500 adds a "color" var to /atom, which conflicts with /obj/item/color, /obj/atmospherics/color and various simple_animals.
/obj/item/color is now item_color
/obj/atmospherics/color is now pipe_color
simple_animals color is now body_color
Removes transformer.dm since it conflicted with transform() and was never used.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Added a new syndicate bundle option, the smooth operator. Includes a pistol, silencer, clean up gear, and the ever essential suit and new formal shoes, with sprites by Flashkirby.
Currently the shoes are only used by smooth operators, but I'm gonna ask Ikarrus to put some on the latest map when he's done with it.
Changed the 9mm casing to use midbullet2, as weakbullet is just pathetic.
Removed /obj/item/weapon/glass, on account of it being awful and unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5543 316c924e-a436-60f5-8080-3fe189b3f50e
The next type of mimic is for the staff of animation! They will copy the icon of the object they're copying and will set themselves stats based on the object too. They will not attack the bearer of the staff which made them animated.
Added the option to get the staff on the wizard's spell book.
Added a "friends" var to hostile mobs. It will make the simple animal ignore friends when choosing targets.
Changed the statues from /obj/effect/showcase to /obj/structure/showcase.
Added a new variable to projectiles, "shot_from" is the gun that shot the projectile. It's used to determine what staff animated the mob and it will then add that staff, so it can ignore it when choosing targets.
Added a wander var for simple animals, turning it to 0 will stop the simple animal from moving when idle.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5246 316c924e-a436-60f5-8080-3fe189b3f50e
Updated all maps. (and updated stationCollision.dmm to have new hivebots, cmon kor)
Removed the action button from the flare, as you only ever turn it on once.
Removed a bunch of unused sprites in items.dmi.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5190 316c924e-a436-60f5-8080-3fe189b3f50e
Integrated the sql and standard admin_rank stuff a little. Still needs some work.
Permissions Panel has a sexy floating search bar. The scripts and stylesheets are external files which will be sent to every client at connect, so they can be used in any panel you wish with no additional overheads.
If there are any bugs with the permissions panel (particularly the search bar) please let me know. thanks.
rights2text now has a seperator argument. It defaults to "", but can be any string, for instance "<br>"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5080 316c924e-a436-60f5-8080-3fe189b3f50e
Wizards can no longer cast spells when muzzled. Fixes issue 843.
You can no longer take bags of holding or mechs to the clown planet. Fixes issue 1061.
Removed the infared sensor from the autolathe construct list. Fixes issue 1092.
- The infared sensor already does nothing, the code for it seems to have been removed ages ago, so there's no harm in doing this.
- Commenting out the define caused a few problems that I couldn't quite figure out. I'll leave it for now with a warning.
Removed the ability for pAI's to set arrest status. Dead players really shouldn't be allowed to grief people like that. Fixes issue 1093.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5060 316c924e-a436-60f5-8080-3fe189b3f50e
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=10501
-You can insert the Auth Disk by clicking on the nuclear bomb.
-Changed how aliens are selected. It will filter the list of possible candidates by checking for players who aren't inactive for more than a minute. If no possible candidates are found, it increases the filter by another minute. It does this 5 times before giving up.
-Alien embryos cannot have carriers and they are more likely to infect someone.
-The time it takes before a larva bursts is increased a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4897 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 959 - the holder's state was not being set properly. It is now all handled at login. Verbs only update if rank or state have changed. You can bypass this simply by setting holder.state = null before calling update_admins()
Moved obj/admins stuff into holder.dm so the core stuff is together, pending some possible work on admin-ranks.
Admins can no-longer adminghost whilst in the lobby.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4746 316c924e-a436-60f5-8080-3fe189b3f50e
-Removes jars which were redundant and used nowhere else but metroid jelly stuff. Rorojelly now comes in a beaker.
I've replaced most of the important names and messages where applicable. Going through and replacing all instances of the word 'metroid' with 'roro' in the code is a project in itself.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4714 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed the failsafe misreporting how long the MC has been dead.
Lighting initialization no longer 'interrupts' the master_controller setup().
Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.
Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.
Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back just PM me and I'll fix them.
Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.
This means that admins can now use the 'Animalize' button to turn players into mice and bears!
Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)
Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.
I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.
I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate
I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.
There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.
