do much, but but 

it's some neat aesthetics that compliment the little display panes scattered around the 

station that the AI can modify. This was a combined effort between Firecage, Petethegoat, 

and Superxpdude.



Miscellaneous Changes (by Petethegreat):

     - Cup Ramen sprite changed to a nicer one by Cheridan
     - Plasma sheet sprite changed to a thicker one by Aru




Metroids:

     They work. There might be some lingering bugs I simply cannot catch by testing alone, 

but they WORK. They act as an entire new player-controllable race, are found in 

xeniobiology, and I refuse to say anything else on the matter that would spoil anything. If 

you feel so entitled to, you can view the source code to spoil everything like a little 

cheater! I haven't completed everything I would like to, and as a result Metroids are 

pretty useless. They're still very fun though!

     Xenobiology, as a result of Metroids, got a bit of expansion. Scientists have access 

to Xenobiology now, for now. If anyone wants Xenobiology to become a standalone job or 

whatever, here's the place to post feedback.


Bugfixes:
     
     - Perriot's Throat virus no longer makes you mute, instead, does what it was intended 

to HONKHONKHONKHONK!!!!
     - Some bugfixes with Turrets.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1774 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:34:42 +00:00
vageyenaman@gmail.com
29191f27e6 Okay, there's a couple things up with this revision:
Metroids:
     
     No, they're not working yet, and I planned on committing this when they were finished, but the basic framework is there. The Metroid in xenobiology now moves around, I guess, kinda like a monkey. ADMINS: !! DO NOT TRY TO POSSESS/CONTROL A METROID, unless you're willing to take a risk! I haven't tested it thoroughly yet, it might have some glitchy results!


Turrets:
     Fixed some lingering bugs with the targetting system. Hopefully these should be pretty stable now.


Reagents/Chemicals:
     I fixed some problems with virus combinations and weird stuff with the PANDEMIC machine.



There's probably some other stuff people requested I fix on IRC that I didn't mention, I can't remember anything else though. Hopefully this should stabilize some of the more annoying bugs with reagents!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1759 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-04 03:00:44 +00:00
vageyenaman@gmail.com
eee36e4f7e Okay, this is a pretty big revision!
Viruses:
     The virus system was COMPLETELY reworked.

     Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.


Turrets:
     Fixed some lingering bugs that would bog down the global event processor.


Changelings:
     People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.


