Commit Graph

67 Commits

Author SHA1 Message Date
Neerti
99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00
Cameron653
97957fcaee Replaces more macros. (#3647)
* MORE MACRO CHANGES

AHHHHHHHHHHHHHHHHHHHH

* Fixes a few typos

* Fixes compile error

* Fixes for real

* 4 macros left that I can't find
2017-07-27 21:12:21 -05:00
silveryferret
7567726c07 Ports R-UST from Baystation12 + small admin debug verb 2017-07-19 20:33:16 -04:00
Kelenius
83adba88d4 Updates blob
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes #8106.
Fixes #10705.
2015-10-05 18:10:16 +03:00
PsiOmegaDelta
9dd1a54191 Destroy tweaks.
Ports Destroy() proc tweaks from Paradise and /tg/, sourced from https://github.com/ParadiseSS13/Paradise/pull/2091.
Adds returns in Destroy()s, to prepare for future return values.
2015-09-25 10:44:23 +02:00
PsiOmegaDelta
b5a47fd43b Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/power/rust/circuits_and_design.dm
	code/modules/power/rust/core_gen.dm
	code/modules/power/rust/fuel_compressor_construction.dm
	code/modules/power/rust/fuel_injector.dm
2015-07-01 22:46:40 +02:00
Zuhayr
8ab80b7394 Removes the RUST engine. 2015-07-01 15:50:55 +09:30
PsiOmegaDelta
a07d20d657 Ports /tg/'s meteor implementation.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
2015-06-05 14:58:35 +02:00
PsiOmega
e7d85f8edc Adds Destroys. 2015-04-24 17:11:14 +02:00
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00
PsiOmega
d381eb6083 Drops the machinery part of the singularity. 2015-04-16 12:51:02 +02:00
Zuhayr
d26800d29c Preliminary work on converting all monkeys to a human subspecies. 2015-03-25 02:15:45 +10:30
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
PsiOmega
bf24d288ea Particle acceleration wiring. 2014-11-24 10:12:57 +01:00
PsiOmega
bc438e21ad All the relevant examine changes. 2014-11-05 12:44:23 +01:00
mwerezak
213b11601e Updates emitters and containment field power usage
As well as PA power usage. It's not used at the moment, but it might be
used by downstream or in the future.
2014-08-10 00:40:58 -04:00
Erthilo
44540ab61f Recommitting PA sprites by Flash Kirby. 2013-09-01 21:10:39 +01:00
Cael_Aislinn
d477b7230f reworked rust components to integrate more smoothly with each other, cleaned up a bunch of useability issues, made all relevant components portable, fixed some random bugs, added a mostly nonfunctional map to show an example layout (based on antiqua's engineering layout)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-02-22 16:39:42 +10:00
Cael_Aislinn
bdeb96b7e5 Merge branch 'incremental_tg' r5514 (11/1/2013) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/components/unary/vent_scrubber.dm
	code/__HELPERS/game.dm
	code/controllers/shuttle_controller.dm
	code/datums/datumvars.dm
	code/datums/supplypacks.dm
	code/defines/obj/storage.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/command_alert.dm
	code/game/area/Space Station 13 areas.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/dust.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/jobs/access.dm
	code/game/jobs/job/assistant.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/recharger.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/items.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/flashlight.dm
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/medical.dm
	code/game/objects/items/weapons/cards_ids.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/hydroponics.dm
	code/game/objects/items/weapons/manuals.dm
	code/game/objects/items/weapons/secstorage/secstorage.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/storage/firstaid.dm
	code/game/objects/items/weapons/storage/kit.dm
	code/game/objects/items/weapons/storage/storage.dm
	code/game/objects/items/weapons/storage/toolbox.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
	code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm
	code/game/objects/structures/crates_lockers/closets/secure/scientist.dm
	code/game/objects/structures/crates_lockers/closets/secure/security.dm
	code/game/objects/structures/electricchair.dm
	code/game/objects/structures/extinguisher.dm
	code/game/objects/structures/watercloset.dm
	code/game/objects/weapons.dm
	code/game/turfs/turf.dm
	code/game/vehicles/airtight/airtight.dm
	code/game/vehicles/vehicle.dm
	code/global.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/suits/miscellaneous.dm
	code/modules/critters/critter_defenses.dm
	code/modules/detectivework/scanner.dm
	code/modules/flufftext/Hallucination.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/metroid/metroid.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/power/cable.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/modules/reagents/reagent_containers/hypospray.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	config/config.txt
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/hud.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	icons/obj/grenade.dmi
	icons/obj/projectiles.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-11 22:12:31 +10:00
Cael_Aislinn
31349fb7d3 Merge branch 'incremental_tg' r5067 into bs12_with_tgport
removed extraneous admin attack messages, temporarily disabled much moderator stuff (will be re-enabled in future updates)

