Commit Graph

66 Commits

Author SHA1 Message Date
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
johnsonmt88@gmail.com
6fee9fe4cc Added an emergency shutdown proc to the holodeck control computer.
- Destroying, damaging or emping the computer will now cause the holodeck to revert to its original state. Meaning this should help stop people taking eswords out of the holodeck.

The detective's gun renaming verb moved from the BYOND default 'you did not set a category' tab into the 'objects' tab

Mob.dm's stripping proc was a single very looooooooooooong line of code. It is now multiple lines of code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3649 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 13:22:56 +00:00
d_h2005@yahoo.com
7cc62d2e7e -Laser tag guns no longer give combat tech of 3.
-Cardborg Helmets and Cueball helmets no longer protect as well as sec helmets. Reorganized the clothing/head.dm. PLEASE take note of the parent when making child objects, people.
-Laser tag vests can now hold their matching laser tag guns.
-Harebells can now be harvested.
-Sprite for the new mini-extinguishers in the extinguisher closets. Needs supporting code still.
-Added towel sprite to items.dmi.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-12 00:36:32 +00:00
johnsonmt88@gmail.com
6951ec37ed Committed for Sieve:
Reverted dismemberment
- This is the majority of the files

Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun

Reverted Tarajans
- As requested

Hotfix for the Holodeck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 02:21:00 +00:00
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
d_h2005@yahoo.com
4b9e382170 Runtime fix for the floral somatoray shooting at mechas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-28 15:54:50 +00:00
VivianFoxfoot@gmail.com
ff3e399a9c Fixes Fix for some weapons not checking if they have a round in the chamber before attempting to load another.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 21:53:56 +00:00
VivianFoxfoot@gmail.com
a3bfd6ca3f Guns with ammo no longer melee at point-blank range. They now fire normally. Guns without ammo you bash with.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3506 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 19:56:48 +00:00
d_h2005@yahoo.com
41ba8a7ae6 -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 05:55:33 +00:00
petethegoat@gmail.com
f91dfe2e0d 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3493 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 03:18:17 +00:00
johnsonmt88@gmail.com
4c7d775593 Secborgs now have modified tasers:
- It holds 6 shots 
- It recharges one shot every 10 seconds automatically

Secborgs can no longer run faster then the speed of light. They have standard borg speed.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3365 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-27 21:43:43 +00:00
kortgstation@gmail.com
8b006388f8 Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher.
Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team.

Four vests and four laser tag guns are now in fitness (two sets of red, two sets of blue)

Fixed emergency storage having chem storage access, removed the R walls around it.

Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3333 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-21 02:37:26 +00:00
joe.heinemeyer@gmail.com
0ba84545b1 Package wrap is no longer retarded. Works on an afterattack proc, now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3301 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-15 18:44:10 +00:00
vageyenaman@gmail.com
216b3fbf29 Some work on aliens. I'll finish this up soon.
Gave riot shields a 99% chance of blocking pushers from pushing their wielders (given their wielder is not on the help intent).

Added a projectile reflection mechanic. Ablative Armor will often, when the groin or torso is struck, deflect projectiles back to the tile they came from (not back the original shooter). Deflected projectiles aren't 100% accurate, so ablative armor can result in friendly fire.

Hopefully stopped humans from waking up 1 second after they fall asleep.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3286 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-14 02:05:01 +00:00
kortgstation@gmail.com
1be29f6468 Fixed the objectives not being assigned properly when the Summon Guns spell is used.
Removed the wizard's Nar-Sie grav pull entirely to reduce lag/it is strong enough as is.

Fixed the gyrojet projectile name

Removed the ion rifle from the armoury

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3272 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 21:35:41 +00:00
vageyenaman@gmail.com
200cfe4809 Fix for dna runtime spam in check_integrity()
Fix for eguns disappearing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3254 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-05 02:18:47 +00:00
vageyenaman@gmail.com
d5bff25b5b Modified TK to be more effective and polished. You can use the TK grab to interact with machines and stuff from far away (but you cannot pick them up!). This means you can also bonk people with items you are holding with your TK grab.
Changed the energy gun sprites to a better-looking version, made by Khodoque!

More work on NTSL. Including the ability to create comments by using // and /* insert comment here */.

