Fixed the runtime related to brainmobs (sanity check)
do_after now works right.
Added the Decapitate objective, that is admin only ATM, which requires you remove their head and take it on the escape shuttle.
Fixes for a lot of surgery related bugs
Added a prompt to AI players when they are greeted, warning them not to stalk the traitor and so on. Cacophony and Spaceman approved of it.
Sanity check for limb removal and blood stuff.
Added in sprites for a Syndicate statis/sleeper for a secret thing I have planned!
A quick test with get_dist to null shows it returning 127 (the max value it returns). Since Distance_ortho doesn't use get_dist, it doesn't share the distance cap, so I just picked an arbitrary large number.
Double fix: If the destination is null, don't even bother pathing, you won't get there anyway.
Expected new runtime error: some callers of AStar mignt not be expecting it to return null, even though it already would if it can't find a path, or the source loc is null.
bugfix for wardrobes
blood type is now handled by datum/dna, and blood_DNA for atoms is a list of list, each sub list containing DNA and blood-type. (This allows multiple blood splatters)
added BS12 give command and explosives
Map update to remove blob spawn.
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
◦ Metroids can now be observed by ghosts.
◦ Saved User Interface preferences ("Old UI" & "New UI") now correctly get transferred to clones.
◦ Captain announcements now require the player to be next to the console. (Issue 220)
◦ Radio headsets no longer sometimes fail to deliver the messages (Issue 221)
◦ Some other insignificant back-end shenanigans.
◦ The pregame lobby now has title music. The gameticker chooses between two .ogg files on game start and plays that for everyone who joins. The music stops when create_character() gets called though.
◦ Gave some critters, namely "creature" and "blob" some attack sounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2655 316c924e-a436-60f5-8080-3fe189b3f50e
○ FINALLY FIXED THE REQUEST CONSOLES BEING SHITTY WOOOOOOOO
○ You can now do line breaks in the admin centcom announcements, just simply hit enter.
○ You can now name portable / constructed turrets properly by using a pen on their frame before you finalize the construction. Joy!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2449 316c924e-a436-60f5-8080-3fe189b3f50e
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting.
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
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
/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
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
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
- If door access check fails for exosuit pilot, exosuit operation permissions will be checked instead (meaning, if your ID lacks permission, but exosuit has it, the door will open). Should work for MMI-ed exosuits.
- Exosuit Armor Booster Module (Ranged Weapons) will increase deflect probability.
- Added safepick() prock. Same as pick(), but no runtime errors if list is empty - in that case it returns null.
- Reagents in water particle (extinguisher foam) will react with atom said particle bumps into.
- Other bugfixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2302 316c924e-a436-60f5-8080-3fe189b3f50e
Made carp actually hurt humans. Also, they can now sometimes knock you down when they attack you. Additionally, I added some new variables dictating attack speed and sound associated with attacking for critters. Carp now make bitey noises, rejoice!
I also fixed some other miscallenous bugs with metroids attacking stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2196 316c924e-a436-60f5-8080-3fe189b3f50e
The way feedback is gathered is that the three procs are placed in code where feedback is wanted, these in turn set variables in the blackbox (Yes, I could have done it in an out-of-world datum or object, but I just prefer having an actual physical object gather this stuff.) At the end of the round, all acquired data is saved to a database. I still need to get ahold of TLE to make the required tables and bugtest some things.
The saving proc exsists, but is not yet called due to the lack for a table to save to. The rest of it should work fine tho, so you can place the feedbac_set, _inc and _dec procs around code and see what they provide via view variables, it just won't save it to the database yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2092 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
- Laser cannons / Heavy laser cannons should now not be all mixed up.
- Fixed a bug where the station heads and security crew could be revolutionaries and cultists on game start.
- If you somehow drop the "Off Hand" that appears if you equip a fire axe, it will be deleted. No more silly "Off Hand" items lying around the station, yay!
- If you threw a fire axe when it was wielded, it would would stay wieled.
- Metroids should now, theoretically, not be able to phase through thin windows and glass doors. There's probably still going to be some Metroids phasing through thin glass doors if the right circumstances are met (BYOND pathfinding problem, will eventually migrate Metroid pathfinding to SS13's A* system.
- Fixed up some of Firecage's half-assed sprites. The decloner projectile in specific.
Misc:
- Portable turrets can now be equipped with EVERY (except the "plasma gun" because it's stupid anyway) energy gun possible. I want to see laser cannons turrets, emagged energy crossbow turrets, and shock revolver turrets, people!
- The decloner is no longer called "decloner" because that term really doesn't make any sense anyway. Does it imply that everyone in existence is actually a clone? While that does sound kind of cool, it's actually pretty stupid, so I changed the name but kept the path type "/obj/item/weapon/gun/energy/decloner".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1936 316c924e-a436-60f5-8080-3fe189b3f50e
Admin changes:
Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.
