Commit Graph

2378 Commits

Author SHA1 Message Date
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +00:00
giacomand@gmail.com
c2f2416171 -Fixed an issue where the PDAs couldn't send messages.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4527 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 22:20:09 +00:00
giacomand@gmail.com
23ceb0eb29 -Will compile now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4523 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:32:17 +00:00
giacomand@gmail.com
42f3efc21a I wanted to wait until after the feature freeze to commit this but there have been problems with Telecomms recently and this update that I've been keeping fixes most of the issues. I've tried to remove most features from it but there were some things that I couldn't.
-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.

-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.

-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.

-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.

-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.

-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)

-Fixed an issue with the player being unable to remove frequencies from the filter.

-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.

-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.

-Fixed issue 831

-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 16:27:21 +00:00
johnsonmt88@gmail.com
1a8fb7c09e Another small chunk of reorganizing objects.
I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet.

TODO:
- Files that were left in code/game/objects that may conflict with carns work
- Go through all the files in all the subfolders of code/game/objects.
- Move all the defines from /defines/ to their proper spots

Not much right?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:55:46 +00:00
sieve32@gmail.com
71d3c7e353 -Fixed AIs being broken forever after being restored by the AI fixer, this was due to them lying down when they die, and being unable to get back up when they spring to life (Essentially, it was really dumb). Also made the console handle moving the AI from the dead_mob_list to the living_mob_list
-Removed the AI_status.dm, as it contained a single AI proc, which is now in ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:14:16 +00:00
petethegoat@gmail.com
0df448bd53 Fixed me being retarded.
Moved blender.dm to unused, updated the .dme.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4518 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 19:55:52 +00:00
petethegoat@gmail.com
d6f2556945 First part of a fix for issue 818.
Removed some pointless, unused objects. (i'm looking at you, rubber chicken without a sprite)
Added a few new "features"- lighting cigs with igniters, and toggle-able bedsheets.
Slightly improved the cow gib sprite because if I don't commit it now I'll revert it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4517 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 18:56:31 +00:00
sieve32@gmail.com
f3b3cb368a -Put in a control_disabled check for AIs operating cameras and calling/recalling the shuttle. Meaning they can't do any of those if they are carded without wireless.
-Moved the AI shuttle calling proc from communications.dm to ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4516 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 18:31:58 +00:00
johnsonmt88@gmail.com
b4c859c800 Apparently SVN didn't think this folder was important enough to include, so I got the whip out and showed it who's boss.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4515 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 16:38:42 +00:00
johnsonmt88@gmail.com
9e30e7d2ec Moving stuff around part 2!
Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 16:32:45 +00:00
johnsonmt88@gmail.com
19135de9eb Changes to the file structure!
There are many files, folders and chunks of code in areas that make absolutely no sense and thanks to the defines being located mostly in a completely separate file, it can be damn-near impossible to find something. Before moving defines to where the rest of their code is located; I'm going to move some code around into places that actually make sense to begin with. I'll mainly be focusing on the code/game/objects folder.

This commit mainly lays the groundwork for the work I'll be doing by adding in the effects, structures, decals and turfs folders. I'll slowly be moving appropriate files and code into these folders. I may end up moving machinery into 'objects' and mech stuff into its own module folder but I'll ask for some opinions on coderbus before doing that.

I've also gotten rid of the /magic/ folder. I've moved the library stuff into its own folder in modules/library, the cult stuff is now in gamemode/cult with the rest of it and musician.dm is now in objects/structures since the piano is a structure apparently.


I think I've got the hang of how DM and SVN handles folders and files but it's quite possible that something will break simply by svn committing it oddly. Please let me know if that's the case!

Remember to clean compile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4513 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 15:50:09 +00:00
johnsonmt88@gmail.com
38d09c8c19 Revolution game mode fixes:
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.

Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.

Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
  source file: inventory.dm,562
  usr: Nodrak Davis (/mob/living/carbon/human)
  src: the human (/obj/effect/equip_e/human)
  call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 01:40:48 +00:00
johnsonmt88@gmail.com
00a1ff2d97 The changeling's regenerative ability's description now states that you have to use it before you die to help prevent confusion.
A proper fix for teleport data-cards. Instead of just doing player.loc = landmark.loc it now properly uses the teleporter datum. It sets a new 'one time use' variable which means that only one person or object can pass through the teleporter before it looses the coordinates. This is also in place to prevent hand-teles from opening portals to the clown planet.

