Commit Graph

4186 Commits

Author SHA1 Message Date
Erthilo
84cb9b65ef TG: Updated the barman's shotgun, it acts like a double-barrel now, and he can saw
it off.
Added Khodoque's new shotgun sprites.

Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is
non-existent.

Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical

Removed the define for HALFMASK, as it was completely unused.
Revision: r3493
Author: 	 petethegoat
2012-05-05 23:20:19 +01:00
Erthilo
8f5fd4321a TG: Adds ticklag to be a config setting.
Revision: r3491
Author: 	 VivianFoxfoot
2012-05-05 22:56:13 +01:00
Erthilo
bec822a049 TG: Rewrote the cinematic system to be centralised and controlled by the gameticker,
rather than handled per mob with like, 3 loops and a seperate process for each
mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can
locally, but because it relates to events that require a large number of players
it's very hard to test.

TODO: I was intending to use dust to kill players off on a nuclear-loss. However
dust() is very very broken. So I've hardcoded everything to die until I can fix
dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test
cinematics but I've left it in as it might be handy for events, especially if we
get more cinematics. To access it type "cinematic" in full into the input bar as
a Game Master, then follow the prompts. At the moment, it only handles nuclear
stuff (that's all there is anyway). You can choose where the nuke detonated 0=
on station; 1= near station but in space; 2= off the z-level. You can also force
a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know)
whilst a cinematic is playing. The bed is deleted afterwards releasing all
players. If off_station=0 then all mobs will be killed too. This is to stop
people running around and doing stuff during the cinematic. I really didn't want
to add more variables/checks to mobs.
Revision: r3481
Author: 	 elly1...@rocketmail.com
2012-05-05 22:28:05 +01:00
Erthilo
1a5d772ae5 TG: Fixes some runtimes, involving do_mob, observe, send_status on mulebots,
check_gas_mixture, the explosion cinematic, sleeper get_reagents_amount, and a
possible (albeit unlikely) fix for throw_at
Revision: r3478
Author: 	 quartz235
2012-05-05 22:13:20 +01:00
Erthilo
de69881429 TG: Fixes server-crashing runtimes that would happen when badmins deleted all hud
items. These bugs account for half of the runtime log.

This would have been a lot easier with admin cooperation.

TODO: make some sort of failsafe so stupid stuff like this doesn't happen
Revision: r3473
Author: 	 elly1...@rocketmail.co
2012-05-05 22:04:25 +01:00
Erthilo
afd33125ab TG: - hand tools now fit on your belt slot
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: 	 baloh.matevz
2012-05-05 21:34:34 +01:00
Erthilo
1f3b52f84f TG: - Assume direct control moved to view variables
- "Mapping debug" verb renamed to "Debug verbs"

- assume direct control, jump to dead group, startup singulo verbs removed from
admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs'
remains game-master only, as it is just for debugging stuff. For a non-game
master to use the 'assume direct control' verb, they have to use view variables
- it was added to the drop-down.

