Commit Graph

1360 Commits

Author SHA1 Message Date
mport2004@gmail.com
32e1640df3 Emitters emp_act now uses severity properly.
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
2011-12-29 07:14:02 +00:00
baloh.matevz
19fb811e20 Patched up the three major security risks in engineering: the north CE window facing the hallway, the north engineering window facing the hallway, the regular wall in the smes room.
Fixed a problem where all the engine parts that the QM ordered would start in stage 4 of construction and anchored...

Added a few fire alarms to engineering

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2840 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-28 18:38:08 +00:00
Tastyfish
f378644bb0 constructable/destroyable lights! 2011-12-27 22:13:18 -05:00
petethegoat@gmail.com
b9c3f9ce65 Added Scottzar's emitter projectile sprite. Thanks!
Fixed some issues with paper.
Slightly adjusted the atmospheric door sprites.
Added some SMES assembly sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2829 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-27 04:19:18 +00:00
uporotiy
ab396f50ac TG update: Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 23:39:45 +02:00
baloh.matevz
fa5a5772c8 Engineering remapped
Screenshot: http://www.kamletos.si/new%20engineering2.png

Added glass doors to the table facing the hallway after that screenshot was made

- Added an emp-proof camera for singularity viewing
- Particle accelerator now starts set up

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2820 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-26 17:11:12 +00:00
Albert Iordache
87941b7081 Merge pull request #146 from SkyMarshal/master
Check that description.
2011-12-26 07:21:52 -08:00
SkyMarshal
de67b05dce More updates. The evidence bags are kinda borked. 2011-12-26 00:03:05 -07:00
n3ophyt3
e449a886b7 TG update: AIs now actually use power from APCs, rather than simply require that equipment power is active.
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.

THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.

While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.

I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.

This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-25 19:05:13 +02:00
panurgomatic
32b2be1b5a - Simple event dispatch system.
- atom.forceMove() proc. Ignores density and other Move() restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class
- anyprob() helper proc.
- Mecha internal damage vars encapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2780 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-23 10:54:23 +00:00
quartz235@gmail.com
26abf951e2 Fixes:
Issue 241
Issue 237
and
Issue 240

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2708 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-17 00:14:11 +00:00
trubblebass@gmail.com
ebb1905879 Fix for Pete's fix.
It should work properly now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-16 17:07:23 +00:00
petethegoat@gmail.com
ceaffa789f Malf AIs can no longer occupy non-station z-levels.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2702 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-16 16:31:09 +00:00
uporotiy
3f5b76aff0 Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-14 16:38:46 +00:00
n3ophyt3
73c7391c32 AIs now actually use power from APCs, rather than simply require that equipment power is active.
Malf overhaul, take two!
Waaaay back in the old days, I made it so malf AIs had to hack APCs to win, instead of just sit AFK for 45 minutes. Now I'm taking some more drastic action, to see what happens.

THE MALF AI NO LONGER SPAWNS ON THE AI SAT.
Instead of sitting in the AI sat hoping nobody notices your blatantly obvious hacking, at which point the 3 people lucky enough to have looted EVA get to have all the fun, you can now shunt your core processes into an APC you have hacked, and hacked APCs are only moderately obvious.

While shunted into an APC, the AI draws power from that APC instead of the one in their main core. If the APC loses power, the AI loses power as normal. If the APC they are in is damaged or destroyed, they are forced back into their main core. If the main core is inoperative at that time, they die. The AI is also capable of willingly going back to their main core. As long as the AI's main core is intact, the AI speaks out of its core, regardless of its current location.

I have tested as much of this as I could to make sure it is functional, but thanks to the game mode overhaul, I have been unable to run actual malf rounds on my test server, so I have had to cheat and set things to work in any mode for testing. As for actual round balance, there's no real way to predict how that shit'll change.

