Commit Graph

360 Commits

Author SHA1 Message Date
SkyMarshal
b5415335d3 Fixed a few runtimes, added debug verbs to help find WTF is up with DNA and 'prints
Improved how disabilities are handled
Fixed some stupid from googol's "smallsize" power
2012-02-18 12:45:01 -07:00
baloh.matevz
a6f9f36b72 - All PM links are now tied to clients and not mobs. What this means is that all PM links (the links admins get in admin messages which lead to a PM) should now point directly to the client, if one still exists or report them as disconnected. This means that there should no longer be problems with clients which swap mobs.
- Made the player-side admin pm message more visible and obnoxious. Some players might find it annoying but at least it will not leave much room to complain about "missing PM-s" 
Screenshot: 
http://www.kamletos.si/admin%20message%20format.PNG
- Fixed that awkward X in asay messages, which moved whatever mob you were in to the location of the person who said the message. Replaced it with JMP, which does the same as the JMP in adminhelps - makes a ghost and moves that ghost to the location:
Screenshot:
http://www.kamletos.si/admin%20say.PNG
- Ghosts which find themselves locked in any form of container (closets most commonly) will now (FINALLY) exit the container (and it is any container!) after they click one of the arrow keys.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3121 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-13 22:26:28 +00:00
Albert Iordache
7df0181e60 Code cleanup: renamed the ID card's variable "registered" to "registered_name" for better clarity 2012-02-07 20:05:43 +02:00
SkyMarshal
664c6b7dec AI's can now understand pAI speech
Tidied up some.
2012-02-06 11:02:49 -07:00
CaelAislinn
9c3e7171f3 fixed mechs being able to interact with things in the players inventory
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-02-06 04:27:41 +10:00
SkyMarshal
2ed57e0cc6 Finished up the last parts of my fingerprints work. Added a rag which lets you smudge away prints, and sinks do the same.
Added hallucinations properly.
Added LSD (with hallucinations.)
Remapped slightly.
2012-02-02 00:35:48 -07:00
CompactNinja
70b4a326f7 Merge pull request #339 from SkyMarshal/master
Runtimes fixes, fingerprints fixes, new unimplemented traitor objective, surgery bugfixes, sanity checking.
2012-01-31 21:02:18 -08:00
SkyMarshal
e7a7b8017d Fix for fingerprints. (They work right, now!)
Fixed the runtime related to brainmobs (sanity check)
do_after now works right.
Added the Decapitate objective, that is admin only ATM, which requires you remove their head and take it on the escape shuttle.
Fixes for a lot of surgery related bugs
Added a prompt to AI players when they are greeted, warning them not to stalk the traitor and so on.  Cacophony and Spaceman approved of it.
Sanity check for limb removal and blood stuff.
Added in sprites for a Syndicate statis/sleeper for a secret thing I have planned!
2012-01-31 21:23:37 -07:00
Uristqwerty
48706d8778 Distance_ortho runtime/NPE fix
A quick test with get_dist to null shows it returning 127 (the max value it returns). Since Distance_ortho doesn't use get_dist, it doesn't share the distance cap, so I just picked an arbitrary large number.
Double fix: If the destination is null, don't even bother pathing, you won't get there anyway.