Some procs were moved around. Please code things in the locations which make
sense! If you are making a verb for /mob/living, then don't put it in mob.dm,
put it in mob/living.dm. Thanks.
Revision: r3461
Author: 	 baloh.matevz
2012-05-05 21:02:40 +01:00
cib
cd3e8d8ba9 Fixed bug #872 2012-05-05 04:03:56 -07:00
cib
9eedd968dd Ryetalyn now actually is effective against jitteryness. 2012-05-05 03:02:19 -07:00
CIB
00d227ea16 Merge pull request #974 from caelaislinn/master
releasing maplock for erthilo to merge antiqua changes.
2012-05-05 02:47:35 -07:00
kortgstation@gmail.com
abf2585875 Added an ex_act for simple animals
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3558 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-05 08:29:19 +00:00
CIB
fe57bd3684 Merge pull request #969 from Erthilo/TGUpdates
TG Updates up to r3459
2012-05-04 23:45:50 -07:00
SkyMarshal
0fb985e2f9 Fucking Spess Carps 2012-05-04 13:23:42 -07:00
Rob Palkowski
f26d5ac3db Tabs rather than spaces. Sorry 'bout that. 2012-05-04 10:13:59 -07:00
cib
0d97f6c327 Replaced the critter AI recursion with a proper loop, this seems to have fixed profiling. 2012-05-04 08:25:31 -07:00
CaelAislinn
93a56064bf WIP antiqua engineering, WIP antiqua supermatter research lab, r-ust updates, fixed dopeghoti's derp.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-04 23:56:52 +10:00
VivianFoxfoot@gmail.com
a657fa5e9b Fixes guns some. Can't shoot yourself as easily anymore. You can now aim at body parts with your gun. I think the reason you couldn't before was just the failure to pass the def_zone up to the parent, not sure if that was intensional or not.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 05:10:00 +00:00
kortgstation@gmail.com
ef28337a8c AIs and Cyborgs can now understand PAIs and MMIs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 04:48:50 +00:00
Rob Palkowski
4ed0b20025 Cyborgs with no AI no longer get Asimov-lite
Rather, they get the standard NanoTrasen lawset
2012-05-03 19:03:29 -07:00
Ren Erthilo
933a95dd6e Fixes CE's office door name, renames a few APCs to match their area, changed research, mining, and atmospherics doors. Fixes watering cans. Changelog! 2012-05-03 22:13:35 +01:00
VivianFoxfoot@gmail.com
276110bf66 Removes bloodloss, makes organs tick only every 5 ticks. We'll see if that fixes the lag at all. This will result in a delay in limbs coming off because organs aren't ticked on damage instead of regularly. For some reason. We'll likely be moving to a different dismemberment system shortly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 19:20:35 +00:00
Ren Erthilo
0554a4627c Revert "TG: Added the foundations of a special-day events system. It's a bit more robust,"
This reverts commit d92495a2b0. Does not revert tank alert changes.
2012-05-03 19:30:29 +01:00
elly1989@rocketmail.com
d835287ddf Changed the way facial scarring works. Instead of setting your real_name to "Unknown" it uses the disfigured variable of a human's head organ to dictate the human's name variable.
This means real_name is now somewhat back to being a reliable source of the mob's actual name. It should eliminate a lot of the "cloning as unknown" bugs.

It also means I could simplify that god-awful name updating stuff into a nice and simple helper proc.

Some original_name stuff was added here and there,  mainly during cloning. A lot of the "getting random ghost names" should  be fixed now. Still loads to do though, particularly with transforms and such. >_>

Fixed a runtime with Tajarans trying to use a variable that doesn't exist for PDAs. Removed that variable from IDs as it's only used by furries.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 14:30:42 +00:00
petethegoat@gmail.com
4cafc735d1 Updated DNA modifier consoles so they work in any direction.
Updated adminwho so the plebs can see ranks.
Removed the admin message from view range changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3545 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 10:19:18 +00:00
Miniature
bcd1f621a3 Made subtlemessage thinking (i swear i did this before) 2012-05-03 12:18:40 +09:30
Ren Erthilo
d15bf5987e TG: -The biogenerator is now more robust. It can dispense fertilizer in batches, and
make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial
to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and
sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
Revision: r3454
Author: 	 d_h2...@yahoo.com
Date: 	Apr 13, 2012
2012-05-03 03:25:42 +01:00
Ren Erthilo
d92495a2b0 TG: Added the foundations of a special-day events system. It's a bit more robust,
tidy and efficient than calling isDay everywhere. It defaults to disabled. It
can be enabled by uncommenting ALLOW_HOLIDAYS in config/config.txt

I've added no content just the foundations. All it does is give the station a
holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.

Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it
for now (there's not much point as there's no content yet anyway). It's mainly
for bugtesting.

Foundations are there to create holiday random events and round-start stuff so
we can keep everything together. Check out code/game/gamemodes/events/holidays !

NOTE: This is intended for easter eggs! Little trinkets and such to make these
days special. It IS NOT for spawning grief items and game-changing stuff. If you
REALLY want to add stuff like that, please speak to the project heads. If it's
used for spawning bullshit like poop or grief items I'll just remove my code.
Thanks.

