Commit Graph

1484 Commits

Author SHA1 Message Date
vageyenaman@gmail.com
d2b9898fad Fixed the meteor gamemode always failing to start.
Tweaked some numbers for deconstruction costs for laser cannons and heavy laser cannons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1972 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-03 00:12:56 +00:00
polyxenitopalidou@gmail.com
0f560983ce •SSU bugfixan
•Chemistry bugfixan
•Changeog updatan

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1971 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-02 23:16:01 +00:00
n3ophyt3
c6b69807ee Brains can no longer win survive objectives.
The captain's laser once again autocharges as it did before the gun overhaul.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1969 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-02 22:44:28 +00:00
vageyenaman@gmail.com
0f3e6df66f Added in speech bubbles. By default, they are off. You have to go to the character setup window and toggle them on in order to see them.
Made it so the last exclamation mark when a silicon player exclaims something is not filtered out.

Removed xenomicrobes and wizarditis from metroid core reactions. Replaced xenomicrobes with Retrovirus.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1967 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-02 20:39:44 +00:00
vageyenaman@gmail.com
80d4e405b9 New DNA mutation system: see http://tgstation13.pretentiousfool.com/phpBB3/viewtopic.php?f=7&t=5584 (the code that makes this actually work has been commented out, it will be implemented maybe sometime soon)
Fixed some spelling and grammar errors.

Tweaked the cost of Large Energy Crossbow designs.

Fixed a bug where people would generate two manifest entries when they late-joined. Annoying as fuck.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1966 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-02 01:35:44 +00:00
mport2004@gmail.com
dd645687de Choking will no longer cause almost instant knockout.
The item strip window will no longer steal focus and refresh every second.

PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest

Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-01 05:55:02 +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
3436e481e5 Some bugfixes and tweaks. I mostly just made the intellicards and freeform modules give less research.
Fixed the protolathe breaking when you tried to build certain items.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1961 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 22:08:49 +00:00
rockdtben
937543c32e Users could dupe diamonds. I fixed that.
Insert rate was 3750 and eject rate was 1000. 

You could eject a sheet from a protolathe and get 3750 cm worth, but only 1000 cm worth was taken out of the machine.
Repeat this and you can turn 1 sheet into 50 in no time. So BUGFIXED IT. 

Credit to Midaychi for finding this bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1959 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 20:59:18 +00:00
vageyenaman@gmail.com
2c1af78e27 Forgot to actually add the new retrovirus disease file.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1956 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 20:33:07 +00:00
vageyenaman@gmail.com
320ef1dd22 New virus called Retrovirus. It scrambles your UI and SE after a certain stage.
Implemented CTRL+DIRECTION KEY to face a direction.

Tweaked some drink icons.

Added in two new icon_states to genetics.dmi. It doesn't do anything yet, but I might toy with them later on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1954 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 18:57:37 +00:00
Superxpdude@gmail.com
b7bc3fa7c3 Engineering Space Helmets and CE space helmets now have flashlights built in to them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1953 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 16:05:37 +00:00
vageyenaman@gmail.com
7e77eb4a85 Metroids:
- Their AI has been fixed. Previously, when they began "starving" they would lock up when they located a target. This was because I was only allowing Metroids to attack people when they were only attacked themselves.
     - Small stun time added to wrestling Metroids off or beating them off with objects.
     - You should now not be able to enter mechas, cryos and sleepers if you have Metroid on your head.


Cargo:
     - You can now cancel cargo orders.


Miscellaneous:
     - Manifests no longer show "unassigned" for everyone on round start.
     - The manifest is updated realtime, in that when new arrivals arrive or a job is changed, the information gets passed onto the central database.
     - New arrivals now generate security records, medical records, etc. Jubilations!
     - I, perhaps, have increased the efficiency of the reaction system. Preliminary tests confirmed that it's slightly faster, but I worry about whether I may have ruined someone's vision of a perfect multiple reaction system. This "change" is nothing more than adding a break; line to the end of a loop. If this proves too buggy, I'll just revert it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1952 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 22:08:52 +00:00
polyxenitopalidou@gmail.com
65f78c74d2 •Silly CE and CMO helmet mixing up. Thanks LJ.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1951 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 16:27:10 +00:00
uhangi@gmail.com
c5c6f8cdd1 Fixed agouri's shitty EVA
Removed CMO's space locker
Electropack back on the main map