Players will not really notice any change except that when they insert the clown-coordinates, they must then walk through the teleporter.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4503 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-20 19:44:14 +00:00
sieve32@gmail.com
f1bfcfb2cf -Worked on mech fabs a bit more, replaced the has_var() proc with just the BYOND proc, since that's all it did anyways. Tweaked another part that wasn't silently discarding junk correctly. This is probably due to the lack of type-casting now, but even when I crammed areas and null refs into the fabs, they didn't runtime, and operated as intended.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4502 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-20 05:59:46 +00:00
baloh.matevz
44fb70ffd4 - Changed all "male" and "female" assignments to use the constants MALE and FEMALE.
- Added a message_admins() message which is sent if a character setup mismatch is detected to help diagnose the problem.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4496 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-19 17:56:51 +00:00
baloh.matevz
f392067896 - Reagent code reorganization commit 3 (finalizing everything)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4493 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 21:53:47 +00:00
baloh.matevz
7789c31c92 - Mining satchels now once again fit in on belts and pockets
- Increased the mining satchel capacity from 30 to 50
- Fixed the issue where picking up all the items from a tile would display the pick-up message as many times as there were items to pick up.
- Fixed the problem which made ores sometimes stay on your screen after being inserted into an ore box.
- Restored the ability to empty satchels, and any other storage item that has the 'empty contents' verb, by just using them on themselves.
- Fixed an ages-old desync bug which happened when you used the a crossbow on a storage item. 
- Fixed a potential problem which caused removed item's layers to not get updated properly.
- Fixes issue 819

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4490 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 17:33:42 +00:00
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
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
2012-08-18 16:33:40 +00:00
baloh.matevz
e45aec98e7 - Fixed ore boxes not being properly loaded from mining satchels.
- Fixed it being possible to drag-drop any storage item to either hand from.. anywhere... You can now only do that if the backpack is somewhere on you.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4485 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 01:44:00 +00:00
baloh.matevz
73ec1110cd - Fixed the issue which caused a storage item to be opened whenever you tried to put something in it. I could have sworn I fixed this one before...
- Moved update_icon() calls from storage/fancy to all storage items, whenever an item is added or removed from the storage item. Also renamed updateIcon() to update_icon(), since that's the obj-wide proc.
- Part of fixing issue u
- Removed crayon and crayonbox snowflake code
- Removed bible snowflake code
- Made the click-drag to move to l_hand or r_hand thing something that works on all storage items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4484 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 01:21:12 +00:00
sieve32@gmail.com
413dd153dc Changes to the Mecha Syringe Gun a bit so it actually makes sense.
-Syringes can now only be loaded from tiles that are adjacent/diagonal to you, and taking windows/doors into account
-As a tradeoff, you can now load syringes from storage items by clicking them
-Range to analyze reagents reduced to 3 tiles, but doesn't factor obstacles
-Mobs can no longer be scanned for reagents, because it didn't make much sense at all, and for balance
Fixes issue 520

