-Fixes horrible chat spam when loading smartfridges up with plant bags.
-Fixes the bug where reishi mushrooms and broken wooden floors had ugly sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4400 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed issue 767.
The fix for issue 767 was to standardise spray bottle code (to some extent). If any issues come up with spray bottles, pepper spray, or chem sprayers, report them to me.
Cyborgs now recharge their pacid and lube, as the size of their bottles was quartered.
Changed the flash item_state to "flashbang", as it looks exactly like a flash.
There's some more grammar and text clean up too, mostly with crates and closets.
Finally, fixed some pipes in virology, and changed the librarian's den so the bookcases are at the top.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4394 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the config, item list, wizard spawn gear etc to eliminate the possibility of the old type of spell book
Removed commented out (non functional) code from change.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4383 316c924e-a436-60f5-8080-3fe189b3f50e
swordchain
warhammer
pepperspray_old
thickcane
browncane
thickbrowncane
stick
chainofcommand
electric
Also removed obj/item/weapon/cane/brown, as it was unused and the sprite was indistinguishable from the normal cane.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4369 316c924e-a436-60f5-8080-3fe189b3f50e
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
-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
- Added pajama closets which contain 2 red and 2 blue pj's with 4 pairs of white shoes - for use in medbay and crew quarters. (pj sprites by baystation 12)
- Added the cart, plasma research, engineering and robotics vending machines from baystation 12 - Mostly for the sprites.
- Added science airlocks (sprites by baystation 12), made them work with our door construction / deconstruction mechanic. (those sprites are by me~)
- Added hazard doors, sprites by baystation 12. They're reskinned firedoors.
- Added two more styles of filing cabinets, all sprites from baystation 12.
- Changed the space law book's sprite to the one baystation 12 uses.
- Added a few floor sprites from baystation 12
- Added critter crates, sprites from baystation 12
- Added some surgery sprites from baystation 12
- Added plant sprites from baystation 12
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4229 316c924e-a436-60f5-8080-3fe189b3f50e
Fix for a runtime due to an attack_verb being a string instead of a list. (You can once again robust people with toolboxes!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4210 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed putting ammo in RCDs, resolves issue 696. Removed a little spam-text from RCDs too.
Removed some dyslexia from spesscash.
added an undef for LEGCUFF_LAYER
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4209 316c924e-a436-60f5-8080-3fe189b3f50e
Trash is now the path for the trash-item prototype (the thing it will spawn when you finish eating). This removes the need for a switch. Only obj/item/ paths may be trash.
You can also set var/trash to any obj/item to dump that item as trash. This is now used by the fortune-cookie rather than giving it its own proc for no reason.
This resolves issue 687
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4201 316c924e-a436-60f5-8080-3fe189b3f50e
Lockers and crates now holy a maximum of 20 objects.
This is to prevent players from dragging a locker into a populated area and opening it; resulting in clients with a weaker connection to lock up and crash. I realize this is an inconvenience for botanists but players being able to intentionally crash other players takes priority.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4195 316c924e-a436-60f5-8080-3fe189b3f50e
Instead of 'x has been attacked with y by z' it now reads 'x has been 'y.attack_verb-ed' with y by z'!
Example:
Monkeyman has been bashed in the head with a riot shield by Nodrak!
or
Monkeyman has been stabbed in the chest with an energy sword by Nodrak!
- Every obj now has a list named "attack_verbs"
- When declaring an object, just use attack_verb = list("verb1", "verb2") and so on to initialize the list for that specific item.
- I've added a bunch of these to a ton of items already, feel free to modify or add more. Just try to stay away from gimmicky verbs (clown stuff being the exception.)
clothing.dm and spawner.dm only had a single definition in each of them, so their definitins have been moved to obj.dm and their original dm files deleted. I'm not sure about spawner but clothing had all of its other definitions removed recently.
radio.dm was a completely blank file, so it was removed.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4182 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
- Split the items in the engivend vending machine into the engivend machine, which retained the circuitboards, belts and got power cells; and the YouTool vending machine, which has tools and gloves and such.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4157 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully fixed the bug which allowed players to get a million toys from one arcade game.
- Removed poly's master controller failsafe due to it doubling up the master controller for no reason whatsoever.
- You can now redeem a full collection of mech toys at the quartermaster's for an actual mech!
- Added this stuff to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4138 316c924e-a436-60f5-8080-3fe189b3f50e
-Leather products made a bit cheaper to produce
-Floor tiles made easier to produce by increasing the buildable stack size
-Fixed kitchen shutter button using the wrong req_access
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4125 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the class type of donuts. donut/normal is now the regular donut. All other donuts have been made this way. (I.E: donut/chaos)
-Hopefully the merged records proc will now not spit out runtimes.
-You cannot enter a name without any character now. This way you can also click on the link.
-Added some coloured caps to their respected coloured wardrobes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4123 316c924e-a436-60f5-8080-3fe189b3f50e
Projectiles now last 50 ticks then dissipate.
- This is to prevent people from firing these into space causing large amounts of projectiles to be processed needlessly.
Re-coded the cremator's cremate(), it should not lock up any more.
Removed a duplicate attackby() in pill bottles. They should now be able to pick up all pills on a tile properly.
- Fixes Issue 490
- Thanks to Zelacks for pointing this out.
Handcuffed mobs who are being dragged by another player can now move when the puller is stunned or paralysed.
Ashes are now decal/cleanable and can be mopped up by janitors
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4103 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed Issue 415
-Tweaked creating new cameras. When you create a camera from a camera assembly, it will now auto detect the direction it should be in. I also added a confirmation message which allows you to re choose the direction with up to 5 chances; to avoid infinite loops.
