Commit Graph

174 Commits

Author SHA1 Message Date
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
giacomand@gmail.com
28fbd01e7f -Added a new, and admin spawnable only, machine which can turn humans into Cyborgs. Probably can be used for Robot Uprising events. The human has to be lying down and alive to be Borged. When spawned a conveyor belt will spawn on the left and right side too.
-Reduced the duration of the flare. I think putting it in process() made it last longer.

-Added some null checks in camera chunks.

-Large NarSie now force calls the shuttle and displays a threatening warning message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4915 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-20 02:13:40 +00:00
cib
e77afd5ab9 Added bleeding and blood transfusion. 2012-10-13 09:45:33 -07:00
Cael_Aislinn
6bd0e536bd Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/datums/organs/organ_external.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/hud.dm
	code/game/jobs/job/captain.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/recharger.dm
	code/game/objects/hud.dm
	code/game/turfs/turf.dm
	code/modules/client/client defines.dm
	code/modules/clothing/head/misc.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/clothing/under/miscellaneous.dm
	code/modules/mob/living/carbon/alien/humanoid/hud.dm
	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/carbon/monkey/hud.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_helpers.dm
	code/modules/mob/mob_movement.dm
	code/modules/mob/screen.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/power/cable_heavyduty.dm
	code/modules/projectiles/guns/energy/temperature.dm
	code/setup.dm
	config/game_options.txt
	icons/mob/screen1_Midnight.dmi
	icons/mob/screen1_Orange.dmi
	icons/mob/screen1_alien.dmi
	icons/mob/screen1_old.dmi
	icons/obj/atmospherics/passive_gate.dmi
	icons/obj/pipe-item.dmi
	interface/interface.dm
2012-10-05 22:21:26 +10:00
baloh.matevz
148b6e5c19 - Moved TAGGERLOCATIONS to setup.dm for easier access and lookup.
- Added an areatest verb to debug verbs. This tests areas for whether they have APCs, air alarms, etc.
- Added an 'autoname' subtype of obj/machinery/camera. Cameras of this type auto-assign their c_tag, based on which area they're in, followed by a number. For example "Male Dorm #1", "Male Dorm #2", etc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4806 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-04 21:01:42 +00:00
Cael_Aislinn
b618eeef82 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts:
	code/controllers/configuration.dm
	code/game/atoms.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/factions.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/verbs/ooc.dm
	code/game/verbs/who.dm
	code/modules/admin/admin.dm
	code/modules/admin/admin_verbs.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/admin/verbs/getlogs.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/mob/living/login.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/paperwork/paper.dm
	config/config.txt
	html/changelog.html
	icons/mob/human.dmi
	icons/mob/human_face.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-26 18:49:18 +10:00
Erthilo
a88c318051 Attack logging, better intent switcher HUD, alien species fixes, misc admin commands, moderator commands. 2012-09-24 17:56:49 +01:00
daniel.cf.hultgren@gmail.com
7b6e58969f I'm back with the greatest feature additions ever, as before!
* You can now dispense sort junctions from the disposal dispenser.
* Sort junctions can now properly be unwelded.
* You can now change a sort junctions filter using a package tagger (examining a sort junction shows its current filter).
This also means that you can now construct a disposal and package system entirely from scratch!

* Updated the package tagger with a slightly updated interface, and more user feedback.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4742 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 18:53:31 +00:00
Cael_Aislinn
e645d78f11 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/datums/organs/organ_internal.dm
	code/datums/vote.dm
	code/defines/atom.dm
	code/defines/procs/gamehelpers.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/cellautomata.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/jobs/job/captain.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/electricchair.dm
	code/game/turfs/turf.dm
	code/game/vote.dm
	code/hub.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/client/client defines.dm
	code/modules/food/food.dm
	code/modules/food/meat.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/login.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/new_player/login.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/photocopier.dm
	code/setup.dm
	icons/effects/genetics.dmi
	interface/interface.dm
	interface/skin.dmf
	maps/RandomZLevels/fileList.txt

