Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.
Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)
Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
- 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
Removes poo. XSI and co. weren't very fond of it, and the last thing I would do
is make them uncomfortable and challenge their leadership by keeping poo in.
An experimental lagfix, which removes a couple THOUSAND unnecessary machines
from the machine processing list. Please report any unresponsive machinery (as
result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag
this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things
forever and give them infinite momentum.
Runtimes goin down for the count
Lookin at the ground
I think they a hater
Revision: r3370 r3371
Author: vageyenaman quartz235
- Disposal pipes are on layer 2.3
- Pipes and manifolds are on layer 2.4
- Cables are on layer 2.44
- Unary atmospherics stuff (vent pumps, scrubbers) are on layer 2.45
- Nav beacons, bluespace beacons and such things are on layer 2.5
Disposal piping > Pipes > Cables > Vents/scrubbers > Beacons & stuff
Revision: r3097
Author: baloh.matevz
rust integrated into antiqua, no breakroom.
lots of fusion bugs, missing features and imbas but it works.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
An experimental lagfix, which removes a couple THOUSAND unnecessary machines from the machine processing list. Please report any unresponsive machinery (as result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things forever and give them infinite momentum.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3370 316c924e-a436-60f5-8080-3fe189b3f50e
- Explosive (de)compression, breaches are much more fun!
- Improved fire
- Faster system, with less splitting
Signed-off-by: unknown <Colm@Blue.(none)>
mixing and filtration room, along with a bigger observatory and an
'office' for plasma researchers, i.e. a table layout similar to the one
in chemistry. Instead of a chemical vendor, plasma researchers now got
their own custom vendor with assembly parts for bombastic bombs. The
maintenance tunnel's still kept between a double set of airlocks.
There is a problem with the vents and scrubbers of the office and burn
chamber room not being detected, though. (Miniature, Hawk, take a look
at it.)
- Disposal pipes are on layer 2.3
- Pipes and manifolds are on layer 2.4
- Cables are on layer 2.44
- Unary atmospherics stuff (vent pumps, scrubbers) are on layer 2.45
- Nav beacons, bluespace beacons and such things are on layer 2.5
It means that pipes appear below cables and
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3097 316c924e-a436-60f5-8080-3fe189b3f50e