Next up: Finish the files in the weapon folder, then start moving defines down.
My god I hope I havent broken everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.
**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
I changed how uplinks worked. Instead of there being a duplicate item which would switch out when it activates, there's an item called "obj/item/device/uplink/hidden". It is a hidden uplink which you can place in any obj/item. In "hidden" is where it will generate menus, check for triggers to show the menu and etc.. No need to switch out with duplicate items or add the menu onto the PDA's notes.
How to create a new uplink item in 3 easy steps!
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add/remove "uses".
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true. The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc. Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
I've given the recharge station's verbs a category so they don't create their own tab.
I've added a mob/proc called put_in_any_hand_if_possible. Name speaks for itself. Returns true if successful, false otherwise.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4450 316c924e-a436-60f5-8080-3fe189b3f50e
New defines in setup.dm:
This revision changes the following things:
- Hot is no longer defined as 'higher temperature than 310.15K' but is defined as 'higher temperature than my body temperature'. The opposite applies for cold.
- Removed heat_transfer_coefficient and protective_temperature
- Added heat_protection and cold_protection flag variables to obj/item, which define which areas of your body are protected from heat.
- Added max_heat_protection_temperature and min_cold_protection_temperature which define up to which temperature the item protects when worn (NOTE that it only protects on the locations specified by the heat_protection flags!) and down to which temperature it protects from the cold.
- REMEMBER! hot and cold were redefined to mean 'which way your body temperature should be moving based on the air around you'.
- Each tick, your body now 'corrects' your body temperature towards 310.15K which is the ideal temperature. The correction is max( difference/12, 10 ), so either a twelfth of the difference between your body temperature and 310.15K, or 10K, whichever is higher. This ensures your body temperature stabilizes over time.
- Most notable changes in the amount of protection you get from common items are these: Space suits now ONLY protect from cold and fire suits now ONLY protect from heat. Now what this means is obviously that firesuits will be useless in space, but also that if you find yourself in a fire with a high body temperature and you put a firesuit on, your temperature will no longer stagnate at the high temperature, due to temperature not going up nor down, but rather it will get lower. Instead it will be protected from rising, it will however gradually get lowered by your body's 'auto-correct' attempts, as described in the last point. Additionally, if you wear a fire suit and enter an area with a good temperature (for isntance 290K) and you have a high body temperature, due to just escaping from a fire, the fire suit will not make your body temperature stagnate. Because it does not protect you from cold, and cold being defined as 'colder than your body temperature', you will actually successfully cool down to the optimal temperature.
- The opposite applies to space suits. They protect from cold and don't protect from heat. If you find yourself in space and your temperature drops and put on the space suit with your temperature still low, you will recover over time. If you enter an area with a good temperature, you will recover faster, since the space suit does not protect you from heat.
- In short, space suits are now better at dealing with space and fire suits are better at dealing with fires.
- You will NEED a fire helmet to be protected from heat and you will NEED a space suit helmet to be protected from cold. There is no 'but'. Fire helmets are red or white hardhats, found in all fire closets.
- The 'heat up' coefficients are defined in setup.dm, they are:
- - head = 30%
- - lower and upper torso = 15% each = 30%
- - legs and arms = 7.5% each = 30%
- - feet and hands = 2.5% each = 10%
- Gloves cover hands
- Shoes cover feet
- Space-worthy jumpsuits cover legs, arms, upper and lower torso
- Space suits cover legs, arms, hands, feet, upper and lower torso
- Headgear covers heads
- Removed the HEADSPACE and SUITSPACE flags, due to being moved to the new variables. This frees up the flag value 4.
. The amount of damage heated gas and heated areas do can now be set in human/life.dm. The values are: (The different levels are based on breath temperature or body temperature.)
#define HEAT_DAMAGE_LEVEL_1 2
#define HEAT_DAMAGE_LEVEL_2 4
#define HEAT_DAMAGE_LEVEL_3 8
#define COLD_DAMAGE_LEVEL_1 1
#define COLD_DAMAGE_LEVEL_2 2
#define COLD_DAMAGE_LEVEL_3 4
//Note that gas heat damage is only applied once every FOUR ticks.