various misc mergefixes and todos

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-22 21:29:04 +10:00
petethegoat@gmail.com
913d884e6c Updated some chemistry reagents- went over all of them which involve body temperature.
Fixes issue 916. (disposal chute spam)
Fixes issue 877. (cell chargers draw absurd amounts of power) The fix for this one is pretty crude, but luckily it's not like we have a beautifully balanced power system to worry about.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4712 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-17 14:47:48 +00:00
Cael_Aislinn
c4bd191222 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport (r4618)
Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/defines/obj.dm
	code/game/gamemodes/events.dm
	code/game/machinery/newscaster.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/game/turfs/turf.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/maps/fromdmp.dm
	code/modules/mob/living/silicon/ai/freelook/eye.dm
	code/modules/mob/living/silicon/ai/freelook/update_triggers.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_movement.dm
	code/setup.dm
	icons/mob/uniform.dmi
	icons/obj/closet.dmi
	icons/obj/clothing/uniforms.dmi
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-04 22:19:03 +10:00
elly1989@rocketmail.com
73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +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
	code/defines/obj/decal.dm
	code/defines/obj/door.dm
	code/defines/obj/hydro.dm
	code/defines/obj/machinery.dm
	code/defines/obj/storage.dm
	code/defines/obj/supplypacks.dm
	code/defines/obj/toy.dm
	code/defines/obj/vending.dm
	code/defines/obj/weapon.dm
	code/defines/procs/AStar.dm
	code/defines/procs/command_name.dm
	code/defines/procs/dbcore.dm
	code/defines/procs/forum_activation.dm
	code/defines/procs/gamehelpers.dm
	code/defines/procs/helpers.dm
	code/defines/procs/icon_procs.dm
	code/defines/procs/station_name.dm
	code/defines/procs/statistics.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/area/areas.dm
	code/game/asteroid/artifacts.dm
	code/game/atom_procs.dm
	code/game/cellautomata.dm
	code/game/dna.dm
	code/game/events/EventProcs/clang.dm
	code/game/events/EventProcs/dust.dm
	code/game/events/EventProcs/ninja_abilities.dm
	code/game/events/EventProcs/ninja_equipment.dm
	code/game/events/EventProcs/space_ninja.dm
	code/game/events/EventProcs/spacevines.dm
	code/game/gamemodes/blob/blob.dm
	code/game/gamemodes/blob/blob_finish.dm
	code/game/gamemodes/blob/blob_report.dm
	code/game/gamemodes/blob/theblob.dm
	code/game/gamemodes/changeling/changeling.dm
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/gamemodes/changeling/traitor_chan.dm
	code/game/gamemodes/cult/cult.dm
	code/game/gamemodes/cult/cult_items.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/black_hole.dm
	code/game/gamemodes/events/miniblob.dm
	code/game/gamemodes/factions.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/gamemodes/malfunction/malfunction.dm
	code/game/gamemodes/meteor/meteor.dm
	code/game/gamemodes/meteor/meteors.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/gamemodes/nuclear/pinpointer.dm
	code/game/gamemodes/objective.dm
	code/game/gamemodes/revolution/revolution.dm
	code/game/gamemodes/sandbox/h_sandbox.dm
	code/game/gamemodes/sandbox/sandbox.dm
	code/game/gamemodes/setupgame.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/gamemodes/wizard/soulstone.dm
	code/game/gamemodes/wizard/spellbook.dm
	code/game/gamemodes/wizard/spells.dm
	code/game/gamemodes/wizard/veilrender.dm
	code/game/gamemodes/wizard/wizard.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/civilian_chaplain.dm
	code/game/jobs/job/engineering.dm
	code/game/jobs/job/job.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/jobs/job/silicon.dm
	code/game/jobs/job_controller.dm
	code/game/jobs/jobs.dm
	code/game/machinery/Beacon.dm
	code/game/machinery/OpTable.dm
	code/game/machinery/Sleeper.dm
	code/game/machinery/alarm.dm
	code/game/machinery/atmo_control.dm
