Commit Graph

3348 Commits

Author SHA1 Message Date
giacomand@gmail.com
e0905a1909 -Fixed 592 - The recharger was checking if the gamemode was monkey. I just removed it, I doubt this will have an effect on anything.
-Fixed 661 - There was a typo which would show toxin damage twice instead of showing oxygen damage. I also made it clearer which damage was which with colour.
-Fixed 565 - I wish there was a proper way to fix this but it's better than having no door for 5 seconds. It'll now wait 2 ticks before performing the closing animation for the door.
-Fixed 722 - I think this is causing the problem, it's using name instead of real_name. I couldn't find any problems when testing this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4309 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:21:28 +00:00
elly1989@rocketmail.com
a4bb788a23 Another Topic-spam related runtime.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4308 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:07:28 +00:00
sieve32@gmail.com
5f8c56bb7d Fixes Issue 721
-Small change that psuedo-randomizes cult and wizard incantations. For cultists, it's just a [pick("'","`")] in place of a "'" in their incantation, and wizard invocations have a 50% chance to replace the spaces with "`".


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4307 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:02:22 +00:00
elly1989@rocketmail.com
ac4afac1a4 Runtimefix. <3
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4306 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 20:40:07 +00:00
ericgfwong@hotmail.com
14790ea07f Resolves Issue 404
-You can no longer skip the lattice requirement when building plating

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4305 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 18:49:54 +00:00
baloh.matevz
293b9fbd33 - *gasp* reduced *gasp* *gasp* the *gasp* frequency *gasp* of *gasp* *garp* *gasp* while *gasp* *gasp* in *gasp* critical *ga... oh screw this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4304 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 18:14:52 +00:00
giacomand@gmail.com
bff8bbc48d -Fixed Issue 590, the pick up verb will now use Click() instead of bypassing all the checks. This will stop people being able to pick up items that are on the other side of a window.
-Fixed Issue 391, I've added the mule bot to the get_mobs_in_view() proc. But like most other atoms that has a mob inside it's contents, the mob will be unable to see emotes such as "X has punched Y".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4303 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 17:34:45 +00:00
ericgfwong@hotmail.com
c37cce0fb8 -The AI Upload area now all share the AI's SMES unit
-Cloneloss inflicted on fresh clones is now randomized between 0-25 instead of a constant 10

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4302 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 17:27:06 +00:00
baloh.matevz
aa93ab759c - In an attempt to lessen the effect of the dark patches in halls, as well as to remove the long-standing effect of random dim lights around the station, I removed the randomness of the luminosity of lights with tubes. Their luminosity used to be rand(6,9) to attempt a simulation of lights that are waring out. It is now a fixed 9. The effect on the station never worked right.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4301 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 15:40:32 +00:00
elly1989@rocketmail.com
6cf9ffb58a Fix for:
runtime error: list index out of bounds
proc name: post setup (/datum/game_mode/nuclear/post_setup)
  source file: nuclear.dm,141
  usr: null
  src: nuclear emergency (/datum/game_mode/nuclear)
  call stack:
nuclear emergency (/datum/game_mode/nuclear): post setup()
/datum/controller/gameticker (/datum/controller/gameticker): setup()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4300 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 14:09:42 +00:00
Kortgstation@gmail.com
21f899f6ba Changed the juggernaut to use Ausops new sprites (the thing that was gonna be the Behemoth that I'm never going to finish, the sprites were meant for the juggernaut anyway. Something even larger and more impressive will eventually fill the Behemoth role)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4299 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 07:38:10 +00:00
ericgfwong@hotmail.com
bd46d320d4 Changed the text cyborgs and AIs get on spawn to say :b instead of say :s
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4298 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 06:48:29 +00:00
mport2004@gmail.com
0d3be5d606 Reverting r4296. This is not a bug this is intentional you should really read the code and figure out exactly what it is doing before making changes, something I seem to be seeing quite a bit less of these days.
The FillHeadPosition proc makes sure there will almost always be at least one head by grabbing a list of everyone who has the job set to high, if no one has it set to high it will check the next job until it either gets at least one player or runs out of jobs.  If it has at least one player it picks a random player out of the list then terminates as we now have one head.  If we ran out of jobs we now check the jobs again using the medium setting.  If that does not work then we use low.
After this proc has been ran you likely have one head, if wanted it could easily force a head by checking the return however that was deemed unnecessary.  Next the code runs nearly the exact same code but for AI checking.  After that it proceeds with the standard job selection code, the rest of the heads are in here.