Gloves:
You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.
Bugfixes:
Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.
I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).
Chemistry:
Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him!
In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.
Have fun with that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
Backporting from ss13.ru:
- added trash: foor eaten food leaves empty картонный boxes and plates, husks. Janitors are doomed.
- new sprite for Soylent Viridians
- randomized pill sprite offset (as for fruits, tiles, papers).
- now chemmaster first assign label to pill, then dispence it.
- added sprite for trash bag. Wil be added to code soon.
Code by Jack Rost, sprites by Farart.
- added candle. Code by Balagi, sprites by Farart.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1879 316c924e-a436-60f5-8080-3fe189b3f50e
- heads, security officers, wardens and detectives cannot be cultists or revs again.
- chaplain cannot be cultist.
- players with unfilled preferences wouldn't huddle together in same departments.
- fixed bug in get_players_for_role caused to players jobbanned from syndicate get special roles.
Fixed major bug with reagents not adding when same reagent is already present in container.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1802 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced swat gear in assassin equip list with black gloves and shoes. CentCom Commander equip now includes a bullet-proof vest.
Upgraded holograms. It is now possible to create them dybamically through getHologramIcon(). If you want to tweak how they look, change that proc.
AI can now project holograms for anyone registered on the crew. Holograms that do no fit this category can also be added now (like the one the AI starts with).
Added generic holographic projection machinery category. Should now be possible to create wanted hologram projections and two-way communication using holograms. Unfinished but someone else can work on it.
Fixed regular cigar sprite from another commit.
Fixed deathsquad helmet down sprite. Also, adjusted it to look more unique.
Updated swat mask.
Made the swat boots use the jackboot sprite. Made swatboots actually as fast as other boots.
Added a Honker destroyed and open sprites.
Some misc icon tweaks.
Ninjas:
Adrenaline boost now resets player stat to 0. Due to lag, it was possible to adrenaline boost but remain helpless while life.dm resets stat. It's technically possible to come back from crit health (momentarily, before life.dm knocks you right back in crit) but I think it's a fair tradeoff.
Some minor fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1769 316c924e-a436-60f5-8080-3fe189b3f50e
Adjusted ninja random event to go with the new mode changes.
Due to inclusion of monkey mode, added back monkey ability to vent crawl. Identical to larva.
Brains can now suicide.
Warden now starts out with a special hat. Welcome to Hat Station 13.
Holograms should no longer be draggable by space wind.
Slight change to pulse rifle so it looks like the older sprite.
Added deathsquad armor to admin equip list.
Added tunnel clown gear to admin equip list.
Fixed minor announcement bug with respawn_character.
PDAs now redirect to Notekeeper when the code is used again with an unlocked uplink.
Added a note for built AIs to adjust camera network. Camera movement doesn't always work right without adjusting the network first.
Ninjas can now hold an extra battery in their hat and suit slots.
C4s now give a message when planted on people and are recorded in the attack log.
Fixed spelling on messaging server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1735 316c924e-a436-60f5-8080-3fe189b3f50e
Currently there are three - PASSTABLE, PASSGLASS and PASSGRILLE. PASSTABLE - same as TABLEPASS, PASSGRILLE - can this atom pass through grilles and PASSGLASS - can this atom pass through windows, glass doors, etc. Most can_pass() procs were updated.
Added checkpass atom proc to check if this atom has certain pass_flag set.
- Added proc/sanitize_simple() and proc/strip_html_simple(). sanitize_simple does not html_encode the string and strip_html_simple does not sanitize it. Additionally, sanitize_simple and sanitize can take associative list of key-val chars as second argument, where key is char to searh for and val is replacement.
- Added datum/gas_mixture/proc/return_volume() and datum/gas_mixture/proc/return_temperature().
- Added proc/tg_text2list() and proc/tg_list2text(). tg_list2text is slower then dd_list2text, but processes associative lists differently (it adds not the keys, but associated values). tg_text2list is somewhat faster then dd_text2list.
- Added proc/listclearnulls(), proc/difflist(), proc/intersectlist() and proc/uniquemergelist(). Check the code comments for more info.
- Mechs can hold 3 equipment pieces. Gygax can hold 4.
- Tweaked global_iterator CRASH report.
- Fixed mech pilot ejection if mecha was destroyed.
- Fixed mech fabricator process() waiting for sync() to finish.
- Fixed mech fabricator Topic() waiting for process_queue() to finish.
- Some bugixes related to global map and random sectors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1722 316c924e-a436-60f5-8080-3fe189b3f50e