[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.
Revision: r3012
Author: only.lurking
Soul Stones can now capture Shades (which heals them)
Soul Stones capturing a soul will now be imprinted with that shade, and be
unable to capture new souls/other shades
Added ectoplasm object/sprites. As of now it has no uses.
Shades now delete on death and leave ectoplasm behind.
Soulstones can be bought with the wizards spellbook (as a set of six) and from
the cultist supply talisman.
The Chaplain has a single soulstone in his office (mostly for testing/so it will
get used often and I can get feedback)
Speaking of items on the map for testing, Reactive Teleport Armour no longer
spawns in the RD's office (because Urist will murder me if I have to retarded
test items out at once)
Removed some no longer needed code regarding soulstones from the suicide verb.
Updated the changelog r2821
- 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 varsencapsulated.
- 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
The blue version functions as wizard robes and spawns on the wizard's shuttle, the red versions replace the old cultist robe sprites.
Cultists now each start with join/blood/self instead of one random word each.
Cultist supply talisman now has five uses and can spawn armor talismans.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2749 316c924e-a436-60f5-8080-3fe189b3f50e
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with)
Emags have a limited number of uses, between 3 and 7, and cost 5 TC
Hacktools are more useful than they were, and have a lower chance of alerting the AI
(This is unmapped ATM)
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.
Added clothing closets for several new jobs (Chef, Bartender, Virologist, etc.) and outfitted them.
Paper can now be burned, and acts as a hotspot and a light source when it is on fire.
Tweaked the Allinone broadcasters
Nerfed electrical storms
Response Team leader gets a special assignment/title.
Remapped to add Copiers, Filing Cabinets, and wardrobes
Blob can be fire killed (I hope.)
Cloning machines should back up to all cloning machines.
Sacrifice can sacrifice cultists. (If you converted a sacrifice target.)
Fixed a missing tag on a sorter.