Removed the traffic control machine from telecomms, as requested by Urist. NTSL is still a work in progress, and needs to be completely fool-proof before players can get anywhere near it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3252 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-04 21:41:51 +00:00
kortgstation@gmail.com
3c4400c8f9 Fixed Erro's NON COMPILING CODE regarding flashlights
Made it so simple_animals with destroyer can smash tables 

Reverted the detectives ammo to nonlethal

Deathsquad now spawns with loyalty implants by Deuryn's request (for IMMERSION)

Fixed a bit of border being left on the red boxing glove sprites

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3159 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-21 01:28:53 +00:00
kortgstation@gmail.com
b80e5db0cb Emergency fix because I'm retarded and typed "/obj/projectile/bullet" as "/obj/projectile/bullet/bullet"
I'll work on the balancing/reverting of the guns later, this is just so it stops causing runtimes



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3134 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-16 22:58:15 +00:00
kortgstation@gmail.com
3a96667003 Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-16 07:20:32 +00:00
elly1989@rocketmail.com
0a80f91f2c Added Spacevines to the random events. Added a spawn space-vines option to the secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-14 20:29:58 +00:00
kortgstation@gmail.com
8caa698d48 Chaplains are no longer immune to cult magic. Instead, a new item, the null rod, spawns in the chaplains office. Having the rod on your person will make you immune to cult magic.
Runes are now dispelled with the null rod, not the bible.

Chaplains can no longer self heal with the bible.

Simple animals can now attack mechas and critters 

Constructs no longer take extra damage from bibles.

Fueltanks now explode when shot by lasers or bullets.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3125 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-14 03:29:18 +00:00
VivianFoxfoot@gmail.com
bf56fc6e99 Doors no longer close if there is a mob in the tile, a door can be hacked/AI overriden to close anyways and injure that mob as well as knock them down so they can be crushed again and again until they stop moving. (Currently: 35 brute and knockdown.)
The server master log now records attacks / emotes / PDA messages, as well as timestamping.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2899 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-02 08:42:44 +00:00
Superxpdude@gmail.com
eee1ffd7c9 Added a special practice laser gun to the firing range.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2894 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-01 22:56:20 +00:00
heisen51@gmail.com
ef061ccca6 Most of the objects that should have been wrappable but were not wrappable are now wrappable. This includes beakers, syringes, syringe guns, revolvers and food.
If any more of such should-be-wrappable-but-is-not-wrappable objects are found, just put wrap(I, user) in the attackby proc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2865 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 14:17:51 +00:00
kortgstation@gmail.com
cb44f5d724 Simple animals (Ian, Shades, etc) no longer suffer stuns/stuttering from projectiles (because it would never wear off)
On the other hand, simple animals now take damage from harmful projectiles (bullets, lasers). Because of their low amount of health and lack of armour, this means lasers kill most animals in a single shot (I might need to give them some sort of damage reduction so that poor Ian doesn't get killed in one shot every round).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2848 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-29 00:24:34 +00:00
kortgstation@gmail.com
15ce5ab5aa Cyborgs will no longer drop shit everywhere when hit by the Staff of Change.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2789 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 23:18:44 +00:00
heisen51@gmail.com
99e31e0724 Projectile hit message changed.
Now, instead of "<Victim> has been shot by the <projectile>", it's "<Victim> is hit by the <projectile>".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2779 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 09:41:30 +00:00
kortgstation@gmail.com
cd7e1cd2b0 Staff of Change victims now have Universal Speak (the metroids/xenos/monkeys can all speak english).
Fixed a missing tile on the salvage shuttle.

Reverted it back to cultists getting one random word each because I broke something apparently.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2763 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 19:59:49 +00:00
kortgstation@gmail.com
6ad42b9ec2 Fix for borgs transformed by the Staff of Change dropping their cells and MMI on the ground.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2757 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 04:54:34 +00:00
kortgstation@gmail.com
6e27f2e4ff Fixed a bug I caused (where the Staff of Change was unable to fire).
The Staff of Change no longer works on dead targets (to prevent resurrection when the new mob is created and the ckey transferred).

The Staff of Change can now cause a mob to change into a human (and a chance for said human to be a lizardman/metroidman/plantman/golem/normal human)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2756 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 03:55:30 +00:00
VivianFoxfoot@gmail.com
05b0b8ef3b Apparently syndies should use eguns instead. Reverting r2753.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2755 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 01:36:29 +00:00
VivianFoxfoot@gmail.com
a606883c07 Medium bullets (used by deathsquad pistols and nuke team SMGs) now knockdown their target like the detective's revolver. They also do some eyeblur because of the hydrostatic shock.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2754 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-21 00:03:48 +00:00
kortgstation@gmail.com
d370b3c2a2 Can now build Ion turrets
Can now build Staff of Change turrets

Staff of Change onback sprites added, Staff now fits onback.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2742 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 07:28:09 +00:00
kortgstation@gmail.com
b4c22c6dac The Staff of Change now has its own sprite/in hands.
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)

Currently the only Artefact is the Staff of Change, more to follow.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-19 02:49:16 +00:00
kortgstation@gmail.com
0c0f7ee62c Hurr durr I'm fucking retarded forgot to check a file last commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2733 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-18 16:05:13 +00:00
kortgstation@gmail.com
20cff88a8a Added the Staff of Change gun, a self recharging weapon which cannot be placed in a recharger. It fires bolts of change
Added a new projectile "bolt of change."
When struck by a bolt of change, a mob will be randomly transformed into one of the following:
-Alien (Drone/Sentinel/Hunter)
-Metroid (Adult/Baby)
-Cyborg
-Monkey

The staff is admin only as of now.