Miscellaneous:
     I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 04:00:25 +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
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
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
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
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
noisomehollow@lycos.com
a9d2227518 #Added an check for range/items when trying to insert an ID card/update info into a PDA. It should no longer run time error.
#Added a Halogen Counter function for engineering PDAs. Measures radiation of a mob.
#Brain/MMI code overhaul. Brains/MMIs should no longer screw up when the brain is deleted. MMIs should now properly eject from cyborgs if they are blown up, among other changes. Brains no longer die when transferred between containers but won't be able to speak without a container.
#Added a research MMI that comes with a radio built in. The brain can toggle the radio functions on or off via verb panel (MMI).
#Traitor code words will now use the crew roster for name generation 70% of the time.
#Ghostize() is now a lot more robust. If you need to throw someone into a ghost if they are killed/whatever, use it.
#Deleting a mob will now spawn a ghost for it through ghostize(), if it has a key, so you don't need to worry about that. You can null key people if you want to kick them out of the game.
#Ghost verbs are now in their own panel (Ghost). ghost() is the proc/verb that mobs get to turn into ghosts. ghostize() is now a proc only used through other procs.
#Changed how ninjas get their verbs. Long story short, wizards are now able to mind swap with ninjas. Stay hidden Snake! Also, more code improvements and additions to ninjas, including more fun for the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1607 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 05:06:53 +00:00
uporotiy
678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
noisomehollow@lycos.com
2c6b1841ef Cleaned up PDA code a litte more. Can again resize window. The close button is in the menu.
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-05 21:19:10 +00:00
rastaf.zero@gmail.com
9b2e9c3420 Fixed bugs:
Players now cannot rejoin the game if their mobs were gibbed/burned while they were disconnected.
Cremating/gibbing for meat now counts as death with triggering log records, gamemode checks, sql reports, etc.
Fixed some bugs with enabling verb ghostize().
Fixed bug with DNA Machine popping out from the protolathe.
Fixed bug with tuning RSD.
Added juicer:
	berry -> berry juice
	banana -> banana juice
	tomato -> tomato juice
	carrot -> carrot juice
Bug your botanists for getting better potence for more juice.
Juicer can be pulled, chef can give it to barmen or botanists.
Blender changed a bit:
	tomato -> ketchup
	corn -> corn oil
	soy beans -> soy milk
	any food -> nutriments and contained reagents.
Sound for the juicer found at http://www.freesound.org/samplesViewSingle.php?id=98053, edited by Nikie.
You can eject ingredients from the microwave. However, you cannot get back your reagents, they will be lost and can make microwave dirty.
Essence of Banana was renamed to Banana Juice.
Added Carrot Juice. Heals eyes much slower than imidazoline.
Carrots now contain imidazoline (however, carrot cake contains more imidazoline).
Potency for peppers, tomatoes, carrots and druggy mushrooms should work now.
New cocktail "Bahama mama": 2 rum,  2 orangejuice, limejuice, ice.
Changed recipe for soy sauce: 4 soy milk + 1 acid.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1477 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 14:44:13 +00:00
noisomehollow@lycos.com
3abc38a2bc Updated xeno ability code.
Updated ninja ability code.
Misc ninja update.
Fixed chemistry reagent code for the ninja suit.

This final update could have been more awesome but whatever.
I've copy-pasted the ninja info on to SpiderOS for future reference.
It's been fun but now I must sayonara. Whatever that means. Oh, it means goodbye.
~Later~

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1469 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-18 07:36:33 +00:00
noisomehollow@lycos.com
a95f87d6bc Cleaned up a few lines of unnecessary alien code.
Cleaned up mob projectile code a bit so it uses switch.
It's now much harder to play punch-out with a xeno, unless you're the hulk.
Xenos can now stick humans and monkeys into resin walls. Inside a resin wall, the person cannot escape unless the wall is destroyed (there is a 5% they will crawl out on their own). They are also paralyzed and cannot suicide.
Robots will now spark when you clobber or shoot them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1467 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 23:27:28 +00:00
rastaf.zero@gmail.com
ef23794506 Fixed runtime error with changeling gibbed by alium larva.
Added sanitize() to naming the buffers in DNA machine and to alien whispering.
Added 0.5 sec timeout for BANG BANG.
Added drinking glasses to the Dinnerware vending machine.
Update from Nikie:
Verb Reload Admins rereads admins.txt
Parameter sql_enabled in config. Prevents spam when sql is not installed.
NOTE FOR HOSTERS: it is currently ON in code (i.e. behavior is unchanged yet), you have to add SQL_ENABLED to your config.txt during next week. Thanks for your attention.
Fixed "Delay" command.
Messages for help intent are gender-aware now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1463 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-17 18:09:30 +00:00
rastaf.zero@gmail.com
b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00
rastaf.zero@gmail.com
ad6a6e42aa Penlight fits in medical belt.
Fixed several runtime errors.
Monkeys and aliens won't stack dozens of blood stains.
Fixed crash in FEA code related to melting floors.
When screwdrived destructive analyzer unlink from RD console protolate instead of itself.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1443 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-14 03:52:09 +00:00
rastaf.zero@gmail.com
ae1d99ee73 Almost all chemicals sould heal and harm humans and non-humans properly.
Various bugfixes for cult.
-raised and manifested are cultists
-you cannot use target for sacrificing
-free a cultis frees from muzzle, closets, pods
-removed unused files.
Added satitize() to emotes.
Extended and Random were returned to Game Panel.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1432 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-10 20:57:42 +00:00
n3ophyt3
c6c88bb0e5 Looked into human/robot/monkey/alien/etc Bump() code, found a possible cause for that strange bug where you can't push things and airlocks won't open when you run into them and etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1413 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 23:14:18 +00:00
tronaldnwn@hotmail.com
d374e58dc6 Fine then, don't see ghosts while high on mushrooms.
Apparently some one mentioned something about overlays, which I'll make work.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1354 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 11:57:21 +00:00
tronaldnwn@hotmail.com
eb390b5b72 I did one thing today.
I upgraded the chemical in liberty caps to be more robust in making people freak the hell out (rather than copy pasta spess drug code). It works at an incline, the more you put into someone, the stronger the effects.