This is just the base overhaul, more changes will be forthcoming as malf rounds provide data on how the change performs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-12 04:45:08 +00:00
Miniature
af301633f6 Merge branch 'master' of git://github.com/Abi79/tgstation13-git
Conflicts:
	baystation12.dme
	code/defines/obj/vending.dm
	code/game/machinery/vending.dm
	html/changelog.html
	maps/tgstation.2.0.8.dmm
2011-12-07 07:53:20 +10:30
Miniature
a3e7e394ad Switched charge amounts for automatically turning off machinery and lights, so lights turn off before machinery (like on old code). 2011-12-04 22:52:20 +10:30
petethegoat@gmail.com
c6d94edb84 Fixed up some of the APC construction/deconstruction messages.
Changed the popcorn sprite to one that doesn't suck, by Cheridan.
Updated dat changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2596 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-03 17:26:16 +00:00
Miniature
f62eccc76b Merge branch 'master' of git://github.com/Abi79/tgstation13-git
Conflicts:
	baystation12.dme
	code/defines/mob/mob.dm
	code/defines/obj/vending.dm
	code/game/atom_procs.dm
	code/game/dna.dm
	code/game/machinery/computer/aifixer.dm
	code/game/vote.dm
	code/modules/chemical/Chemistry-Machinery.dm
	code/modules/chemical/Chemistry-Reagents.dm
	code/modules/mob/living/carbon/metroid/life.dm
	html/changelog.html
	icons/obj/stationobjs.dmi
	interface/skin.dmf
	maps/tgstation.2.0.8.dmm
2011-12-03 19:28:10 +10:30
petethegoat@gmail.com
85cb13fe95 Reverted the janitor closet to the old trashbag. (It does work, I fixed it up in r2557.)
A bunch of fixes for various stuff that's been broken about the bag of holding. It should work as intended, now.
Made wet floor signs fit in boxes.
Cleaned up the janitor's closet a bit.
Optimised the vault wiring a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2580 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-30 15:02:01 +00:00
Baystation12
74cc33fc02 Merge pull request #24 from CIB/master
SMES' units have a lot more initial charge now, making life a bit easier for engineers
2011-11-25 23:34:30 -08:00
cib
b00b9674b8 SMES units have a higher initial and maximum charge now. 2011-11-24 23:24:38 -08:00
petethegoat@gmail.com
fcddc199ff New chem dispenser interface, by Tobba. Some sanity checking in power.dm, by Tobba.
Updated changelog, by PETE YEAAAH.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2532 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-20 10:24:17 +02:00
petethegoat@gmail.com
9840c44b4e New chem dispenser interface, by Tobba.
Some sanity checking in power.dm, by Tobba.

Updated changelog, by PETE YEAAAH.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2532 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-19 21:18:11 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
petethegoat@gmail.com
7524bca986 Stunglove overhaul: part one.
Stun gloves are now made by wiring a pair of gloves, and then attaching a battery- this shows up on the object sprite, but not on your character.
Stungloves use 2500 charge per stun! This means that some low capacity batteries will make useless stungloves.
To get your old inconspicous gloves back, simply cut away the wire and battery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2439 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-29 02:15:50 +00:00
petethegoat@gmail.com
f24295f43b Added Tobba's cleanbot patrolling and portable generator updates.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2389 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-18 19:45:09 +00:00
uporotiy
6df81a10ed Maximum frown mode, Mport.
East/west PAs fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2356 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-14 15:26:50 +00:00
mport2004@gmail.com
897a89308f Had an extra arg going into the job selection proc.
Turned off the new del test on the singularity for now.
Bit of work on the signalers.	
Jetpacks edited to use less fuel.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2341 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 10:00:05 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
995fb5f788 The clown's new name may no longer be things like floor or wall and it now checks nonhuman mobs for duplicate names.
Cleaned up Move() a bit still needs some work.
To help balance them a bit Cyborgs may no longer pick the standard iconstate unless they are the standard module.
Might have fixed space wind.
Donuts added to the secbelt item list. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2304 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 12:16:57 +00:00
baloh.matevz
bd73bf33d3 - Randomized light brightness for lights at round start is now no longer tied to individual lights, but to the area they start in, meaning some areas might start out darker on some rounds. Most have far too many lights tho, so they don't affect anything.
- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-24 14:14:40 +00:00
baloh.matevz
089d548825 - Small lights (Bulbs) now emit a constant 3 units of luminosity instead of the rand(3,6). Tube's luminosity is still random: rand(6,9).
Screenshot: http://www.kamletos.si/ss13-dim%20lights.PNG (Note that in this screenshot, tubes were set to a flat 6, this is not the case in the commit tho. So only look at lights with bulbs, most of which are in maintenance shafts)
- Space kudzu added (Original code and sprites donated by I Said No). Currently admin-only. Spawn the spacevine_controller to start the spreading of kudzu
Screenshot: http://www.kamletos.si/kudzu2.png (This was after 15 minutes of unattended growth.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2226 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-19 04:56:49 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
petethegoat@gmail.com
84d995a01d Made new sprites for light tube and glasses boxes. (Bulb boxes only have bulbs in them, tube boxes only have tubes.)
Removed some awful descriptions from items which should not have descriptions.
See: paper, empty boxes.