Conflicts:
	baystation12.dme
	code/__HELPERS/type2type.dm
	code/controllers/configuration.dm
	code/datums/datumvars.dm
	code/datums/helper_datums/getrev.dm
	code/defines/obj.dm
	code/game/gamemodes/events/black_hole.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/job.dm
	code/game/jobs/job_controller.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/turrets.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/turfs/turf.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/admin.dm
	code/modules/admin/admin_memo.dm
	code/modules/admin/admin_verbs.dm
	code/modules/admin/holder2.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/admin/verbs/diagnostics.dm
	code/modules/assembly/igniter.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/clothing/suits/armor.dm
	code/modules/clothing/suits/jobs.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/silicon/robot/emote.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/modules/reagents/Chemistry-Machinery.dm
	code/setup.dm
	code/stylesheet.dm
	code/world.dm
	config/admins.txt
	config/config.txt
	html/changelog.html
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
	icons/turf/areas.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-12-28 14:13:11 +10:00
Cael_Aislinn
e6c70937e5 Merge branch 'incremental_tg' r4967 (27/10/2012) into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/game.dm
	code/__HELPERS/type2type.dm
	code/datums/helper_datums/getrev.dm
	code/game/atoms.dm
	code/game/gamemodes/events.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/logbrowser.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/machinery/telecomms/telemonitor.dm
	code/game/machinery/telecomms/traffic_control.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/objs.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/admin/IsBanned.dm
	code/modules/admin/admin.dm
	code/modules/admin/verbs/adminsay.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/client/client procs.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/spacesuits/miscellaneous.dm
	code/modules/flufftext/TextFilters.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/mint.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/mob/living/living_defense.dm
	code/modules/mob/living/simple_animal/friendly/corgi.dm
	code/modules/mob/mob.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/photocopier.dm
	code/modules/power/gravitygenerator.dm
	html/changelog.html
	icons/mob/head.dmi
	icons/mob/human_face.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/suits.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-12-28 01:07:36 +10:00
elly1989@rocketmail.com
ec0376097a Replaced src=%holder_ref% with _src_=holder
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5203 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-26 19:24:03 +00:00
giacomand@gmail.com
b00c0c2a9f -New sprites APC sprites by TankNut!
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-03 14:45:29 +00:00
giacomand@gmail.com
6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
Cael_Aislinn
2f853fe23a Merge remote-tracking branch 'remotes/git-svn' r4920 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/objects/items/devices/radio/radio.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/client/client procs.dm
	code/modules/mob/living/say.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/paperwork/paperbin.dm
	html/changelog.html
	icons/turf/areas.dmi
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-10-21 00:25:05 +10:00
aranclanos@hotmail.com
d25a5d5aa3 Fixes issue 1001.
Fixes issue 994. (Chemsprayers are not included)
Fixes issue 990.
Adding some instant admin logs and server logs for some stuff in emitters/PA. See image. http://i.imgur.com/7kQpH.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4904 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-17 14:27:23 +00:00
Cael_Aislinn
c314b5f42b Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts:
	README.txt
	SQL/tgstation_schema.sql
	baystation12.dme
	code/ATMOSPHERICS/components/unary/vent_pump.dm
	code/ATMOSPHERICS/pipes.dm
	code/FEA/FEA_airgroup.dm
	code/FEA/FEA_fire.dm
	code/FEA/FEA_gas_mixture.dm
	code/FEA/FEA_turf_tile.dm
	code/TriDimension/Pipes.dm
	code/WorkInProgress/buildmode.dm
	code/WorkInProgress/organs/organs.dm
	code/WorkInProgress/virus2/Disease2/analyser.dm
	code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm
	code/WorkInProgress/virus2/Disease2/cureimplanter.dm
	code/WorkInProgress/virus2/Disease2/diseasesplicer.dm
	code/WorkInProgress/virus2/Disease2/dishincubator.dm