tl;dr It was working fine, you will end up with at least one head so long as a single player has a head set above never.  Using this for all heads overrides the entire point of having a low/med/high for heads and will cause low pop servers to have a very high head to crew ratio.  Also please read over and try to understand what code is doing and why before you start messing with it.





git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4297 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 04:04:04 +00:00
johnsonmt88@gmail.com
8ae701bd01 Fix for heads not getting assigned properly at round start.
Well, hopefully a fix. I've tested it locally to make sure it still actually assigns jobs without any problems, and it should work but we wont know for sure until we get more people trying it out.

Thanks to Tonberrytoby for correcting me and pretty much pinpointing the source of the problem.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4296 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 23:43:14 +00:00
elly1989@rocketmail.com
c1b011ff0f Fix for people summoning the forces of darkness with their flashlights.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4295 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 22:45:33 +00:00
giacomand@gmail.com
c97004bef2 -Fixed issue 726, not the best fix but I could find no other solution.
-Added the unused alien resin door. Only aliens can open it, it will also auto-close after 10 seconds.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4294 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 21:42:43 +00:00
giacomand@gmail.com
dca350d120 -Mining will now have the proper frequencies.
-Cleaned up some unused presets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4293 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 20:02:31 +00:00
johnsonmt88@gmail.com
9cd4950d56 Nar-Sie is now named 'Nar-Sie' instead of 'Tear in the Fabric of Reality' to fit the new sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4291 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:43:25 +00:00
sieve32@gmail.com
2098bc0173 -Fixed floor tile inhands
-Made inhands for hardsuit helmets
-Due to feedback, the Nuke Op pinpointer will change modes on its own when the nuke is armed/disarmed. (As such, the toggle verb was removed) This should also help with the issue of both modes trying to run at the same time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4290 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:33:24 +00:00
baloh.matevz
1accaf48d4 - I attempted to group together some code in human.life() when I was doing the breathing updates. The code I wanted to group was the code that handles the situation when you are located inside another object - this code is copy-pasted into 4 places in this proc. So I started deleting them, but then abandoned the attempt. Apparently I did not press undo enough times, causing two of the code segments to be left out. This meant that only turfs now facilitated breaths, objects did so only in specific situations.
Thank you Noddie, love you! :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4289 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:16:45 +00:00
ericgfwong@hotmail.com
d7fad2a31f Removed engineering borg's extra flashlight
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4284 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 16:43:53 +00:00
elly1989@rocketmail.com
b047f9565a Tidied up sd_DAL a bit to remove the last of the light-spilling and outside lighting since we have never used it.
Removed some unused variables from APCs (and cleaned up the map so they could be removed)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4282 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 14:25:06 +00:00
baloh.matevz
d6ba1aef02 - Changed human breath processing to work like this:
- - If a breath is successful, meaning it had enough oxygen, another breath will be taken in 4 ticks. This is the same as it was before. (The presence of other gases will damage you, but it will not make the breath not count as a 'successful' one)
- - If a breath is not successful, you will not wait another 4 ticks for another breath! You will try to breathe again in the next tick. Every time a breath is deemed unsuccessful, it will cause damage to you. If there is no oxygen on the tile, it will cause 3 oxyloss damage to you, if there is some oxygen, but not enough, it will do a percentage of that. The amount of damage is the same as before, but it's dealt as 3 per tick instead of 12 per four ticks. The reason for this is to make the 'slowly passing out' effects more visible, as the overlay changes for every 5 points of oxy damage.
- - The healing effect of an area to oxyloss remains at 5 points per FOUR ticks, as it's only applied on successful breaths, which then don't try to breathe again for another 4 ticks.
- - You still pass out at 50 oxygen damage.
- The dark image overlay you have when blind or in critical condition now has mouse opacity set to 0, which means all mouse clicks pass through. If this causes any problems - let me know, it is however needed as it otherwise prevents any clicks. So while you could see a small circle around you, you wouldn't be able to interact with anything in it.