All carbon lifeforms now will start to see ghosts when they have enough of the liberty cap reagent in them. As a unavoidable bug, they will also see cloaked people, due to how see invisibity works. But they will be too stoned out of their minds to do anything, me thinks.

Spess Tea now make you jitter less, because it is meant to calm people down.

Clown burgers now have 8 nutriment points, and a minor typo fix on the Fillet o Carp sandwich.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1353 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 11:01:22 +00:00
n3ophyt3
8d544eddb7 Since people complained at me about not being able to shoot people in the face anymore due to my revolver nerf (also that point-blank shooting at people on the ground accomplishes fuckall since the bullet passes over them), I have made bullets and lasers and the like able to be aimed at places other than the chest. Much like in melee combat, aiming for a bodypart other than the chest is NOT a guarantee that you will hit said bodypart. Helmets protect against shots to the head, and armor protects against shots to whatever body parts the armor is coded to cover.
Also I made the revolver point-blank shot work on people on the ground.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1350 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 00:29:44 +00:00
rastaf.zero@gmail.com
9927cd9de7 Fixed bug with custom changelling gets his absosrb objective always failed.
Fixed runtime error when cyborg (or sometimes AI) looks at paper.
Healing in cryo without cryoaxodone now works correctly. (slow as before)
Fixed some more runtime errors.
Fixed heal_organ_damage for non-humans. Slitt have to do a lot of work here.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1305 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-28 23:13:58 +00:00
n3ophyt3@gmail.com
1aca6254d4 The great verb retabbening.
Assigned categories to assorted verbs that lacked them. Commands tab is now more or less gone. Instead, things are in "IC" for things like say, whisper, me, that are inherent to you, "OOC" for things like OOC chat, and "Objects" for verbs originating from the world around you. I suppose for those non-admins in the audience, you now also get an "Admin" tab, because I stuffed adminhelp and adminwho in there.

This change was only to verbs defined as verbs in the code, procs that are assigned to things as verbs are far more numerous and harder to isolate, but also mostly admin-related.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1234 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 21:29:42 +00:00
n3ophyt3@gmail.com
cc9e4a4922 Fixed more runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1158 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-04 16:21:21 +00:00
n3ophyt3@gmail.com
69a9c63d4c Humans can no longer use robot/alium chat unless they have items or badminnery that allow it.
Humans no longer understand robot chat after taking off a binary translator.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1123 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 23:40:20 +00:00
n3ophyt3@gmail.com
753343f737 Reverted Skie's clickqueue since it is apparently causing lags and/or bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1034 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 23:53:23 +00:00
Skiedrake
098a5b73e2 One click queue system added, which affects gameplay completely.
Previously: After clicking on one thing, you could not click on another thing before 1 second had passed, and had to spam until 1 second had passed.
Now: After one click, if there's a second click right after, it will be queued and executed automatically after the 1 second has passed.

Tried to remove redundant DblClick() entries and changed them to QueueClick() where appropriate. Report for bugs.

Updated change log. :-)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1019 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 15:38:34 +00:00