Expected new runtime error: some callers of AStar mignt not be expecting it to return null, even though it already would if it can't find a path, or the source loc is null.
2012-01-31 16:32:05 -05:00
elly1989@rocketmail.com
2d77383ad0 Widespread grammar fixes! Still loads I've yet to fix. It'll take forever.
Resolved Issue 333: The plastic flaps on the mining station now actually block air-flow. http://code.google.com/p/tgstation13/issues/detail?id=333
Fix for runtime in issue 332 until getrev is fixed. https://code.google.com/p/tgstation13/issues/detail?id=332
Resolved Issue 331 https://code.google.com/p/tgstation13/issues/detail?id=331
Resolved Issue 304 https://code.google.com/p/tgstation13/issues/detail?id=304
Removed a lever I found randomly placed within the asteroid rock.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3021 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-31 10:03:55 +00:00
SkyMarshal
6648061dcb MAJOR UPDATE: Detective/Fingerprints update
bugfix for wardrobes
blood type is now handled by datum/dna, and blood_DNA for atoms is a list of list, each sub list containing DNA and blood-type. (This allows multiple blood splatters)
added BS12 give command and explosives
Map update to remove blob spawn.
2012-01-31 02:01:38 -07:00
SkyMarshal
5dba3ccf88 WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
2012-01-31 02:01:37 -07:00
only.lurking@gmail.com
fd268e7b18 More SQL injection patches. Added a standardized method of SQL sanitization [sanitizeSQL()].
Corrected a href list vulnerability that let players spawn Arcane Tomes from non-e-magged library computers.
Tweaked and disabled forum_activation.dm. Way too many SQL vulnerabilities to justify keeping it around.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3012 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-29 20:56:05 +00:00
SkyMarshal
12afd61ffc Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant. 2012-01-27 20:15:06 -07:00
Albert Iordache
c433785ad3 Hopefully fixed a runtime error caused by aliens crawling through vents. 2012-01-22 10:24:23 +02:00
SkyMarshal
0d7ce5f347 Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
2012-01-17 00:12:30 -07:00
VivianFoxfoot@gmail.com
1f29357168 Adds logging in the form of an attack log.log (now enabled by default)
You can now drag PDAs onto yourself to open the screen
Disables the fire damage causing husking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2926 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-08 03:30:25 +00:00
cib
a7a42410ec Added an emergency response team mechanism that will be triggered on code red after a while. Dubbed the station the NSS Exodus. 2012-01-06 04:13:10 -08:00
CaelAislinn
0a70d83f57 re-adding fixed ul + new helper proc (get_opposite())
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-05 15:37:02 +10:00
VivianFoxfoot@gmail.com
bf56fc6e99 Doors no longer close if there is a mob in the tile, a door can be hacked/AI overriden to close anyways and injure that mob as well as knock them down so they can be crushed again and again until they stop moving. (Currently: 35 brute and knockdown.)
The server master log now records attacks / emotes / PDA messages, as well as timestamping.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2899 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-02 08:42:44 +00:00
mport2004@gmail.com
8c1c914259 Added Invisty's Emitter sprites.
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2895 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-01 23:43:56 +00:00
Albert Iordache
39b6dd57e0 Removed and commented out the last traces of goon auth. code 2011-12-30 23:28:14 +02:00
quartz235@gmail.com
5f404cdcdb fix for ckeyed simple_animals not showing up in the player panel
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2864 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 13:42:48 +00:00
vageyenaman@gmail.com
e7c27d1299 Huge fukken commit. Very game-changing new feature has been added but it isn't actually available to players yet.
Spess Networking Technology:

    ▪ The machines are located in Centcom near the cargo shuttle.
    ▪ A new admin debug verb "Change Radio Type". Using this will toggle between old (current) radio code and the new radio code. ADMINS: I recommend only doing this if Doohl (me) is around to take note of anything that happens.
    ▪ The whole thing works, in theory, but hasn't been stress-tested with the usual 60+ players. I will write up a Tgstation Wiki article and/or explain what some of the stuff does in IRC or ingame.


One last thing to point out: this is a PROTOTYPE. I have tested it myself and optimized the code very well. In theory, this new radio system is significantly less laggy AND has many more features. However, because of it's a prototype, it can at any time destroy the server. The reason I am committing this and not updating the changelog is because it's not an actual feature YET. I want to stress test this on the servers to see how it fairs, then add some more stuff to it like the ability to link machines and repair networks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2807 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-25 07:10:12 +00:00
vageyenaman@gmail.com
75c7670e75 TG update: Small changes and bugfixes:
◦ Metroids can now be observed by ghosts.
   ◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
   ◦ Captain announcements now require the player to be next to the console. (Issue 220)
   ◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
   ◦ Some other insignificant back-end shenanigans.
   ◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
   ◦ Gave some critters, namely "creature" and "blob" some attack sounds.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-24 22:15:22 +02:00
panurgomatic
32b2be1b5a - Simple event dispatch system.
- atom.forceMove() proc. Ignores density and other Move() restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class
- anyprob() helper proc.
- Mecha internal damage vars encapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2780 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 10:54:23 +00:00
petethegoat@gmail.com
d650ded822 do_after() now does its checks every tick, thus preventing people from fucking off for the duration, and coming back just before it finishes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-22 14:15:35 +00:00
Albert Iordache
09d7739b08 Fixed a runtime error related to all items now being checked for var/protective_temperature and fixed another runtime error by doing something unholy. 2011-12-22 00:12:29 +02:00
Tastyfish
e3219fd09d 2 ears! 2011-12-18 06:02:15 -05:00
uporotiy
c48b97519e Spells can now be based on the variables of their holder for cost. This allows cool things like a spell that deals 20 fire damage to you when you cast it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2717 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-17 10:46:04 +00:00
vageyenaman@gmail.com
87bc81ced5 Small changes and bugfixes:
◦ Metroids can now be observed by ghosts.
   ◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
   ◦ Captain announcements now require the player to be next to the console. (Issue 220)
   ◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
   ◦ Some other insignificant back-end shenanigans.


◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
◦ Gave some critters, namely "creature" and "blob" some attack sounds. 




git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-10 19:34:49 +00:00
Miniature
f62eccc76b Merge branch 'master' of git://github.com/Abi79/tgstation13-git
Conflicts:
	baystation12.dme
	code/defines/mob/mob.dm
	code/defines/obj/vending.dm
	code/game/atom_procs.dm
	code/game/dna.dm
	code/game/machinery/computer/aifixer.dm
	code/game/vote.dm
	code/modules/chemical/Chemistry-Machinery.dm
	code/modules/chemical/Chemistry-Reagents.dm
	code/modules/mob/living/carbon/metroid/life.dm
	html/changelog.html
	icons/obj/stationobjs.dmi
	interface/skin.dmf
	maps/tgstation.2.0.8.dmm
2011-12-03 19:28:10 +10:30
Tastyfish
e89488975f we work for NanoTrasen! Also, we don't have enough people for your fancy
15-person minimums
2011-11-29 00:19:37 -05:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
Albert Iordache
028014415f Merge branch 'master' of https://github.com/Abi79/tgstation13-git
Conflicts:
	html/changelog.html
2011-11-19 10:48:17 +02:00
Zachary Wilson
8f61d60d64 Corrected issue #8 on Baystation12/Baystation12. 2011-11-15 17:57:41 -06:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
vageyenaman@gmail.com
313d99d003 ○ Fixes for announcements and comm consoles.
○ FINALLY FIXED THE REQUEST CONSOLES BEING SHITTY WOOOOOOOO
○ You can now do line breaks in the admin centcom announcements, just simply hit enter.

○ You can now name portable / constructed turrets properly by using a pen on their frame before you finalize the construction. Joy!


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2449 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-29 20:20:39 +00:00
mport2004@gmail.com
9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. 
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)",  and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon.  Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 08:37:40 +00:00
mport2004@gmail.com
eba614d78f Fixed some runtimes
Gibber now properly checks for clothes when you attempt to shove people in it.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2429 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-26 23:15:34 +00:00
mport2004@gmail.com
fd84d3b3b2 Updated the forum links and fixed an access issue on a security door.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2416 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 12:39:48 +00:00
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
ad80137505 Moving job to an external file loaded at startup (WIP as I can't test it properly here).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-06 17:32:18 +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
baloh.matevz
e68eb82a8f The station now has fewer ponies.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2311 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 05:21:56 +00:00
baloh.matevz
3043d92bdb Lots of stuff in here is stupid, and that's fine, but some of it is just TOO stupid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2310 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 04:52:45 +00:00
mport2004@gmail.com
995fb5f788 The clown's new name may no longer be things like floor or wall and it now checks nonhuman mobs for duplicate names.
Cleaned up Move() a bit still needs some work.
To help balance them a bit Cyborgs may no longer pick the standard iconstate unless they are the standard module.
Might have fixed space wind.
Donuts added to the secbelt item list. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2304 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 12:16:57 +00:00
panurgomatic
268f1d4aea - Additional fixes for mech fabricator and added option to eject materials.
- If door access check fails for exosuit pilot, exosuit operation permissions will be checked instead (meaning, if your ID lacks permission, but exosuit has it, the door will open). Should work for MMI-ed exosuits.
- Exosuit Armor Booster Module (Ranged Weapons) will increase deflect probability.
- Added safepick() prock. Same as pick(), but no runtime errors if list is empty - in that case it returns null.
- Reagents in water particle (extinguisher foam) will react with atom said particle bumps into.
- Other bugfixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2302 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 01:55:39 +00:00