Happy Friday 13th :)

Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only
happens for the person holding them.
Revision: r3450
Author: 	 elly1...@rocketmail.com
Date: 	Apr 13, 2012
2012-05-03 03:17:00 +01:00
Ren Erthilo
e3229758ef TG: Adds an adminverb to quickly take control of a mob, mostly for testing
Mech fabricator can no longer sync while it has a queue
Fixes resisting out of cuffbuckling.
Revision: r3449
Author: 	 VivianFoxfoo
2012-05-03 02:56:55 +01:00
Ren Erthilo
28df960bf1 TG: - pAI names now have a character limit and are sanitized
- Removed duplicate drink checks
Revision: r3446
Author: 	 johnsonmt88
2012-05-03 02:28:43 +01:00
Ren Erthilo
39f6da4c59 TG: Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.

Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: 	 elly1...@rocketmail.com
Date: 	Apr 12, 2012
2012-05-03 02:22:25 +01:00
Ren Erthilo
2dfa127760 TG: Fixed a syringe gun runtime.
Added WJohnston's silver head ID, and his new asteroid floor sprites.
Revision: r3443
Author: 	 petethegoat
2012-05-03 01:43:10 +01:00
Ren Erthilo
4fccc35067 TG: ◘The problem:
People being able to move while resting/lying

◘What caused it:
When a user decided to press "rest", a single variable, resting, was switched
from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw
the mob resting && his weakness being 0 or less, it would just give him 2
seconds of being-weak, through Weaken(2). Later on, the proc called
update_canmove() to see if the guy had the ability to move due to weakness but
also due to reagents/drugs/sleep etc.

At every tick, this proc also reduced mob.weakness by 1.

The chain that led to the problem was:
○User decides to rest
○resting is set to 1, handle_regular_status_updates() runs
○Proc sees that the user's resting var == 1. Does mob.weakness = 2
○Proc handles weakness. mob.weakness -= 1. It is now 1.
○update_canmove() is blind to resting, though sees that there's weakness. Sets
canmove to 0
○Proc runs again the following second
○Proc sees user is resting.
○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1.
○Proc handles weakness, mob.weakness-=1. It is now 0.
○update_canmove() now sees that there's  no weakness, and sets canmove to 1,
even though the user is still resting & lying
○For a second, the user is able to roll around on his lying butt
○Proc runs again, giving Weaken(2) and disables movement again, and the circle
repeats.

◘How it got fixed:
Made update_canmove() not blind to resting. I don't like this solution, as
resting still equals weakening and there's wasted processing, albeit miniscule.
I will try to work on something better.

◘Sleep can now go over 1 again, some dumb shit did not realise this and led to
sleep being weak as hell. You can now put people to permanent sleep through
anaesthetic gasses and toxins. Deciding to sleep will put you out for 20.
Deciding to faint will put you out for 10.
Revision: r3442
Author: 	 polyxenitopalidou
2012-05-03 00:40:47 +01:00
Ren Erthilo
9c40ed3e9f TG: Fixing dem runtimes:
Temp-fix for mob/say.dm It's being sent null from Tcomms, so I'll leave it to
somebody with experience with that.

Fix for items bein  in your inventory and on the floor

Fix to stop people pulling themselves and causing runtimes (lol)

Fixes a bunch of stuff in the flash code. EMPs will now cause flashes to flash
their holder. They don't runtime when flashing cadavers. They don't runtime when
being EMPed. They will (hopefully) rev those select few buggy people who weren't
getting reved previously. (I can't fix that totally without playing with a bunch
of mind stuff)

Fix for throwing nothing. :P

Fix for removing tanks that don't exist from transfer valves.
Revision: r3441
Author: 	 elly1...@rocketmail.com
2012-05-02 23:58:53 +01:00
Ren Erthilo
a4e04d2915 TG: Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()

runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")

Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm

Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.

All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.

Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: 	 elly1...@rocketmail.com
2012-05-02 23:09:19 +01:00
Ren Erthilo
396caaa260 TG: Late-join features and bug fixes:
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab.
- Late-joiners now see round duration.
- Late-joiners are warned if the shuttle is not recallable or has already left
to Centcomm.
- Added the little red X to the top corner of the late-join job list window
- Supply shuttle derp fix
- Removed duplicate mining shuttle code that was inside atmos computer stuff
- - This should fix the player seeing both the 'Shuttle has been sent' and 'The
shuttle is already moving' messages.
- Updated changelog
Revision: r3433
Author: 	 johnsonmt88
2012-05-02 22:14:59 +01:00
Ren Erthilo
59762d4207 TG: An attempt to make the master controller more robust. This shouldn't cause
terrible additional lag, given that the master controller doesn't actually fire
that often, and can also give us a clue as to what part of the controller has
died in case of failure
Modifies do_after to something that fires a lot less, and is hopefully more
robust against infinite loops. It is now theoretically possible to run around
and then come back to the same place and have it complete, but that's only
really valid for extremely long times (like handcuff removal) and if you get
lucky and dodge one of the timed checks.
Revision: r3421
Author: 	 VivianFoxfoot
2012-05-02 21:39:41 +01:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
elly1989@rocketmail.com
37f471ff41 Fixes a pAI requests runtime caused by clients disconnecting.
Fixes a host of runtimes caused by lag delaying "transmissions" between telecomms machines. Various objects were being deconstructed during this lagtime resulting in a bunch of weird null errors. Tested for 24hours on another server. Seems to be all ok.

Added some rudimentary checks to advanced proccall. Calling procs owned by objects is now a little less prone to runtimes. still a bunch of stuff to do to get it safe enough though.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-02 04:44:16 +00:00
Ren Erthilo
583cb6e771 Spelling error corrections. 2012-05-02 01:26:00 +01:00
VivianFoxfoot@gmail.com
10656c239b Adds a config flag that keeps people from being Tajaranized.
Fix for people's bodies not being updated when they spawn.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3541 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 23:51:00 +00:00
Ren Erthilo
b3420a9518 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates 2012-05-02 00:37:35 +01:00
Ren Erthilo
ba68248ab6 TG: Re-adds metadata support.
Adds ghost sight as its own verb to see all emotes in the world.
Revision: r3419
Author: 	 VivianFoxfoot
2012-05-02 00:35:39 +01:00
Phil Bordelon
f0de6ac13f Constify minimum and maximum player ages. 2012-05-01 18:33:47 -05:00
Ren Erthilo
f7e4ab6975 TG: Adds randomlly spawning rooms to the mining asteroid that contain various
goodies.  (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again.  Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: 	 VivianFoxfoot
2012-05-02 00:21:18 +01:00
petethegoat@gmail.com
56af9d3521 Committing a new map update for Ikarrus- http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=8481&start=20#p106280
Committing for Sieve: (and WJohnston, I suppose~)
Added WJ's alien hunt sprites.
Fix for the misplaced update ID line in the PDA.dm
Slightly updated mining turfs

Also adding a define for Cheri's balaclava sprites, and a new type of cigarette packet (not available in game, currently)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 22:39:10 +00:00
Ren Erthilo
3b9905451e TGG: Adding the start of the work on the new admin ranks into a subfolder named 'new'
in the admins module folder.
All of the files are unticked, and could potentially be buggy.
If you are testing them, copy them over to the admins module folder, and
overwrite the files.
Coders, if you change anything in the normal versions of these files please make
sure you change the new versions as well to help prevent code being lost once
this is implemented.
Revision: r3409
Author: 	 Superxpdude
2012-05-01 23:29:02 +01:00
Ren Erthilo
f053d12134 TG: Makes the tensioner firing notice more visible to admins.
Adds a listing of the tension required for each mode to have a chance to fire at
the bottom of the tensioner controls
Revision: r3408
Author: 	 VivianFoxfoot
2012-05-01 23:28:21 +01:00
SkyMarshal
77d7877549 Merge pull request #961 from Mloc/dev
Added extra data to ID cards. (fingerprint, blood type, dna)
2012-05-01 15:19:41 -07:00
Ren Erthilo
5d34cd6628 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates 2012-05-01 22:37:31 +01:00
Ren Erthilo
b952f90a6e Remote viewing and TK are now mutually exclusive. Also fixes emagging doors. 2012-05-01 22:27:59 +01:00