	code/WorkInProgress/virus2/Disease2/isolator.dm
	code/WorkInProgress/virus2/Disease2/monkeydispensor.dm
	code/WorkInProgress/virus2/analyser.dm
	code/WorkInProgress/virus2/antibodies.dm
	code/WorkInProgress/virus2/base.dm
	code/WorkInProgress/virus2/biohazard destroyer.dm
	code/WorkInProgress/virus2/cureimplanter.dm
	code/WorkInProgress/virus2/curer.dm
	code/WorkInProgress/virus2/diseasesplicer.dm
	code/WorkInProgress/virus2/dishincubator.dm
	code/WorkInProgress/virus2/isolator.dm
	code/WorkInProgress/virus2/monkeydispensor.dm
	code/datums/ai_laws.dm
	code/datums/configuration.dm
	code/datums/datumvars.dm
	code/datums/diseases/alien_embryo.dm
	code/datums/diseases/appendicitis.dm
	code/datums/diseases/robotic_transformation.dm
	code/datums/diseases/xeno_transformation.dm
	code/datums/helper_datums/getrev.dm
	code/datums/helper_datums/teleport.dm
	code/datums/helper_datums/tension.dm
	code/datums/mind.dm
	code/datums/mixed.dm
	code/datums/shuttle_controller.dm
	code/datums/spell.dm
	code/datums/spells/ethereal_jaunt.dm
	code/datums/spells/genetic.dm
	code/datums/spells/wizard.dm
	code/defines/area/Space Station 13 areas.dm
	code/defines/atom.dm
	code/defines/global.dm
	code/defines/mob/dead/observer.dm
	code/defines/mob/living/carbon/alien.dm
	code/defines/mob/living/carbon/alien_humanoid.dm
	code/defines/mob/living/carbon/carbon.dm
	code/defines/mob/living/carbon/metroid.dm
	code/defines/mob/living/carbon/monkey.dm
	code/defines/mob/living/living.dm
	code/defines/mob/living/silicon/ai.dm
	code/defines/mob/living/silicon/robot.dm
	code/defines/obj.dm
	code/defines/obj/closet.dm
	code/defines/obj/clothing.dm
	code/defines/obj/clothing/costume.dm
	code/defines/obj/computer.dm
	code/defines/obj/costume.dm
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	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_grab.dm
	code/modules/mob/mob_helpers.dm
	code/modules/mob/mob_movement.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/mob/organ/organ.dm
	code/modules/mob/organ/organ_external.dm
	code/modules/mob/organ/pain.dm
	code/modules/mob/say.dm
	code/modules/mob/screen.dm
	code/modules/mob/simple_animal/crab.dm
	code/modules/mob/transform_procs.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/handlabeler.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/paperbin.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/photocopier.dm
	code/modules/paperwork/stamps.dm
	code/modules/power/antimatter/computer.dm
	code/modules/power/antimatter/engine.dm
	code/modules/power/antimatter/fuel.dm
	code/modules/power/apc.dm
	code/modules/power/cable.dm
	code/modules/power/cable_heavyduty.dm
	code/modules/power/cell.dm
	code/modules/power/generator.dm
	code/modules/power/generator_type2.dm
	code/modules/power/gravitygenerator.dm
	code/modules/power/lighting.dm
	code/modules/power/port_gen.dm
	code/modules/power/sd_DynamicAreaLighting.dm
	code/modules/power/singularity/collector.dm
	code/modules/power/singularity/containment_field.dm
	code/modules/power/singularity/emitter.dm
	code/modules/power/singularity/field_generator.dm
	code/modules/power/singularity/generator.dm
	code/modules/power/singularity/investigate.dm
	code/modules/power/singularity/particle_accelerator/particle.dm
	code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
	code/modules/power/singularity/particle_accelerator/particle_chamber.dm
	code/modules/power/singularity/particle_accelerator/particle_control.dm
	code/modules/power/singularity/particle_accelerator/particle_emitter.dm
	code/modules/power/singularity/particle_accelerator/particle_power.dm
	code/modules/power/singularity/singularity.dm
	code/modules/power/smes.dm
	code/modules/power/solar.dm
	code/modules/power/switch.dm
	code/modules/power/turbine.dm
	code/modules/projectiles/ammunition.dm
	code/modules/projectiles/gun.dm
	code/modules/projectiles/guns/energy.dm
	code/modules/projectiles/guns/energy/laser.dm
	code/modules/projectiles/guns/energy/nuclear.dm
	code/modules/projectiles/guns/energy/pulse.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/energy/stun.dm
	code/modules/projectiles/guns/projectile.dm
	code/modules/projectiles/guns/projectile/pistol.dm
	code/modules/projectiles/guns/projectile/revolver.dm
	code/modules/projectiles/guns/projectile/shotgun.dm
	code/modules/projectiles/projectile.dm
	code/modules/projectiles/projectile/beams.dm
	code/modules/projectiles/projectile/bullets.dm
	code/modules/projectiles/projectile/change.dm