-Made the New Player Options window a little bit slimmer.
-Forgot to add a changelog for my last commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4096 316c924e-a436-60f5-8080-3fe189b3f50e
-A few minor improvements to my own sprites
-Map changes to the Kitchen so the chef is more visible to his patrons
-Arrivals airlocks are no longer airless when shuttles dock
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4094 316c924e-a436-60f5-8080-3fe189b3f50e
Tripled the chance for random events to happen.
- Old: 1% every 5 minutes.
- New: 3% every 5 minutes.
Door bolt clicks are now only heard by people near the door. Fixes Issue 563.
Fixed being able to bypass a windoor construction step.
Chaplains are no longer forced into christianity and can choose their own religion. Fixes Issue 658
Plant-B-Gone:
- It now lists the regents inside when examined. Fixes Issue 656.
- Fixed a typo in the description.
Antagonists are now logged at round end.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4080 316c924e-a436-60f5-8080-3fe189b3f50e
-Any instance where dept backpacks would spawn would have a 50% chance of spawning a dept satchel instead
-brown satchels have been replaced with grey ones, although the classic brown ones are still available in the luxury dorms
-Satchels have in-hands now, so you can't run around with backpacks full of bombs unnoticed anymore
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4079 316c924e-a436-60f5-8080-3fe189b3f50e
Updated paths for flashbangs:
- Flashbangs fit in sec belts once again
- Fixes issue 648
Removed the distance check from shift+click examine:
- I was hoping we'd be able to alter this so that we could.. say.. require people to be closer to something to examine it... but it's just causing problems
- Fixes issue 646.
A bit more work on shield generators
- Shield generators are now called "Emergency Shield Projectors" to help tell them apart from Field Generators and Shield Wall Generators
- The as per Cheridan's advice, the shield bits now use the old cloaking animation as a sprite since it's much easier to click on then those tiny dissapearing stars.
- They now shut off when unsecured by a wrench.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4031 316c924e-a436-60f5-8080-3fe189b3f50e
Ghosts can once again shift+click... What the hell was I thinking?
Condensed the flashbang kit's description. There is no reason it needs to chatspam a player's entire chat window full of redundant information.
Fixed up shield generators (not currently in-game)
- They create a shield on any space tile in range, helping to contain hull breaches
- They can malfunction through damage or, of course, by being emagged.
- The shields they create can be damaged and destroyed.
- I'm not adding these to the map until shield generators and the shields themselves get new sprites (which are currently being worked on.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4028 316c924e-a436-60f5-8080-3fe189b3f50e
The stun rune:
- Now stuns cyborgs.
- No longer stuns cultists.
Stun talismans no longer permanently mute or stun cyborgs. Fixes issue 618.
Removed 'charges', 'maximum_charges' and 'status' variables from the chain of command as they did nothing anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3979 316c924e-a436-60f5-8080-3fe189b3f50e
-Cocoa pods no longer turn invisible at a certain point.
-Changed some dumb descriptions.
-Fixed larvae UI positioning
-Further adjusted capsaicin/frost oil. Cold is already lethal to metroids, so the extra damage stuff was redundant.
-Fix for somatoray runtimes when shot at metroids and xenos and stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3970 316c924e-a436-60f5-8080-3fe189b3f50e
The cult tome/desk now gives off light.
The librarians back room is decorated with cult floors to go with the "forbidden knowledge" theme.
Removed the extra paper from the holo-deck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3923 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a couple salads and golden apple tarts for the chef.
-Renamed the 'sleep rejuvinate' chemical and gave it a new id. If there was a REASON for it having the same ID as sleep toxin(i can't imagine why), please comment.
-Capsaicin and Frost Oil reworked heavily. They now make you much hotter/colder depending on how much you consume. It's not really wise to consume either in excessive amounts. Drinking coffee removes some frost oil from your system.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3891 316c924e-a436-60f5-8080-3fe189b3f50e
Added large crates, for dense objects. Currently they're only used for water and fuel tanks, and mulebots.
Removed uterus.dmm and tgstation.2.0.8.dmm from the repo, as they were unused and outdated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3884 316c924e-a436-60f5-8080-3fe189b3f50e
-Both Ambrosia forms have had their reagent contents modified to prevent going over the 50-unit cap at high potencies. Fixes issue 469. Ambrosia Deus now contains space drugs instead of poison, as it ended up being more deadly in practice than I intended.
-Drinking milk removes capsaicin from your body~
-Frost oil should hurt less upon consumption.
-Liquid plasma can be converted back into solid plasma sheets, by mixing 20 plasma, 5 iron, and 5 frost oil.
-Pumpkins can be carved with knives now.
-Added additional checks to prevent hydro tray stats from going out of bounds when injected with certain chemicals.
-Added effects for holy water on hydro trays.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3883 316c924e-a436-60f5-8080-3fe189b3f50e
power_change() now defaults to using the machines power_channel
Moved the remaining machinery power defines into the proper files
Added code for a basic Antimatter Engine.
It is currently made up of a control unit and several shield objects.
The shield objects must have a patch through other shield objects or be directly touching the control unit. If they are unable to find one they will be del’d.
The control unit needs to be given an antimatter containment jar for fuel before it will properly startup.
A core is created when a shield object detects it has shields/control unit surrounding it.
You can safely inject double the number of cores worth of fuel.
Getting blown up, getting hit by the blob, getting hit with high force items, getting shot, being fed too much fuel will all end up lowering the stability of the reactor parts and once the stability gets to 0 it will either break or, if currently processing some fuel, explode.
I’ve tested the parts several times and nothing seemed to go wrong, the sprites suck but that is to be expected.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3881 316c924e-a436-60f5-8080-3fe189b3f50e