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1949 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 03:20:06 +00:00
polyxenitopalidou@gmail.com
6f1f94b912 •SSus added. Not spoiling anything, fuuuuck you.
•Fixed some of erro's typos :3
•3 syndie suits repurposed into stationsuits. Command suit&helmet, Chief Engie suit&helmet, CMO suit&helmet
•EVA and CMO office edited. I'm inviting a mapper to do a better job of the shit I did.
•Trashbag can now pick up soda cans, spent bullet cases and cigarette packs/cigs/butts.
•Thread to bitch here: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=5569&p=45549&sid=a4a96f5b0e896cd3e3f7c1db73f09f1b#p45549

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1948 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-29 01:12:16 +00:00
uhangi@gmail.com
e76e342282 Adding back in one electropack on the prison station!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1944 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-28 23:23:06 +00:00
vageyenaman@gmail.com
1c0b338547 Last-minute solidification of the bugfix I made previously with mechas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1943 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-28 19:16:18 +00:00
vageyenaman@gmail.com
41ce85d8ff Fixed a bug with naming mechas empty names.
Fixed some bug with the pipe systems. You could get stuck in a certain pipe segment when you flushed yourself down the disposals.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1942 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-28 19:13:39 +00:00
vageyenaman@gmail.com
b0e69dcd99 Bugfixes:
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 20:57:21 +00:00
uhangi@gmail.com
619c98bd8a Made some changes to bullet damage.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1940 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 18:41:47 +00:00
uhangi@gmail.com
c50250ca48 -Gave syndicate balloons a "useless" tag on the uplink
-Shotgun crate removed
-Upped prices of some weapons crates
-Shotgun ammo can now fit in pockets
-Buffed beanbags/rubber bullets because they did literally nothing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1939 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 18:25:25 +00:00
uhangi@gmail.com
b67b83fd2b Syndicate balloons. That is all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1938 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 00:38:33 +00:00
vageyenaman@gmail.com
dd0c6e333e Fixed a problem with being unable to electrify insulated gloves. My bad!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1937 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 23:39:43 +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
uhangi@gmail.com
f62e9956aa Forgot something in the previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1935 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 21:20:43 +00:00
uhangi@gmail.com
753eb07915 QM update, along with other things:
-Combat shotguns must be pumped for every shot
-Security combat shotguns have a max of four loadable shots
-Combat shotguns removed from the map
-Beanbags now autolathable without hacking it, lowered metal cost for shells as well
-Beanbags fixed to knock players down
-Made armor crate only give you two vests and two helmets (regular)
-Added experimental energy weapons crate, contains two pairs of laserproof armor and two energy guns
-Added ballistic weapons crate, contains two security shotguns and two pairs of bulletproof armor
-Shotgun crate for QM, provides one loaded shotgun and two extra beanbags
-Beanbag crate for QM
-Energy crossbow now has a w_class of four (not the mini one)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1934 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 21:15:07 +00:00
baloh.matevz
7769420e4c ADMIN UPDATE
- You can now set the dir and name variables for newly spawned objects, turfs or mobs in the game-panel menu.
- Dirs are:
  - 1: north
  - 2: south
  - 4: east
  - 8: west
  For the rest:
  - northeast = north + east = 1 + 4 = 5

legal values: 1, 2, 4, 8, 5, 6, 9, 10

Leave the name space blank to keep the default name. 

If you assign a custom name for a mob, it will also be set as the real_name, meaning it will stick.

Coder note:
Names and dirs are both assigned after initialization, so they're not respected during New()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1933 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 18:28:42 +00:00
rockdtben
06d5c4f7cd fixed a runtime error
auto_use_power only shows up in the master_controller

following code:
***************
		for(var/obj/machinery/machine in machines)
			if(machine)
				machine.process()
				if(machine && machine.use_power)
					machine.auto_use_power()
***************

on the second line it checks if machine exists. If it doesn't exit it would go to the next machine.
So it is not null at this point.
then it calls machine.process()...
on the fourth line it cehcks again if the machine exists.
Then it calls machine.auto_use_power()

So at this point the machine has been checked twice for existence.

Now moving into aut_use_power() proc

*********************
/obj/machinery/proc/auto_use_power()
	if(!powered(power_channel))
		return 0
	if(src.use_power == 1)
		use_power(idle_power_usage,power_channel)
	else if(src.use_power >= 2)
		use_power(active_power_usage,power_channel)
	return 1
*********************
This calls powered() on the second line.

now stepping into powered() proc


**************************
/obj/machinery/proc/powered(var/chan = EQUIP)
	var/area/A = src.loc.loc		// make sure it's in an area
	if(!A || !isarea(A))
		return 0					// if not, then not powered

	return A.master.powered(chan)	// return power status of the area
**************************
the second line "var/area/A = src.loc.loc" line 26 in power.dm is what caused the problem.

It is asking for the location.

src.loc appears to be null. The reason why this call keeps happening and doesn't stop is because the object itself exists but its location does not.