Fixed some bits on the salvage shuttle.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2731 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-18 09:31:16 +00:00
n3ophyt3
141977983c Fixed an issue with the captain's laser.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2640 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-08 06:28:16 +00:00
kortgstation@gmail.com
07dac128c1 Gyrojet bolts now explode on contact with mobs and walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2626 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-06 04:50:42 +00:00
n3ophyt3
e4afa60af2 Accidentally removed a line when I was fixing gun recharge rates.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2616 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-04 21:40:31 +00:00
n3ophyt3
b8abae2eba Fixed the recharge rates on the captain's laser, energy crossbow, and advanced energy gun.
pulse rifles can once again switch between stun, kill, and destroy (outside of the pulse destroyer, which has three settings, and they are all destroy)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2588 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-02 00:33:21 +00:00
petethegoat@gmail.com
2190408f0f Massively improved trashbags. PICK UP EVERYTHING! Fixed issue 209.
Slightly improved mops, and got rid of the "X attacks the blood with the mop!" message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2557 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 15:58:50 +00:00
vageyenaman@gmail.com
c8452fa96b ◦ When equipping corgis with objects, their icons immediately update. Fixes a bit of visual lag.
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?


New stuff:
   ◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
   ◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
   ◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
   ◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.


    

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-23 02:00:18 +00:00
mport2004@gmail.com
8140cf0f12 Beepsky was freaking out that his target got away (vanished) and almost crashed the server, this has been fixed.
Fixed a few other runtimes.
Space movement should be working slightly better.
Projectile weapons now give a X has fired Y message, this might get removed in the near future depending on how spammy it ends up being.
Projectiles now give a X has been hit by Y rather than a X has been shot by Y because knowing who shot you when you could not see them was rather silly.
Securitrons will no longer scan for weapons when they are set to not scan for weapon auth, they also will nolonger ignore arrest status if set to check for weapon auth and the guy has it.
Shotguns are nolonger on the Securitron's ignore list if weapon auth is on while all melee class weapons like eswords and batons are now on the list.
The incinerator disposal is part of the station loop.
A window has been added to the north side of tool storage.
Emergency Storage now has the proper access.
Disposal's mass driver control will no longer fire tox's mass driver. 
Removed a few old grey pipes in the courtroom.
Toxins test chamber once again has a teleportation beacon.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2495 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-07 10:19:24 +00:00
mport2004@gmail.com
fbd0a5a9b5 Timers will no longer go off when you set them to 0 unless they are on.
Unsimulated turfs can be climbed on once more.
Small blobs can use the blob to move around in space.
Jetpacks now have a toggle for the stabilization.
Jetpack fuel use has been reset to .01.
Moved most of the tanks over to a new folder and files so they are not all crammed into one.
The meteor event actually spawns more than one wave worth of meteors.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2488 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-05 05:25:22 +00:00
petethegoat@gmail.com
6b7d4efb03 VEY VEY VEY VEY.
Added the "Surgeon" mediborg sprite.
Laser gun inhands! Woooooaoaaahah.
Fixed up some hair and shit, added alt half-bang hair.
Some fixes for the Bloodhound.
MOTHERFUCKING WIRES! Almost no one will appreciate this, I have no doubt. But -I- appreciate it.
New tinted window sprites.
VEY VEY VEY VEY.

Oh, and I gave the laser cannon a new description.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2478 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-04 01:30:10 +00:00
n3ophyt3
44135180f9 MAPPERS, TAKE NOTE
Improved my access change from last commit.
In addition to req_access_txt, there is now req_one_access_txt. As long as an ID has at least one access from the new list, it is able to open the airlock (assuming any access in the other list is also satisfied).

So, for instance, if you left req_access_txt blank, and put access_honk and access_silent into req_one_access_txt, the mime AND the clown would be able to open the airlock.


Fixed the advanced energy gun checking for failure constantly instead of only when recharging, and thus breaking stupidly quickly. Stop breaking my stuff, other coders. >:C

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2473 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-01 18:17:22 +00:00
kortgstation@gmail.com
81e2f26706 New Secborg skin by Vey
New Lasergun sprite by Vey

Various fixed in hands (by Vey)

Added a retrolasergun which uses the old sprite, put one out in space for people to find


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2465 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-31 22:33:25 +00:00
mport2004@gmail.com
2f3f4e38eb Fix for blanks not being blanks
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2454 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 11:26:04 +00:00