	code/modules/projectiles/projectile/special.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Reagents.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/recycling/conveyor2.dm
	code/modules/recycling/disposal-construction.dm
	code/modules/recycling/disposal.dm
	code/modules/recycling/sortingmachinery.dm
	code/modules/research/designs.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/message_server.dm
	code/modules/research/protolathe.dm
	code/modules/research/rdconsole.dm
	code/modules/research/rdmachines.dm
	code/modules/research/research.dm
	code/modules/research/server.dm
	code/modules/scripting/AST/Operators/Binary Operators.dm
	code/modules/scripting/Implementations/Telecomms.dm
	code/modules/scripting/Parser/Keywords.dm
	code/modules/scripting/Scanner/Tokens.dm
	code/modules/scripting/stack.dm
	code/modules/security levels/keycard authentication.dm
	code/modules/security levels/security levels.dm
	code/setup.dm
	code/stylesheet.dm
	code/unused/AI_Visibility.dm
	code/unused/Ultralight.dm
	code/unused/airtunnel.dm
	code/unused/beast/bodypart.dm
	code/unused/conveyor.dm
	code/unused/disease2/analyser.dm
	code/unused/disease2/base.dm
	code/unused/disease2/biohazard destroyer.dm
	code/unused/disease2/cureimplanter.dm
	code/unused/disease2/curer.dm
	code/unused/disease2/diseasesplicer.dm
	code/unused/disease2/dishincubator.dm
	code/unused/disease2/isolator.dm
	code/unused/disease2/monkeydispensor.dm
	code/unused/dna.dm
	code/unused/gamemodes/deathmatch.dm
	code/unused/jobs.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/mining/spaceship_builder_unused.dm
	code/unused/new_year.dm
	code/unused/spacecraft/manufacturing.dm
	code/unused/spacecraft/shipcore.dm
	config/README feedback.txt
	config/admins.txt
	config/config.txt
	config/rules.html
	data/mode.txt
	html/add-to-changelog.html
	html/archivedchangelog.html
	html/changelog.css
	html/changelog.html
	html/changelog.js
	icons/effects/blood.dmi
	icons/effects/genetics.dmi
	icons/misc/fullscreen.dmi
	icons/mob/AI.dmi
	icons/mob/alien.dmi
	icons/mob/animal.dmi
	icons/mob/back.dmi
	icons/mob/belt.dmi
	icons/mob/blob.dmi
	icons/mob/critter.dmi
	icons/mob/dam_human.dmi
	icons/mob/eyes.dmi
	icons/mob/feet.dmi
	icons/mob/hands.dmi
	icons/mob/head.dmi
	icons/mob/human.dmi
	icons/mob/human_face.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/livestock.dmi
	icons/mob/mask.dmi
	icons/mob/mecha.dmi
	icons/mob/mob.dmi
	icons/mob/monkey.dmi
	icons/mob/robots.dmi
	icons/mob/screen1.dmi
	icons/mob/screen1_Midnight.dmi
	icons/mob/screen1_Orange.dmi
	icons/mob/screen1_alien.dmi
	icons/mob/screen1_old.dmi
	icons/mob/suit.dmi
	icons/mob/uniform.dmi
	icons/mob/zone_sel.dmi
	icons/obj/Cryogenic2.dmi
	icons/obj/aibots.dmi
	icons/obj/ammo.dmi
	icons/obj/atmos.dmi
	icons/obj/bureaucracy.dmi
	icons/obj/card.dmi
	icons/obj/cigarettes.dmi
	icons/obj/closet.dmi
	icons/obj/clothing/glasses.dmi
	icons/obj/clothing/gloves.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/uniforms.dmi
	icons/obj/computer.dmi
	icons/obj/contraband.dmi
	icons/obj/decals.dmi
	icons/obj/device.dmi
	icons/obj/doors/DoorHazard.dmi
	icons/obj/doors/door_assembly.dmi
	icons/obj/drinks.dmi
	icons/obj/engine.dmi
	icons/obj/food.dmi
	icons/obj/grenade.dmi
	icons/obj/gun.dmi
	icons/obj/harvest.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/obj/janitor.dmi
	icons/obj/library.dmi
	icons/obj/lighting.dmi
	icons/obj/machines/field_generator.dmi
	icons/obj/machines/gateway.dmi
	icons/obj/machines/mining_machines.dmi
	icons/obj/machines/particle_accelerator.dmi
	icons/obj/meter.dmi
	icons/obj/mining.dmi
	icons/obj/objects.dmi
	icons/obj/paper.dmi
	icons/obj/pda.dmi
	icons/obj/pipes/disposal.dmi
	icons/obj/plants.dmi
	icons/obj/power.dmi
	icons/obj/projectiles.dmi
	icons/obj/robotics.dmi
	icons/obj/seeds.dmi
	icons/obj/singularity.dmi
	icons/obj/stationobjs.dmi
	icons/obj/stock_parts.dmi
	icons/obj/storage.dmi
	icons/obj/structures.dmi
	icons/obj/surgery.dmi
	icons/obj/syringe.dmi
	icons/obj/tank.dmi
	icons/obj/terminals.dmi
	icons/obj/toy.dmi
	icons/obj/vending.dmi
	icons/obj/watercloset.dmi
	icons/obj/weapons.dmi
	icons/obj/wizard.dmi
	icons/turf/areas.dmi
	icons/turf/floors.dmi
	icons/turf/walls.dmi
	interface/interface.dm
	interface/skin.dmf
	maps/Antiqua.dmm
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt
	maps/tgstation.2.0.9.dmm
	sound/AI/animes.ogg
	sound/AI/newroundsexy.ogg
	sound/AI/newroundsexy2.ogg
	sound/effects/adminhelp.ogg
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest
	tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt
	tools/expand_filedir_paths.py
	tools/readme.txt