Video: http://youtu.be/fJAU8Tppxi0

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4281 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 10:54:01 +00:00
baloh.matevz
49f3db9954 - F12 now properly hides the action buttons
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off. 

(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 08:25:34 +00:00
ericgfwong@hotmail.com
26a0226f0d Gave Cyborgs flashlights so they aren't helpless in lightless situations
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4279 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 07:22:58 +00:00
Kortgstation@gmail.com
2b55391ed7 Shades name will now be based on the victims real name (so them wearing a gas mask or fake ID won't effect the shades name, and they won't have names like Shade of Unknown (As X).
Also, Shades will be assigned a real name and original name upon creation, to prevent them from getting a random name when ghosted.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4278 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 03:22:37 +00:00
sieve32@gmail.com
2252db76f6 -Borgs can now have 1 key installed into their radio, and can handle channels just like any other headset
-As a result, they also have a button that toggles their headset between station-bounced and subspace transmission. While they are transmitting over subspace, they will be using TComms and have access to department channels. While transmitting over the station-bounced system, they cannot access department channels. Simple
-Changed binary chat for silicon mobs to be ':b' for both consistency and to make the security channel useable for borgs.
-To insert/remove keys, you need to have the cover open and the cell in place, use a key to insert and use a screwdriver to remove keys (Having the cell out will expose the wires when a screwdriver is used)
-Cleaned up mech_fabricator.dm a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4277 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 03:02:43 +00:00
elly1989@rocketmail.com
94fd22b762 Resolves issue 725
There were no checks in re-enter corpse for anyone currently controlling the corpse. Meaning any attached client was left mobless and hence garbage collected (DCed).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4276 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 23:02:22 +00:00
giacomand@gmail.com
4b239afe76 Fixed issue 724 - I've also tried to fix the unreported bug where a person cannot hear their radio messages while in the dark. Instead I'll make an issue report and try to work on it more later. I'm assuming it has something to do with BYOND thinking that the user cannot see dark tiles in the viewer proc.
Cleaned up a bit of the broadcasting code.
Made everything use turf's z levels as I find them more reliable, sometimes an item's loc can be null or the z level can be entirely wrong. I hope the high usage of get_turf() will not create problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4275 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 22:55:14 +00:00
elly1989@rocketmail.com
fd4cd23084 Forgot to add clean_prints back into clean_blood
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4274 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 19:35:18 +00:00
elly1989@rocketmail.com
187ecee177 Added global lists for chemistry datums.
chemical_reactions_list for storing /datum/chemical_reaction so we don't have to spawn them all everytime two reagents get mixed together.

chemical_reagents_list, unlike reactions it is indexed by id so we can have fast lookup of reagent data. Again, without spawning everytype of that datum everytime we add a reagent to something 

It was making all subtypes of this datum everytime it filled any reagent_container with a single reagent. Considering how many reagent containers there are that's a lot of wastage. Now it only does this once, thank goodness.

Unfortunately I had to stick the initialisation inside the datum/reagents holder object's New() proc, since New() for map ojects gets called before world/New()

Fixed clean_blood() yet again *sigh*. It's probably as good as I'm gonna get it without changing loadsa stuff needlessly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4273 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 19:27:09 +00:00
ericgfwong@hotmail.com
a928428541 Clones come out with messy hairstyles now :3
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4272 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 18:33:22 +00:00
sieve32@gmail.com
7d418a1bb7 -Completely removes new_players from the dead_mob_list because it was decided that they shouldn't be there
-MMIs will no longer hear binary chat.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4271 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 16:54:30 +00:00
johnsonmt88@gmail.com
093c76128a Changeling mimes can now speak through hivemind.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4270 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 15:22:39 +00:00
petethegoat@gmail.com
a5c77650d3 Tiny bit of clean up on paperwork stuff, mainly using proper text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4269 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 13:43:16 +00:00
elly1989@rocketmail.com
a9eabb0561 Created global lists for hair and facial_hair datums since they are referenced frequently. This means those datums are only ever created once. Also, the list is indexed by hairstyle name. This means means we only need to store one variable to find the hair datum. It also means admins can change h_style and f_style to the name of the hair and use the Regenerate Icons function in viewvars to update a human's hair icon. If an incorrect f_style or h_style is input it won't affect anything adversely (besides hair not showing for that mob).
The hub will no longer report admins who are stealthminning.