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4483 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-18 00:56:55 +00:00
baloh.matevz
bdae39686f - Fixes issue 808. You won't get flashed by anything if you're blinded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4479 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 16:30:42 +00:00
baloh.matevz
3be7d6d8ef - Fixes issue 812.
- Adds logging for throwing. Pulling and grabbing does not need to be logged in detail, since kill-intent grabbing is logged already.
- Something broke throwing, which made it runtime. This also fixes that.
- Fixes the problem of applying wires to a stack of glass, which only contains one piece of glass using wires, deleting the glass piece and not spawning a light tile. A call of the glass' use(1) was misplaced, which had the chance of deleting the object, thus stopping the proc, before it spawned the light tile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4478 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 16:19:04 +00:00
baloh.matevz
f9d80e12ce - Fixes issue 811. A warning was sent if there weren't enough cable pieces left, but the proc did not return at that point.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4477 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 14:51:27 +00:00
baloh.matevz
c8d4064206 - Fixes issue 807. pAIs and any other mob that is located within another mob (IE being held by) will also get sounds played. There are some limitations: It is 1 level deep, so if a pai is on a mob, which is in a closet, they won't hear sounds. Also, if there are two mobs held by the same mob, only the first found will get sounds played to it. Limitations are in-place due to how often this code is called.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4474 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 13:56:42 +00:00
rockdtben@gmail.com
5a4927a000 - Fixes issue 786 .
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4472 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 11:11:58 +00:00
baloh.matevz
4c245f81cc - Fixes issue 415. The problem with the moving of the syndicate shuttle was a condition bomb_set, not being properly set in all cases, where a bomb was timing. I added the setter for the bomb_set variable in nuclearbomb/process(). So if at least ONE nuke is ticking it means the bomb is set. The bomb_set variable gets reset in the appropriate places now. The places are if either the safety is enabled again or if the timer is disabled. Enabling the safety now automatically stops the timer. The timer cannot be enabled without the safety being off.
The condition that caused the bad result before this fix was if the timer was enabled before the safety was turned off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4470 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 09:28:44 +00:00
baloh.matevz
097aae989c - Fixes issue 675. I just added a few Move() -s and it works fine.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4468 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 08:01:13 +00:00
baloh.matevz
f0f803407a - Fixed a potential problem where the random teleportation thing that teleporters have a chance of doing would teleport you to a tile that is behind the transition edge.
- Fixed issue 470. You can now teleport while using the chameleon projector.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4466 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 07:05:03 +00:00
baloh.matevz
3a511d5462 - Fixes issue 787. Hacked mulebots can still be loaded with lots of stuff, including unanchored structures, machinery, items and mobs. They however cannot be loaded with screen, hud or effect-type objects. They also cannot be loaded by anything that is not placed on a turf tile to prevent loading things from your inventory, which would cause issues.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4465 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 06:43:18 +00:00
baloh.matevz
6a268decf4 - Fixed issue 779. HOPEFULLY FOR THE LSAT TIME!
There was a if(world.time - M.last_bumped <= 60) check, which attempted to prevent airlock bump-spam, by limiting it to one bump per 6 seconds getting processed, but the kicker is that M.last_bumped was never actually set, making the check irrelevant. I fixed that and changed it to one bumpopen per second.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4464 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 06:00:59 +00:00
baloh.matevz
892ead02de - Fixed issue 702 and issue 716
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4460 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 04:43:50 +00:00
sieve32@gmail.com
626cb74704 -Metroids will now feed when 'content' (But not as quickly), meaning they will evolve and reproduce properly
Fixes Issue 765
-It is now possible to weld secure lockers shut
-Lockers now have a welded overlay (Expect in some cases, such as cabinets)
Thanks to Pete for the sprite

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 04:22:53 +00:00
baloh.matevz
9062d7fb23 - Added a real_name variable to DNA, which gets assigned when mobs are created and when preferences are copied as well as when changelings absorb mobs. This is so I could drop the dictionary-style list from changelings, which went list(real_name = \ref[dna]). What this meant was that if you absorbed multiple people whose real_name was "Unknown", you'd only have one dna to show for it. Now all of them will show and will be available to transform into.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4457 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 03:55:09 +00:00
Kortgstation@gmail.com
e8f4ce561f What did I even do
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4456 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 03:12:58 +00:00
Kortgstation@gmail.com
6800f6aaf2 Gave titles to the manuals to stop the incomplete messages when reading them. Which fixes some issue or another but I dunno how to link that so whatever.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4455 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 02:53:19 +00:00
baloh.matevz
f5024b5d05 - Fixes issue 752
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4454 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 02:19:09 +00:00
baloh.matevz
bdd6324d9a - Fixed issue 798
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4453 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 02:04:22 +00:00
johnsonmt88@gmail.com
852b838e4e There were a bunch of boxes that had their own special code when they all do the same thing. So I've merged them into proper storage items.
Boxes affected:
- Donut boxes
- Egg cartons
- Candle packs
- Match boxes
- Snap pop boxes
- Monkey cube boxes

