* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it. They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.
Changes layout of the AI core, see picture in PR.
Moves APCs for core and upload to the backs of the rooms.
Critical APCs can somewhat resist EMP now.
Gives turrets a ten second timeout until they go underneath the turret covers, unless turned off manually or if they lose power.
Adds a new type of turret specifically for the AI upload/core. This type has more health, has a 1/3 chance to ignore EMP, and fires xray lasers, to counter ablative armor.
A new material called Durasteel has been added. It is made from Plasteel and diamonds, and boasts more toughness than Plasteel alone, as well as reflectivity. The inner walls of the AI core are made out of this new material, which makes emitters less helpful.
Emitters can be damaged by projectiles, and will explode if too much damage is sustained. Shooting a Durasteel wall will likely cause you to lose the emitter.
New AI core turrets turn green when on lethal, to show that xray is coming.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
- Fixes for turrets, rogue drones, and emitters
- Removed muzzle flash from chem darts
- Converted emitters to use spanclasses and have correct capitalization
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
A more thorough fix should probably involve providing a way for players
to control the flow rate.
Also tweaks emitters and allows collectors to be read using a multitool.
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.
-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
-Made chemistry a bit less reinforced.
-Moved more engineering equipment to access_engine_equip.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5413 316c924e-a436-60f5-8080-3fe189b3f50e
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.
Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)
MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.
Beach-water now uses an overlay image rather than a separate object.
Fixed a typo in the shuttle console.
Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)
Removed some junk/placeholder procs like organ/proc/process() return
Removed newscasters from the processing machines lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
I added a check to meteor and space dust Bump() directly because changing ex_act() on the machines themselves would make the machines immune to bombs and C4.
Hopefully fixes issue 716.
light/process() was added back in causing lights to use power as they were meant to. Recently lights have been made brighter causing more power to be drained. As a result the engineering APC would not last very long. The station using a lot of power is a good thing since the singularity produces an incredible amount of power, so to keep this higher power demand but still give engineers a fighting chance to set up the singularity, I've bumped up the engineering APC's starting battery power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4401 316c924e-a436-60f5-8080-3fe189b3f50e
The Field generators are now offset from each-other to allow the engine to be restarted should containment fail.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4380 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
- 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
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.
The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
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
Cleaned up part of the door code and moved some defines to their proper files.
Firelocks can now be welded open and now shows the welded overlay properly.
Borgs can now properly mess with door wiring.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2895 316c924e-a436-60f5-8080-3fe189b3f50e
You need to swipe and ID to lock an emitter,
PDAs will no longer have a popup when you attempt to put an ID into them.
PDAs have an Update Info button just below the ID slot when an ID is in it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2867 316c924e-a436-60f5-8080-3fe189b3f50e
The PA can no longer be remotely controlled by humans and cyborgs can only control it if they are nearby.
The spawn PA can now be taken apart.
FireAx/Extinguisher closets got their own files.
Food closets are now with their defines.
Freezer closet/crates override return_air() to cooldown the contents.
The var isinfreezer has been eliminated.
The old player panel has been readded as an alt for the new one, it may be found under the Player Panel verb.
The new player panel may be accessed by the Player Panel-New verb.
Crates.dm moved from the storage folder as it is not a storage object.
Fixed Issue 227 about the PA shooting when it should not be.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2851 316c924e-a436-60f5-8080-3fe189b3f50e