#define HEAT_GAS_DAMAGE_LEVEL_1 2
#define HEAT_GAS_DAMAGE_LEVEL_2 4
#define HEAT_GAS_DAMAGE_LEVEL_3 8
#define COLD_GAS_DAMAGE_LEVEL_1 1
#define COLD_GAS_DAMAGE_LEVEL_2 2
#define COLD_GAS_DAMAGE_LEVEL_3 4
The speed at which your body temperature raises or falls can be altered with the following defines:
#define BODYTEMP_AUTORECOVERY_DIVISOR 12
#define BODYTEMP_AUTORECOVERY_MINIMUM 10
#define BODYTEMP_COLD_DIVISOR 6
#define BODYTEMP_HEAT_DIVISOR 6
The divisors determins by how big a difference between your body temperature and the surrounding air (or 310.15 in the case of autorecovery) will your body temperature change. The autorecovery_minimum means what the minimum recovery is, if difference / 12 is less than 10, it will recover by 10.
Was all this needed to fix Issue 44? Yes..... yes... it was... Some things are consequences of decisions made while fixing it, but all of it was necessary to completely fix the issue. I found it did not remain on the tracker for this long for nothing.
I'm sorry for the essay, but there was a lot of work involved and a lot of changes happened, so I had to write a lot...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4428 316c924e-a436-60f5-8080-3fe189b3f50e
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.
equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)
equip_to_appropriate_slot() is now a /mob - level proc.
equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.
New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
This proc can be used to determine whehter a mob can pick up an item from the item's side.
Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 505.
Boxing gloves can no longer be used to make stungloves (with descriptive, adventure game style failure message~).
People without savefiles no longer get the "Your save has been deleted" message when they start the game.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4402 316c924e-a436-60f5-8080-3fe189b3f50e
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.
Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...
I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.
I've also moved files that had no, or very few blocks of code into more catagorized areas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced mob/var/original_name with datum/mind/var/name.
Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed Issue 391, I've added the mule bot to the get_mobs_in_view() proc. But like most other atoms that has a mob inside it's contents, the mob will be unable to see emotes such as "X has punched Y".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4303 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off.
(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
The main problem is: if a mind is transferred to a ghost, objectives that have that mind as a target will treat the ghost as the target mob. Which is clearly a problem. This should fix exploits where people could force people to win/lose objectives via ghosting, gibbing, etc.
It should also eliminate any other weird bugs like the one Nodrak fixed a while ago where pais would keep their mind....meaning they were like, a cultist pai or something and could rat antags out to its owner using the HUD.
Removed some conditions from objectives (like those pertaining to the thunderdome) as they were bait for meta. >ghost >teleport to thunderdome >antag fails the objective she completed
Resolves issue 662
Fixes a few instances of original_name becomming null (there's still loads)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4214 316c924e-a436-60f5-8080-3fe189b3f50e
Screenshot: (Upper left)
http://www.kamletos.si/object%20ui%20action%20buttons.png
There can be a maximum of 5 of these buttons shown at any one time.
Currently the following items have a UI button associated with them:
- Flashlights
- Hardhat
- RIG suits
- Welding masks
- Jetpacks
To add more buttons, add a button icon_state to icons/mob/screen1_action.dmi, then set the variable icon_action_button to the icon state of the icon you just added. This is all you need to do if you want the default action to be taken when the button is clicked, which is attack_self(). If you don't want the default, you can redefine the ui_action_click() proc. A call of ..() will call attack_self(), so mind when you use that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4193 316c924e-a436-60f5-8080-3fe189b3f50e
Instead of 'x has been attacked with y by z' it now reads 'x has been 'y.attack_verb-ed' with y by z'!
Example:
Monkeyman has been bashed in the head with a riot shield by Nodrak!
or
Monkeyman has been stabbed in the chest with an energy sword by Nodrak!
- Every obj now has a list named "attack_verbs"
- When declaring an object, just use attack_verb = list("verb1", "verb2") and so on to initialize the list for that specific item.
- I've added a bunch of these to a ton of items already, feel free to modify or add more. Just try to stay away from gimmicky verbs (clown stuff being the exception.)
clothing.dm and spawner.dm only had a single definition in each of them, so their definitins have been moved to obj.dm and their original dm files deleted. I'm not sure about spawner but clothing had all of its other definitions removed recently.
radio.dm was a completely blank file, so it was removed.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4182 316c924e-a436-60f5-8080-3fe189b3f50e
-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