Commit Graph

398 Commits

Author SHA1 Message Date
only.lurking@gmail.com
fd268e7b18 More SQL injection patches. Added a standardized method of SQL sanitization [sanitizeSQL()].
Corrected a href list vulnerability that let players spawn Arcane Tomes from non-e-magged library computers.
Tweaked and disabled forum_activation.dm. Way too many SQL vulnerabilities to justify keeping it around.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3012 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-29 20:56:05 +00:00
SkyMarshal
12afd61ffc Ported Uplinks, Door stuff, Hacktools, Compressed Matter implant. 2012-01-27 20:15:06 -07:00
Albert Iordache
c433785ad3 Hopefully fixed a runtime error caused by aliens crawling through vents. 2012-01-22 10:24:23 +02:00
SkyMarshal
0d7ce5f347 Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
2012-01-17 00:12:30 -07:00
VivianFoxfoot@gmail.com
1f29357168 Adds logging in the form of an attack log.log (now enabled by default)
You can now drag PDAs onto yourself to open the screen
Disables the fire damage causing husking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2926 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-08 03:30:25 +00:00
cib
a7a42410ec Added an emergency response team mechanism that will be triggered on code red after a while. Dubbed the station the NSS Exodus. 2012-01-06 04:13:10 -08:00
CaelAislinn
0a70d83f57 re-adding fixed ul + new helper proc (get_opposite())
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-05 15:37:02 +10:00
VivianFoxfoot@gmail.com
bf56fc6e99 Doors no longer close if there is a mob in the tile, a door can be hacked/AI overriden to close anyways and injure that mob as well as knock them down so they can be crushed again and again until they stop moving. (Currently: 35 brute and knockdown.)
The server master log now records attacks / emotes / PDA messages, as well as timestamping.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2899 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-02 08:42:44 +00:00
mport2004@gmail.com
8c1c914259 Added Invisty's Emitter sprites.
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
2012-01-01 23:43:56 +00:00
Albert Iordache
39b6dd57e0 Removed and commented out the last traces of goon auth. code 2011-12-30 23:28:14 +02:00
quartz235@gmail.com
5f404cdcdb fix for ckeyed simple_animals not showing up in the player panel
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2864 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 13:42:48 +00:00
vageyenaman@gmail.com
e7c27d1299 Huge fukken commit. Very game-changing new feature has been added but it isn't actually available to players yet.
Spess Networking Technology:

    ▪ The machines are located in Centcom near the cargo shuttle.
    ▪ A new admin debug verb "Change Radio Type". Using this will toggle between old (current) radio code and the new radio code. ADMINS: I recommend only doing this if Doohl (me) is around to take note of anything that happens.
    ▪ The whole thing works, in theory, but hasn't been stress-tested with the usual 60+ players. I will write up a Tgstation Wiki article and/or explain what some of the stuff does in IRC or ingame.


One last thing to point out: this is a PROTOTYPE. I have tested it myself and optimized the code very well. In theory, this new radio system is significantly less laggy AND has many more features. However, because of it's a prototype, it can at any time destroy the server. The reason I am committing this and not updating the changelog is because it's not an actual feature YET. I want to stress test this on the servers to see how it fairs, then add some more stuff to it like the ability to link machines and repair networks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2807 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-25 07:10:12 +00:00
vageyenaman@gmail.com
75c7670e75 TG update: Small changes and bugfixes:
◦ 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
2011-12-24 22:15:22 +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
petethegoat@gmail.com
d650ded822 do_after() now does its checks every tick, thus preventing people from fucking off for the duration, and coming back just before it finishes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2770 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-22 14:15:35 +00:00
Albert Iordache
09d7739b08 Fixed a runtime error related to all items now being checked for var/protective_temperature and fixed another runtime error by doing something unholy. 2011-12-22 00:12:29 +02:00
Tastyfish
e3219fd09d 2 ears! 2011-12-18 06:02:15 -05:00
uporotiy
c48b97519e Spells can now be based on the variables of their holder for cost. This allows cool things like a spell that deals 20 fire damage to you when you cast it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2717 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-17 10:46:04 +00:00
vageyenaman@gmail.com
87bc81ced5 Small changes and bugfixes:
◦ 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
2011-12-10 19:34:49 +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
Tastyfish
e89488975f we work for NanoTrasen! Also, we don't have enough people for your fancy
15-person minimums
2011-11-29 00:19:37 -05:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
Albert Iordache
028014415f Merge branch 'master' of https://github.com/Abi79/tgstation13-git
Conflicts:
	html/changelog.html
2011-11-19 10:48:17 +02:00
Zachary Wilson
8f61d60d64 Corrected issue #8 on Baystation12/Baystation12. 2011-11-15 17:57:41 -06:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
vageyenaman@gmail.com
313d99d003 ○ Fixes for announcements and comm consoles.
○ 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
2011-10-29 20:20:39 +00:00
mport2004@gmail.com
9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
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
2011-10-27 08:37:40 +00:00
mport2004@gmail.com
eba614d78f Fixed some runtimes
Gibber now properly checks for clothes when you attempt to shove people in it.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2429 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-26 23:15:34 +00:00
mport2004@gmail.com
fd84d3b3b2 Updated the forum links and fixed an access issue on a security door.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2416 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 12:39:48 +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
uporotiy
ad80137505 Moving job to an external file loaded at startup (WIP as I can't test it properly here).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-06 17:32:18 +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
baloh.matevz
e68eb82a8f The station now has fewer ponies.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2311 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 05:21:56 +00:00
baloh.matevz
3043d92bdb Lots of stuff in here is stupid, and that's fine, but some of it is just TOO stupid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2310 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 04:52:45 +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
panurgomatic
268f1d4aea - Additional fixes for mech fabricator and added option to eject materials.
- 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
2011-10-01 01:55:39 +00:00
vageyenaman@gmail.com
9c611cae1e More weird shit in the station names.
Attempt at fixing some of the weird shit with mecha fabricators. Let me know how this fares!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2301 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-01 01:39:43 +00:00
vageyenaman@gmail.com
430d536b3f Critters:
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
2011-09-14 02:58:30 +00:00
baloh.matevz
e6aa3fc0b1 My very own feedback gathering system! The blackbox can now gather feedback via the feedback_set(var_name,amt), feedback_inc(var_name,amt) and feedback_dec(var_name,amt) procs.
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
2011-09-03 01:00:01 +00:00
uhangi@gmail.com
93eef4cbf0 Adding two new helpful procs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 06:58:02 +00:00
mport2004@gmail.com
2224916ab9 Just some general cleanup
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
2011-07-31 21:31:00 +00:00
vageyenaman@gmail.com
bce6042fb7 Bugfixes:
- 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
2011-07-26 22:59:37 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
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
2011-07-25 03:37:21 +00:00
rastaf.zero@gmail.com
1f31f809cd Fixed some runtime errors.
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
2011-07-18 03:02:45 +00:00
baloh.matevz
52c900520c - Dismantled KeelingsStuff.dm into separate files, where the stuff in it fits.
- Dismantled mining.dm into 15 or so dm files and placed it out of WIP into modules.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1827 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 16:49:29 +00:00
rastaf.zero@gmail.com
3008281e3c Gamemodes bugfix:
- 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
2011-07-08 16:35:36 +00:00
noisomehollow@lycos.com
ca2af1cde2 Created new icon dmi for ai icons. Threw all AI- related stuff in there.
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
2011-07-05 04:41:35 +00:00
noisomehollow@lycos.com
449e0b765a Fixed some typos in traitorchan (lol).
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
2011-06-26 21:28:23 +00:00