So my final analysis is that src.loc == null and calling loc on src.loc gives us a runtime error since src.loc.loc == null.loc and null cannot call loc.




runtime error: Cannot read null.loc
proc name: powered (/obj/machinery/proc/powered)
  source file: power.dm,26
  usr: null
  src: Emitter (/obj/machinery/emitter)
  call stack:
Emitter (/obj/machinery/emitter): powered(1)
Emitter (/obj/machinery/emitter): auto use power()
/datum/controller/game_control... (/datum/controller/game_controller): process()
/datum/controller/game_control... (/datum/controller/game_controller): process()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1932 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-26 15:26:06 +00:00
polyxenitopalidou@gmail.com
918720c0c7 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1931 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 21:05:17 +00:00
Superxpdude@gmail.com
ced0aeca99 Vault has been moved to south of the teleporter.
Added in a heads of staff meeting room.

Added myself to the admins.txt on the SVN because SVN is annoying every time I update it giving me changed files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1929 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 18:33:49 +00:00
polyxenitopalidou@gmail.com
e47dfe68fa •Runtime error fix for all the vending machines. Stop fucking using :s you faggits.
Untested, but I'm losing my bass here. Will test in 3 hours when I'm back home.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1927 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 15:14:28 +00:00
rockdtben
a2965862b9 Fixed the following.
runtime error: Cannot read null.netnum
proc name: mergeConnectedNetworksOnTurf (/obj/cable/proc/mergeConnectedNetworksOnTurf)
  source file: cable.dm,497
  usr: Sergio Mitchell (/mob/living/carbon/human)
  src: the  cable (/obj/cable)
  call stack:

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1926 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 14:52:08 +00:00
polyxenitopalidou@gmail.com
c18bd7c394 HEY GUYS CHECK THIS OUT
•SSU stuff that's not yet in-game but I need it on the SVN since I'm going back to my home PC. I need to do a couple more procs, then bugfix, then the thing is complete, nyoro~n
•Corrected firecage's sexymime suit bug (a freaking COMPILE error, damn you man) and Erro's typos in his comments. I must have ADHD or something
•Some prep stuff on the suits, part of the SSU update.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1925 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 13:55:35 +00:00
vageyenaman@gmail.com
526f57e68f Fixed some bugs with laser cannons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1924 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 05:40:14 +00:00
vageyenaman@gmail.com
1a58c15e06 Neglected to remove some debug messages.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1923 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:49:14 +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
rockdtben
29e89b008b A good catch by Derp__
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1921 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 01:57:45 +00:00
rockdtben
b1415003b4 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1920 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 01:34:07 +00:00
Superxpdude@gmail.com
dd4cecc845 Accidentally forgot to add the files for the syndicate strike team. Whoops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1919 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 01:03:21 +00:00
rockdtben
9f35159905 There that will be the temp fix on the infinite loop. Fixing the actual problem now. This is a revert btw.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1918 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 00:46:14 +00:00
rockdtben
532046cd35 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1917 316c924e-a436-60f5-8080-3fe189b3f50e 2011-07-25 00:40:31 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.

Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 23:50:57 +00:00
firecage@hotmail.com
6a761a49bc R&D can now make an Energy Crossbow and a Heavy Laser Cannon. Syndies can now also spawn cyanide rounds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1915 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 16:41:18 +00:00
rockdtben
04536d308f Quick Fix
This fix will make my code more efficients haha

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1914 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 00:06:23 +00:00
rockdtben
d339d37531 Created a method for powernets called /datum/powernet/proc/merge_powernets(var/datum/powernet/P)
This method takes an input of a powernet and merges it with the powernet that called merge_powernets

This is the first step in my updated cable logic. The code should look cleaner as a result.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1913 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 00:00:16 +00:00
firecage@hotmail.com
be755cf975 Quick fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1912 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:36:06 +00:00
firecage@hotmail.com
4cf5d86451 Laser Cannon added to R&D(still needs a good sprite). Two Security Combat Shotguns added to armory. R&D can now make Stun Shells for shotguns. Traitors gets two new items. Suffocation rounds and syndicate shoes.
If I missed anything, forgive me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1911 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:32:00 +00:00
rockdtben
833da927ae Fixed up a few bugs. If this doesn't fix the knots let me know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1910 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 16:26:34 +00:00
vageyenaman@gmail.com
4ce68ee286 Changed some descriptions up.
Fixed a bug where you could not draw blood from anything. This has been fixed! (It was throwing a runtime error related to the virus2 system) You can't draw blood from Metroids though because they have no blood.

Fixed some silly typo.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1909 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 06:44:33 +00:00