	code/game/machinery/atmoalter/area_atmos_computer.dm
	code/game/machinery/autolathe.dm
	code/game/machinery/biogenerator.dm
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/camera.dm
	code/game/machinery/cell_charger.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/HolodeckControl.dm
	code/game/machinery/computer/Operating.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/arcade.dm
	code/game/machinery/computer/atmos_alert.dm
	code/game/machinery/computer/buildandrepair.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/computer/computer.dm
	code/game/machinery/computer/crew.dm
	code/game/machinery/computer/hologram.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/message.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/power.dm
	code/game/machinery/computer/prisoner.dm
	code/game/machinery/computer/robot.dm
	code/game/machinery/computer/security.dm
	code/game/machinery/computer/shuttle.dm
	code/game/machinery/constructable_frame.dm
	code/game/machinery/deployable.dm
	code/game/machinery/door_control.dm
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/airlock_electronics.dm
	code/game/machinery/doors/brigdoors.dm
	code/game/machinery/doors/door.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/doors/poddoor.dm
	code/game/machinery/doors/unpowered.dm
	code/game/machinery/doors/windowdoor.dm
	code/game/machinery/flasher.dm
	code/game/machinery/gateway.dm
	code/game/machinery/hologram.dm
	code/game/machinery/hydroponics.dm
	code/game/machinery/kitchen/gibber.dm
	code/game/machinery/morgue.dm
	code/game/machinery/newscaster.dm
	code/game/machinery/pipe/construction.dm
	code/game/machinery/pipe/pipe_dispenser.dm
	code/game/machinery/portable_turret.dm
	code/game/machinery/recharger.dm
	code/game/machinery/rechargestation.dm
	code/game/machinery/requests_console.dm
	code/game/machinery/shieldgen.dm
	code/game/machinery/spaceheater.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/machinery/syndicatebeacon.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/teleporter.dm
	code/game/machinery/turrets.dm
	code/game/machinery/vending.dm
	code/game/magic/cultist/ritual.dm
	code/game/magic/cultist/runes.dm
	code/game/magic/library.dm
	code/game/magic/musician.dm
	code/game/master_controller.dm
	code/game/mecha/combat/combat.dm
	code/game/mecha/combat/gygax.dm
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mech_fabricator.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_construction_paths.dm
	code/game/mecha/mecha_wreckage.dm
	code/game/mecha/medical/medical.dm
	code/game/mecha/medical/odysseus.dm
	code/game/mecha/working/ripley.dm
	code/game/objects/alien/facehugger.dm
	code/game/objects/alien/resin.dm
	code/game/objects/bodybag.dm
	code/game/objects/closets.dm
	code/game/objects/closets/emergency.dm
	code/game/objects/closets/extinguisher.dm
	code/game/objects/closets/fireaxe.dm
	code/game/objects/closets/firecloset.dm
	code/game/objects/closets/fitnesscloset.dm
	code/game/objects/closets/janitor.dm
	code/game/objects/closets/kitchen.dm
	code/game/objects/closets/nuclear.dm
	code/game/objects/closets/secure/bar.dm
	code/game/objects/closets/secure/cargo.dm
	code/game/objects/closets/secure/engineering.dm
	code/game/objects/closets/secure/hydroponics.dm
	code/game/objects/closets/secure/medical.dm
	code/game/objects/closets/secure/personal.dm
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	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
Erthilo
e68e49fdb9 Fixes simple_animal me command and mice making clonking noises in disposals. 2012-08-18 18:26:39 +01:00
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
SkyMarshal
62dcb7be1b Adds caching to dummy objects, seems to work great. 2012-07-26 17:14:31 -07:00
baloh.matevz
e3d3f2b8e9 - Added support for pulledby, which tells you who is pulling this object.
- Replaced all the .pulling = object instances with start_pulling() and stop_pulling(). Use these from now on.
- Ian and Runtime will now no longer move when being pulled