Fixed a bug which would cause traitor packs to have an emergency O2 tank and breath mask in them.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2201 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 15:21:45 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
mport2004@gmail.com
2f7c287383 Added a rather crappy edit to the PA control box so it has directional sprites, would be nice if someone could finish spriting them.
Synaptizine once again helps with stuns however it is slightly toxic to humans and might give you some toxloss every time it ticks to balance the unstun.
Actually removed the logged say file this time.
Cargo main now merged into one area as it's was literally the same room with two areas.
Hydro East cam now is on the SS13 net and the prison station cam comp is actually on the prison station network.
The table in sec lost its two lower parts allowing officers to actually walk around without pushing people.
Added a wrench to the armory for the Warden's portable flashers.
Medical maintenance doors access levels fixed.
Medical is a bit less of a clusterfuck of pipes, I only did most of the west half and the tunnel.  The east and tox still have to be done.
Medical Hallway to foyer, internal medhallway, and cryo doors were removed with permission from the head coders.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2164 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-10 01:02:31 +00:00
mport2004@gmail.com
aae2ffd2b5 Went though the oddly few runtimes
Fixed up a few more firedoors on the map
Optables will respect air groups now
The Singularity:
Might produce less lag when eating things now.
80% down from 100% chance for a beacon to force movement.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2126 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-05 07:11:55 +00:00
mport2004@gmail.com
1d20768b4c Space drugs should no longer cause people to act weird inside lockers and such.
Tele now ignores beacons and trackers on Z2
Singularity grav range reduced a bit due to lag


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2047 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-25 08:53:01 +00:00
mport2004@gmail.com
c526717fbf Cleaned up:
Flashlights
Cigs/lighters
Solars

RCDs can no longer build airlocks on doors
Airlocks  now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.

After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-20 04:30:37 +00:00
mport2004@gmail.com
c03b746cc1 Recoded flashbangs/empnades slightly.
AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message.
Moved Paint and DNAInjectors into their own files
edit_player renamed to show_player_panel 
Cleaned up the grille code a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 21:57:09 +00:00
mport2004@gmail.com
70dcb24e97 Solar SMES no longer start with power.
Forgot to tell the containment fields to watch for the generator.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1996 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 07:39:31 +00:00
mport2004@gmail.com
6980602e24 General:
Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.

Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage

Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status,  radio_report,  toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed: 
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs

Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.

Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 06:21:57 +00:00
mport2004@gmail.com
e98a7893fa The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors. 
Changelog updated


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-05 07:42:24 +00:00
vageyenaman@gmail.com
b0e69dcd99 Bugfixes:
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 20:57:21 +00:00