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 04:00:11 +10:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.

To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"

If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 16:33:40 +00:00
baloh.matevz
a3d9123edd - Added a sprite "7" to the sd lighting file as it was used, even if it didn't exist.
- Piped 3.0.0 a bit.
- Standardized code/modules/power. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4242 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 05:24:37 +00:00
Cael_Aislinn
09687957d9 particles should actually dmg properly, instead of error. cant believe this didnt come up earlier
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-28 21:40:07 +10:00
sieve32@gmail.com
cf86c755d6 Made Save Slots much more robust
-Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.
-Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols
-The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).
Solves Issue 667 as well

I tested a good bit with other people's saves, so I'm pretty confident it won't bork savefiles. And before anyone asks, the icon blending didn't make any noticeable lag, since icon procs are client-side.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4159 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 04:32:07 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
sieve32@gmail.com
71ca4efcbc -Cleaned up and improved PA icons
-Fixed an unlisted issue involving RD consoles. Now you can use a screwdriver to change the access protocols on the board itself, to be either a core console or robotics one
-Fixed Issue 546, the part of the AIize() that cleared the music was a part of human code, but at round-start it is 'new_player' that is AIized. Moved that part to mob/AIize()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4014 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-08 06:40:33 +00:00
Erthilo
ac30f5f2d3 TG: Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been
around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can
actually not die of radiation as quickly if you wear armor that protects against
radiation
--By fixing this, it also fixed the singularity, so you might want to be careful
next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game
without an AI or laws, but I cannot test it myself other than that it didn't
break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by
disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools
(drills, welders, etc...) it instantly turns them into a wall and pushes the
attackby(), meaning you might not even notice that you just drilled down a
falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking
computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation
messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen
effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the
projectile type once, then save it so they don't have to go through else if
chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly
floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed
because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of
them. A bit tougher than the standard Gygax, improved battery, and is pre-fit
with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor
of plasteel like the Ripley, meaning they in terms of construction, a Ripley is
equivalent to an Odysseus
-Added an 'is_hot()' proc, when called it returns the temperature of the item in
K, while taking into account things like whether or not the item is active or
whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized
tank, it uses super-concentrated plasma that is turned into gas inside of it as
its fuel source. Meaning, it will never have to be refilled, but it takes time
for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a
chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will
continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest
and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only
patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone
on the ground, this was due to very quickly learning how fucking OP that was for
1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their
access changed to maint, clown, and mime (This will not stop any of them from
being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-
related things