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4155 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 07:45:27 +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
giacomand@gmail.com
82886383e3 -Fixed issue 673, it will delete the glass if none remains.
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 16:08:05 +00:00
johnsonmt88@gmail.com
8432f2aabe Resisting out of lockers
- Being inside a wrapped locker no longer delete you when you resist out of it. Fixes Issue 596
- Resisting out of a locker now takes longer then 5 seconds

Certain spells can no longer be cast on z2
- 'walk through wall' spells are disabled to prevent people from getting to centcomm
- 'construct turf' spells are disabled because turfs in transit space crash the server

get_contents()
- Now recursively runs through a mobs contents for items and should actually find everything.
- Now take package wrapped items into account.

check_for_contents() now simply calls get_contents() to generate a list instead of using copy/pasted code from get_contents().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4064 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 01:00:22 +00:00
Albert Iordache
dda09390ac Merging pull request from caelaislinn-master 2012-07-13 20:54:22 +03:00
Albert Iordache
f5fff3d937 Re-added the limit of 10 items moved per tick, for conveyor belts 2012-07-12 15:37:22 +03:00
ericgfwong@hotmail.com
4d72ac303f -Added deliverable disposals to genetics
-Added medical cartridge to geneticist PDAs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3975 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-03 04:36:13 +00:00
Erthilo
5c87d02731 "Fixes" packages wrapping crates that are too large or too small. 2012-06-26 20:35:04 +01:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
caelaislinn
2b9b845daf possible fix for a conveyor bug
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-15 00:06:20 +10:00
Erthilo
0890d48439 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-06-07 19:58:21 +01:00
SkyMarshal
1059311b5b Debugged ZAS. Removed another duplicate proc. Made sure turf changes are added to the air_master to be updated. Fixed errors on the map causing problems. Added different sized packages. Airflow readded. 2012-06-07 01:15:14 -07:00
Erthilo
eb7ae97624 TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes  issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00
Erthilo
612d1593a3 TG: Disposal update
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in
order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and
unwrenched
* You are now forced to eject the disposal bin before unwelding it.

Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)
Revision: r3734
Author: 	 daniel.cf.hultgren
2012-06-07 01:48:23 +01:00
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
johnsonmt88@gmail.com
fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
daniel.cf.hultgren@gmail.com
2ce2243223 Disposal update
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
* You are now forced to eject the disposal bin before unwelding it.

Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3734 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 15:35:56 +00:00
Erthilo
218bf6643c Shortened MAX_NAME_LEN to 32. Change some MAX_MESSAGE_LEN's to MAX_NAME_LEN's 2012-06-02 22:53:19 +01:00
Erthilo
36effbacc2 TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief:

- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.

- A couple of minor bugfixes here and there, along with some code tidying.

Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00
Erthilo
20fcd32f68 TG: Revolutionary update!
You can now dispense Disposal Bins, Outlets and Chutes from the disposal
dispenser. These are movable and you can attach them above open trunks with a
wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then
wrench. Same with outlet and chute except for the pump part.
Revision: r3690
Author: 	 daniel.cf.hultgren
2012-06-02 15:45:58 +01:00
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
SkyMarshal
c82b90e24d Some comments, tweaks, and improvements to detective work, evidence bags, and packages. 2012-05-30 13:27:20 -07:00
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
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
Erthilo
a7dd312b3e TG: - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00
daniel.cf.hultgren@gmail.com
589267fabf Revolutionary update!
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 20:51:15 +00:00
Erthilo
6e289dabfc TG: Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.

*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: 	 johnsonmt88
2012-05-26 00:09:56 +01:00
baloh.matevz@gmail.com
18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
caelaislinn
3e86a24489 wip antiqua, wip birdman, conveyors push items into crates now
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-05-18 04:08:43 +10:00
petethegoat@gmail.com
152eb3f29e A few map fixes, plus new toilets, urinals, and showers.
All bathroom stuff is fairly WIP at the moment.
The toilet path has changed from /obj/machinery/disposal/toilet to /obj/structure/toilet

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3586 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-12 22:21:32 +00:00
SkyMarshal
caae780677 Map changes. Some improvements/adjustments to code to work with the map changes. 2012-05-09 14:36:01 -07:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
Ren Erthilo
d6d3d60e0d TG: Disposal and welding helmet exploit fixes:
- You can no longer toggle the welding helmet when stunned or restrained.

- You can no longer give yourself all-access via-disposals. Living mobs and
living mobs inside of a container cancel their holder's destination. This still
allows people wrapped in lockers to be sent to their proper destination, however
it would require someone on the other end to open it. So it's their fault for
not dragging it out before opening it.
Revision: r3400
Author: 	 johnsonmt88
2012-05-01 20:13:51 +01:00