Added a server byond_version check. All it does is tell you if your byond_version is below RECOMMENDED_VERSION and encourages you to update BYOND.

Underwear and bag lists are now a single global list rather than creating the same list for every new player.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4268 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 13:40:43 +00:00
petethegoat@gmail.com
e35a85c5bd Fixes issue 630.
Fixes a grammar error with filing cabinets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4267 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 13:25:46 +00:00
giacomand@gmail.com
dce315dc64 -Added a potato battery sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4266 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 12:49:56 +00:00
giacomand@gmail.com
cf266fca97 I've made some adjustments to the Fireball spell. I've changed it to shoot in the player's facing direction instead of you having to pick a name from a list. It will explode upon contact of a person, if it hits an obstacle or if it shoots for too long. To make up for the fireball not being able to go diagonal I've shortened the cooldown to 10 seconds. It still can hurt you badly and knock you down if you shoot it at a wall. Lastly, it now lights up so it'll show up in dark rooms easily.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4265 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 11:29:29 +00:00
baloh.matevz
53ceed22f2 - Peetie broke bear space movement in r4263 ;-;
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4264 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 09:59:18 +00:00
elly1989@rocketmail.com
066ec983fe Added byond_version checking to client/New(). If a client's installed byond_version is lower than MIN_CLIENT_VERSION then they will be autokicked.
It is not in effect yet (minimum version is v0 :P). However, <b>everyone must update to at least byond version 494 by the end of the month, or they may find themselves unable to connect</b>.

If anyone has a legitimate reason for why they need to use an older version (linux, language-support etc) please get in touch and we'll work something out.

Why is this even necessary? Encouraging the payerbase to keep up-to-date BYOND clients will allow us to implement newer BYOND features reliably. It also makes sure all clients are behaving similarly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4263 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 09:53:00 +00:00
baloh.matevz
f166bd6bb5 - Database now logs admin ranks of players.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4262 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 09:39:19 +00:00
ericgfwong@hotmail.com
ac026993ae Swapped Medical Storage with the Sleeper Room
-Sleepers are closer to the front now
-MD-restricted areas are next to each other

>https://dl.dropbox.com/u/831776/honkbay.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4259 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 05:48:26 +00:00
petethegoat@gmail.com
f295c3ab33 Updated space carp, walking mushrooms and killer tomatos to use simple_animal instead of critter code.
Notify me if any issues with them, or any simple_animal arise.

Fixed a few issues with space bears.

Slightly improved teleporter code, and did a few misc runtime fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 21:22:42 +00:00
elly1989@rocketmail.com
99354f8c71 More gifts from FPstation. This fetches a list of known proxies and stops people from connecting whilst using them. Proxies are often used for nefarious reasons.
It needs to be kept as up-to-date as possible, so it autoupdates every 6+ hours or so to ensure the database is relatively up-to-date.

Like the previous commit, I'd only really recommend it if the other stuff isn't getting the job done.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4257 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:42:10 +00:00
giacomand@gmail.com
059df7ef65 -Renamed "acid" to "sacid"
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:38:06 +00:00
elly1989@rocketmail.com
c4dc6fcb0b Committing this because I just merged it into Facepunch code for like the 49548083603th time ;_; - Added the ability to ban somebody by IP-address when giving permabans.
It's not quite as well done as I'd like it but it works and can be helpful.

IP bans are kinda lame so please only use them for multikeyers/extreme-douchebags and such.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4255 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:14:21 +00:00
rockdtben@gmail.com
cc0e314925 Fixes Issue 706
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4253 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 17:45:30 +00:00
sieve32@gmail.com
03bdb2de07 Wow, I managed to miss the change to prevent robot chat at the login screen.
Fixes Issue 712

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4251 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 15:54:04 +00:00
giacomand@gmail.com
16919d9d41 -Syndies should spawn next to their sleepers and not ontop of eachother.
-equip_to_appropriate_slot will now return whether it's successful or not.
-Fixed the receivers and broadcasters being the wrong preset.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4250 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 14:20:35 +00:00