-Now walls are based on a plating system, meaning all walls have a girder with a
mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma,
and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of
those minerals
-Also, this carries over to powered doors, meaning you can construct useful
doors out of minerals, so you could have actual diamond forts with doors
requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular
walls, meaning if you start slicing a wall, it will drop the mineral, or if you
drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same
mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls
causing a 'ripple' effect, so the more walls nearby, the more radiation you get
hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily
be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice
(Since they are airless turfs), so I can't actually get them to ignite based on
air temperature, but when they do ignite, they will auto-magically ignite nearby
plasma walls, with a reduced temperature, meaning that if you want a massive
chain reaction over a huge area, you better use something a bit hotter than a
lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors
leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more
resilient, meaning they will take twice as long to be destroyed, and are immune
to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting
for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system
and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall,
hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many
sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up?
Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts
actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so
a High Powered Micro Laser would give the same bonus as +1 Material Research, a
Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in
them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup
Revision: r3751
Author: 	 petethegoat
2012-06-19 21:37:44 +01:00
mport2004@gmail.com
8d4102e43f Fixed a runtime error due to throwing mobs resulting from a recent throwing change, it could be done better but I am not going to put the time in to make it proper if someone else wants to feel free.
Fixed accelerated_particles hitting people with rads throwing runtimes due to an s at the end of the apply_effect proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3874 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 20:35:04 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
Erthilo
8e72965077 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/implants/implant.dm
	code/game/objects/radio/headset.dm
	code/game/objects/radio/radio.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/holder.dm
	code/modules/clothing/glasses.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/paperwork/paper.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/protolathe.dm
	icons/mob/suit.dmi
2012-05-31 15:09:35 +01:00
Mloc
fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +01:00
Erthilo
41b45396f4 TG: Added a new logging system that can be used for various things in the game (such
as the singularity engine, AI interactions, anything-else that may be suggested
to me :P).

At the moment it only logs some singularity things. Please let me know if there
are any important methods of singulo-grief which I may have missed.

The "Investigate" verb is available to everyone of rank "Admin observer" and
upwards. Just type "Investigate" and select the subject you'd like to see logs
for. Typing "Investigate singulo" will also work as a shortcut.
Revision: r3679
Author: 	 elly1...@rocketmail.com

TG: Disposal/Pipe Dispenser can no longer be used 'remotely' or while stunned or
while they are unwrenched. Fixes  issue 517 .

Can no longer eject the nuke disk from the nuke while stunned. Fixes  issue 497 .

PA can now be powered down again.

Cyborg 'skull' masks now have east and west facing sprites. Fixes  issue 468 .
- I encourage anyone with actual spriting skills to redo them though, I just
spent 5 second in photoshop whipping these up. (icons/mob/mask.dmi the icon
labeled 'Death')
Revision: r3681
Author: 	 johnsonmt88
2012-05-29 01:45:03 +01:00
elly1989@rocketmail.com
7f52605277 Fixes a derp I made with the PA in a recent commit.
Rules verb moved to the interface to make it more visible (so new players may actually -read- it occasionally).

Minor changes to investigate singulo based on feedback. Entries are now timestamped and the "time \ref[src] (location)" bit is in a smaller font. Collectors note how much fuel they are loaded with. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3687 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 17:10:54 +00:00
johnsonmt88@gmail.com
329c71c306 Disposal/Pipe Dispenser can no longer be used 'remotely' or while stunned or while they are unwrenched. Fixes issue 517.
Can no longer eject the nuke disk from the nuke while stunned. Fixes issue 497.

PA can now be powered down again.

Cyborg 'skull' masks now have east and west facing sprites. Fixes issue 468.
- I encourage anyone with actual spriting skills to redo them though, I just spent 5 second in photoshop whipping these up. (icons/mob/mask.dmi the icon labeled 'Death')

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3681 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 04:14:56 +00:00
elly1989@rocketmail.com
bf3fe07b27 :S messed up some indentation with a last minute change. My bad, sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3680 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 01:50:32 +00:00
elly1989@rocketmail.com
d7c9e72a29 Added a new logging system that can be used for various things in the game (such as the singularity engine, AI interactions, anything-else that may be suggested to me :P).
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.

The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 01:31:57 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
Erthilo
36b0ba73cd Fixes Particle Accelerator admin logging. 2012-05-21 23:55:00 +01:00
Erthilo
f2777aa65f TG: Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
2012-05-06 18:26:41 +01:00
CaelAislinn
3cec18affd balances, improvements and tweaks to rust and antiqua. did not to cameras because i have a lecture in six hours.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-01 03:33:29 +10:00
petethegoat@gmail.com
21387370c9 Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 19:28:40 +00:00
Ren Erthilo
4f01edb7db Fix for singularity not growing, even on max power setting. 2012-04-25 20:17:59 +01:00
CaelAislinn
2a82b40740 files for alpha version of rust fusion reactor.
rust integrated into antiqua, no breakroom.
lots of fusion bugs, missing features and imbas but it works.

Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-04-19 01:20:35 +10:00