Commit Graph

4519 Commits

Author SHA1 Message Date
petethegoat@gmail.com
c14f242b4e Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 22:44:04 +00:00
elly1989@rocketmail.com
474294466a Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 17:50:29 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
giacomand@gmail.com
fe3532cf26 -Requested by Intigracy. Changed Centcom Official energy guns from the classic to the modern one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4552 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 08:45:48 +00:00
johnsonmt88@gmail.com
b9d0ec96b1 Woops, meant to do this last commit... Merged Trubble's changelog message in with Carn and Giacom's as they're on the same date.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4551 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:31:25 +00:00
johnsonmt88@gmail.com
2e7b008d27 File structure again.
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.

While I'm certain this is all good, I'll apologize now if files or paths end up broken.

Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:20:27 +00:00
giacomand@gmail.com
08a969b6a2 -AI Eye won't show up in pull, examine or point to popout menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4549 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:53:29 +00:00
johnsonmt88@gmail.com
bfbd177732 Changed the AI's intercoms around a bit.
West = Custom Channel (mic off, speaker off)
North = Common Channel (mic on, speaker on)
East = Private Channel (mic off, speaker on) //No change

The old system had two intercoms on the common channel, one with the mic on/speaker off and one with the mic off/speaker on. Apparently it was too confusing for players to figure out that when they changed the freq for one, they'd have to change the speaker/mic of the other. Fixes issue 837.

I've also fixed a derp with fire extinguishers I made in my last commit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4548 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:16:37 +00:00
johnsonmt88@gmail.com
28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00
johnsonmt88@gmail.com
d36387607f More file structure stuff.
- The folders themselves are now finished
- Next I'll go through each file and organize them
- Lastly I'll start pulling the object definitions out of /code/defines/ and put them into their respective files.

**Note to committers**
Make sure the .dme file updates when you update to this revision. If necessary delete the .dme and svn-update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4546 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 01:20:02 +00:00
johnsonmt88@gmail.com
44cf1c4106 Runtime fix.
runtime error: Cannot execute null.apply effect().
proc name: on hit (/obj/item/projectile/energy/floramut/on_hit)
source file: special.dm,85

Moved ninja gloves into the gloves sub-folder in clothing instead of space suits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4545 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 00:37:47 +00:00
johnsonmt88@gmail.com
1845d5f919 Full revert of r4543. I'm a horrible person!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4544 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 23:56:42 +00:00
w_johnston@hotmail.com
27f8e5f32c git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4543 316c924e-a436-60f5-8080-3fe189b3f50e 2012-08-25 23:47:25 +00:00
giacomand@gmail.com
95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +00:00
giacomand@gmail.com
4f343aed08 -Added Pewtershmitz' map icons.
-Added a camera in the R&D hallway to cover a blindspot.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4541 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 19:00:53 +00:00
trubblebass@gmail.com
604bdcfbc9 - Nerfs the Neurotoxin drink, in it's former state it was better than a stunbaton.
It's now very slightly better than a Beepsky Smash.
- Amasec nerfed slightly because of how easy it is to make.
- Modified various descriptions, some were duplicates, others were inaccurate/just plain terrible.
- Updated the Changelog with my changes and added finally added myself to the coder list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:36:13 +00:00
giacomand@gmail.com
348685d97c -AI camera light now properly works with AI freelook.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4539 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:10:19 +00:00
johnsonmt88@gmail.com
240d910679 Meteor guns!
It's a gun that fires meteors! Admin spawn only.

They do not shoot 'real' meteors, they shoot a projectile that acts like meteors.

Note: The meteor projectile calls 'meteorhit()' which some objects and turfs do not have, so some things won't really be affected by them.

The gun itself has a potato battery, meaning it starts with a charge of 100 and has a maximum charge of 300. It costs 100 to fire and recharges 100 every 5 ticks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4538 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:39:18 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
676079cdba -Added more cameras to Telecomms.
-Made telecomms look symmetrical again.
-Added the telecommunication blackout event to the RNG. Admins can trigger it and they have an option to alert the crew.
-AI can now properly use their multitool. (forgot to uncomment)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4536 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:34:09 +00:00
giacomand@gmail.com
ad05bda38f -Removed the description of cameras stating that they can see through walls.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4535 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 06:02:32 +00:00
giacomand@gmail.com
1aa0883686 -Missed some files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4534 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:46:49 +00:00
d_h2005@yahoo.com
3705bc9350 Adds double-bladed energy swords, a two-handed variant of the normal swords.
Committing this before someone else goes and conflicts all my sprite files again...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4533 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:41:39 +00:00
giacomand@gmail.com
336dcd3dc1 -Removed files I've accidentally added.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4532 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:37:04 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
d_h2005@yahoo.com
34b1d3de38 Potato batteries now scale with potency. Thanks to QualityVan!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4530 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 02:06:41 +00:00
petethegoat@gmail.com
93a5db2cf9 Readded the chain of command, by popular demand. Now with a nice sprite and shit!
Added EngTaylor's riot shield bash suggestion! Intimidate those peaceful protesters!

FEATURES!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4529 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 01:55:53 +00:00
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
5f320a1b62 Added some debugging code to help find out how the gender is being changed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4526 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 21:51:38 +00:00
sieve32@gmail.com
672aa26d68 -Brought the miner borg drill force back up to 15 based on feedback
-Gave back the miner borg stun arm to account for the smaller improvement for drills
-Fixed an issue where I accidentally made borg emag modules invisible

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 20:53:13 +00:00
sieve32@gmail.com
61a7751658 -Dropped the miner borg drill force down to 3 as it was supposed to be
-Added a proc for cyborg modules to 'rebuild', which makes it possible to remove items from the modules without clogging up the module menu
-Made the emag for minerborgs work better as a result
-Gave borgs their special radios back
-Fixed an apparently ancient bug where everything inside a borg will appear on the screen (MMI, cell, radio, etc...). It wasn't complex at all and I can't believe no one had fixed it yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4524 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 19:57:04 +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
4b2326388c In-hand items should now properly update when equipping items.
The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 04:13:37 +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
0338759071 Hardhats and Rig helmets now properly update their mob icons when toggled with the action buttons (buttons on the top-left of the screen.)
Items equipped with the 'equip' button now update the player's hands. Unfortunately since the procs it uses forces an update_icons() call, using the equip button will now call it twice.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4512 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 14:28:20 +00:00
johnsonmt88@gmail.com
857c4cdeb9 Folder didn't show up in the commit prompt last time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4511 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 03:14:01 +00:00
johnsonmt88@gmail.com
95c6127bea Moved all of the defines/mob into their appropriate modules/mob/ files
Next up, objects! One day we'll be able to click on something in the object tree, and actually end up where all the object code is.

I standardized robot/life.dm while I was at it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4510 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 03:11:46 +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
sieve32@gmail.com
d6d50d838e -Palette swapped the xeno swap-hand button to make it match the UI
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4508 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-21 23:30:46 +00:00
baloh.matevz
9b06db8ad8 - Resolves Issue 838
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4507 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-21 23:18:09 +00:00
baloh.matevz
c1e8ef7506 - Reverting movie darkness. The revert did not result in an increase to performance, causing me to believe it to not be the issue. Resolves issue 792.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4506 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-21 23:06:13 +00:00