-Increased the amount of lights you get from adding glass to the Light Replacer.
-Emagging the light replacer is one way.
-You can add lights to the light replacer to add uses.
-You can unload the trash bag by clicking on it.
-Vodka now heals toxin damage.
-Made light tubes the same price as light bulbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4114 316c924e-a436-60f5-8080-3fe189b3f50e
ABOUT THE DEVICE
This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
they don't have hands or a way to replace lightbulbs.
HOW IT WORKS
You attack a light fixture with it, if the light fixture is broken it will replace the
light fixture with a working light; the broken light is then placed on the floor for the
user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.
HOW TO REFILL THE DEVICE
It will need to be manually refilled with glass.
If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.
EMAGGED FEATURES
NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.
I'm not sure everyone will react the emag's features so please say what your opinions are of it.
When emagged it will rig every light it replaces, which will explode when the light is on.
This is VERY noticable, even the device's name changes when you emag it so if anyone
examines you when you're holding it in your hand, you will be discovered.
It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
access to them, and only one of them can emag their device.
The explosion cannot insta-kill anyone with 30% or more health.
-Changed the broken bottle item icon to "broken_beer"
-Made the flavour text, for hitting yourself on the haad with a bottle, better.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4108 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an unlisted issue involving RD consoles. Now you can use a screwdriver to change the access protocols on the board itself, to be either a core console or robotics one
-Fixed Issue 546, the part of the AIize() that cleared the music was a part of human code, but at round-start it is 'new_player' that is AIized. Moved that part to mob/AIize()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4014 316c924e-a436-60f5-8080-3fe189b3f50e
Simple animals can now smash lights.
Simple animals use their attack value vs grilles now, I'm not sure why they didn't before. This means juggernauts should smash them quickly, and artificers much more slowly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3964 316c924e-a436-60f5-8080-3fe189b3f50e
Created a quick variable to let projectiles automatically illuminate.
Implemented some of Ausops' sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3944 316c924e-a436-60f5-8080-3fe189b3f50e
Set the solar control computers to 'off' by default since you have to set them off then back on again to get them working properly anyway.
Fixed a typo in glass/attackby() causing lit-glass tiles to not be created. Fixes issue 593
Moved certain procs in human/life.dm() into an if(stat != DEAD). This means that certain procs will update only if the mob is alive.
Affected procs:
- handle_virus_updates()
- handle_changeling()
- handle_mutations_and_radiation()
- handle_chemicals_in_body()
- handle_disabilities()
- handle_random_events()
- update_canmove()
- - If dead, it forces mob.canmove to 0, meaning you don't get to be the walking dead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3925 316c924e-a436-60f5-8080-3fe189b3f50e
Added some WIP master controller alternatives. Located in code/WorkInProgress/carn They should stop the MC doubling up and smooth the lagspikes over a little bit (depending on how they are set up). They need a bit of work still, but are functional. Just untick code/game/master_controller.dm and tick the version you want to try out.
Committing Giacom's pai remote-signaller code.
Minor map fix for Travis (extra grille NE corner of atmos)
Added a debug tool that prints powernets into a text-based map.
Fixed a runtime that occurred everytime somebody cut a laid cable. It was updating the power networks twice each time >_>
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3920 316c924e-a436-60f5-8080-3fe189b3f50e
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
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
unfortunately they currently cannot be created either. Not present anywhere on
the map yet.
- Fixed a bug with masks, which did not follow the equipment rules of the
SLOT_MASK flag.
- Fixed a problem where monkeys could not equip a backpack.
Revision: r3774
Author: baloh.matevz
TG: - Added the heavy cable sprites, sprited by Thunder11.
Revision: r3775
Author: baloh.matevz
coils. Takes 15 lengths to make, applied the same way as handcuffs, they have
the same effects as handcuffs, but only take 30s to remove if you resist. They
can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow
and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the
8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog
So yeah, some stuff is credited to bay12, tho some of it was nearly enough
completely recoded.
Screenshots:
http://www.kamletos.si/wire%20colors.pnghttp://www.kamletos.si/cuff%20restraints.png
Revision: r3770
Author: baloh.matevz
created every single time 'say :X' is used
- You can no longer whisper when stung by a changeling or had another thing make
your 'silent' var get set.
- Added a single empty toolbelt to robotics, added a wrench and screwdriver to
toxins.
- Power cells now always spawn full. The double use of the 'charge' variable was
not good, as when creating the map it had a value of 0 - 100 to represent the
percentage of the cell's power, while it was used as a numeric representation of
the amper-hours that were still left in the cell. The problem this caused was
that cells created mid-round (cells which spawned in closets or were spawned by
admins) always started empty. They all start fully charged now. Additional
obj/item/weapon/cell/X/empty types were added if we want empty cells.
Revision: r3763
Author: baloh.matevz
power_change() now defaults to using the machines power_channel
Moved the remaining machinery power defines into the proper files
Added code for a basic Antimatter Engine.
It is currently made up of a control unit and several shield objects.
The shield objects must have a patch through other shield objects or be directly touching the control unit. If they are unable to find one they will be del’d.
The control unit needs to be given an antimatter containment jar for fuel before it will properly startup.
A core is created when a shield object detects it has shields/control unit surrounding it.
You can safely inject double the number of cores worth of fuel.
Getting blown up, getting hit by the blob, getting hit with high force items, getting shot, being fed too much fuel will all end up lowering the stability of the reactor parts and once the stability gets to 0 it will either break or, if currently processing some fuel, explode.
I’ve tested the parts several times and nothing seemed to go wrong, the sprites suck but that is to be expected.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3881 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the AM engine code. This should be temporary.
Moved asteroid/device.dm to unused.
Readded biomass.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3876 316c924e-a436-60f5-8080-3fe189b3f50e
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
Revision: r3751
Author: petethegoat
Fixed accelerated_particles hitting people with rads throwing runtimes due to an s at the end of the apply_effect proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3874 316c924e-a436-60f5-8080-3fe189b3f50e
Moved an unchecked file into unused, please put any unchecked files out of WIP or FEA into unused that way if you see an unchecked file you know it should be checked. DM loves to uncheck files when you are messing around with folders in the editor.
Moved the old TEG defines into the proper files.
Commented out some old nonfunctioning FEA debug code.
Removed some commented out codechunks from FEA and attempted to clean up a few of the files a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3852 316c924e-a436-60f5-8080-3fe189b3f50e
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
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
* Added lightfixture creating by Xerux!
To those who update changelog, don't put stupid shit in it, make it actually proper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a bug with masks, which did not follow the equipment rules of the SLOT_MASK flag.
- Fixed a problem where monkeys could not equip a backpack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3774 316c924e-a436-60f5-8080-3fe189b3f50e
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog
So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.
Screenshots:
http://www.kamletos.si/wire%20colors.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
- You can no longer whisper when stung by a changeling or had another thing make your 'silent' var get set.
- Added a single empty toolbelt to robotics, added a wrench and screwdriver to toxins.
- Power cells now always spawn full. The double use of the 'charge' variable was not good, as when creating the map it had a value of 0 - 100 to represent the percentage of the cell's power, while it was used as a numeric representation of the amper-hours that were still left in the cell. The problem this caused was that cells created mid-round (cells which spawned in closets or were spawned by admins) always started empty. They all start fully charged now. Additional obj/item/weapon/cell/X/empty types were added if we want empty cells.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3763 316c924e-a436-60f5-8080-3fe189b3f50e