* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
- Tweaks the amount that fire extinguisher holds and particles they send out. According to Spookerton there's no advantage to having more than 3 particles. In tests this seems to be the case as well.
- Also a minor edit to the code for patting people out that are on fire (as suggested by Spookerton), should help with folks that get set on fire.
- Added more fire extinguishers through medical.
-- One note -- Found in testing the fire extinguishers, water on tiles does not go away over time. Fire extinguishers appear to spray water on the tiles. Didn't know a way around this or how to fix this.
- Air Alarm added to tool storage and security port maintenance
- Fire Alarm and General Radio added to port emergency shuttle hallway.
- Fire alarm, radios, fire extinguishers, and glasslocks added to the central ring.
- Art Storage now has a light switch
- Blocking walls added to unused airlocks at central. Turret control and more turrets added on central.
- Glasslocks added all the way down the cargo hallway and in cargo. Fire alarms added as well.
- Fore Escape Pod hallway glasslocked and camera'd
- Phoron sheets for engineering generator readded to the crate in hard storage.
- Solar array on the engineering outpost now has a area, more outside lights.
- Cameras installed around the entire central ring.
- Civilian sector and library fully glasslocked.
- Handlabeler and newscaster added to visitor's lobby.
- Downgraded the amount of water used by fire extinguishers from eight to two.
- Changes made to make fire extinguishers useless against slimes half fixed.
- Added fuzzy cuffs
- Rigsuit knives now a option.
- Cameras added all the way through the civilian area hallways.
- AI pet called Steve.
Doubles the amount of water extinguishers carry and quadruples the
amount of water sprayed with each use. Halves the damage taken by slimes
when exposed to water to compensate.
Also refactors chair propelling 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
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