Items I didn't merge:
- Pizza boxes
- Cigarette packs

Pizza boxes are a whole new kind of 'special snowflake code' that is best left the way it is. Cigarette packs involve some stuff I'm unfamiliar with so that can wait until I learn what I need to learn.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4452 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-17 00:35:01 +00:00
baloh.matevz
cac628a640 - In preparation of fixing issue 585, which extends far further than just the things listed there, as well as to standardize the many incarnations of satchel-type code (pill boxes, mining satchels, hydroponics satchels, etc.) I have added some functions to storage type items:
New variables:
var/use_to_pickup = if 1, the storage item also works like satchels, which means you can use it on something else to pick it up.
var/display_contents_with_number = if 1, the items in the storage item are grouped by type with the number of items being displayed. See the screenshot.
var/allow_quick_empty = if 1 on creation, it adds a verb that allows you to empty the item with one click
var/allow_quick_gather = if 1 on creation, it adds a verb which allows you to switch between pick-up methods. one-per-click or all-on-tile. Same as satchels worked. use_to_pickup must be 1 for any of that to matter.
var/collection_mode = 1;  //0 = pick one at a time, 1 = pick all on tile

New procs:
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
- Returns 0 or 1, depending on whether the item W can be inserted
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj)
- Inserts the item into the storage item and calls all the procs it needs to. Doesn't check whether the item can fit tho, tha'ts what can_be_inserted() is for.
/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location)
- Removes item W from the storage object and sets it's loc to new_location or get_turf(src) if one is not provided.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been removed from the storage item S. The object's loc is already set to the new one.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been inserted into the storage item S. The object's loc is already set to S.

I made satchels work on this new code. The rest will be added to it soon. See the screenshot.

Screenshot:
http://www.kamletos.si/new%20satchels.png

This is yet another big change and it is very possible that bugs will come from it. Please report them to me or on the tracker.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4451 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 23:35:53 +00:00
giacomand@gmail.com
be76c3afcc Fixed issue 645.
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
2012-08-16 21:57:27 +00:00
baloh.matevz
d8ec97e76e - Fixes an equip_e related runtime error
- Fixes storage items not updating when you put something in them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4447 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 19:36:43 +00:00
baloh.matevz
0fab5964e3 - Fixes issue 790. A supply order's cost is now subtracted from the total points cost only once you close the comment window. The order is also added to the list of orders once it's paid for, after the list is closed. And yes, I did do a check to see if there are still enough points after you close the comment window to prevent people from opening a million windows and going into negative supply points.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4446 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 19:09:44 +00:00
baloh.matevz
6e776a54c4 - Fixes the issue of simple animal attacks not logging in attack logs. There's a billion places where these attacks are copy-pasted to... seriously, who coded this? Fixes issue 795
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4445 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:52:34 +00:00
petethegoat@gmail.com
0970e6c55d Standardised reagent colour mixing a little bit. Fixes issue 785.
Changed the path of large beakers, so they're actually a subtype of beaker (wtf)

Moved new_year.dm to unused.
Updated Carn's sequential master controller to not have tension stuff, for potential live testing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:33:34 +00:00
baloh.matevz
b946fa1d81 - Moved the r-wall define to after the definition of wall. It always bugged me and I must have fixed that 20 times in my local repors by now... Strange how I never committed it.
- Fixed issue 738 Hidden walls now properly update when adjacent tiles are changed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4442 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:19:21 +00:00
baloh.matevz
26314e1310 - Fixed a small noize-bug
- Fixed issue 783 Unstable mutagen now only reacts to mobs with dna.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4441 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 17:57:27 +00:00
baloh.matevz
c0465614da - Mutantraces are no longer a variable tied to human mobs, but rather a variable tied to dna. As such, changelings who absorb people with a mutantrace will now transform back into the mutantrace when they transform into their DNA.
- Fixed issue 784.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4440 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 17:13:28 +00:00
giacomand@gmail.com
b8548bb3d4 Fixed issue 796. I've also made sure that you can only emag the shuttle computer once.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4437 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 15:52:43 +00:00