Commit Graph

1000 Commits

Author SHA1 Message Date
petethegoat@gmail.com
1fc8ce5bc5 Fixes issue 739.
Fixes issue 505.

Boxing gloves can no longer be used to make stungloves (with descriptive, adventure game style failure message~).
People without savefiles no longer get the "Your save has been deleted" message when they start the game.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4402 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 16:40:27 +00:00
petethegoat@gmail.com
517a0d8add Fixed issue 570.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4398 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 13:44:58 +00:00
elly1989@rocketmail.com
4c87332cc1 Resolves Issue 734
> A clown's medical, crew, and security records are updated with his newname. (read below for details)

> reject_bad_name() now checks for dumb names like "space","floor","wall","r-wall","monkey","unknown","inactive ai" (if you know any other important ones let me know)

> clname() [clown-name] and ainame() [AI name], procs which allow those players to rename themselves, were merged into /mob/proc/rename_self(var/role, var/allow_numbers=0)
This proc gives the mob 3 chances to name itself. It checks names using reject_bad_name() (the same thing that checks the round-start names). If it fails 3 times it will not change the name. If it succeeds it will call the proc in the next bullet point.

> /mob/proc/fully_replace_character_name(var/oldname,var/newname) will replace most references to a mob's oldname and replace it with newname. It updates name, real_name, mind.name, updates their id, updates their pda and updates all their data_core records (manifest records like medical, security, general, locked)

> data_core procs merged because they were massive and all identical.

> accidentally fixed an AI sound which accidentally played upon login. It conflicted with the "Welcome to the station crew" announcement. So I commented that out to try the 'new' fixed one. If people hate it I'll comment it back to how it was.

> naming a mob with the big name  at the top of viewvars will use fully_replace_character_name()

> Removed an uneccessary regenerate_icons() proc from every player which spawns. Should speed up spawns a smidge



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4396 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 10:44:41 +00:00
petethegoat@gmail.com
f657677a99 Fixed issue 775.
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
2012-08-13 18:24:34 +00:00
sieve32@gmail.com
4b72ada290 -Cleaned up the code to sacrifice borgs, AIs, and brains. (Also made it possible to sacrifice AIs on intelliCards)
-Gave brains a proper gib() so they are actually gone
-Added a proc to the 'Secrets' panel, a variation of power the station that instead is MUCH faster and just powers all SMES, turns on output, and sets it to max (helpful for testing and it doesn't leave the server frozen for 60 seconds to process)
-Added maxHealth to mice, killer tomatos, and walking mushrooms (They started with 5 health but could be 'healed' up to 20)
-Made the updatehealth() actually usable outside of humans by making it use maxHealth instead of just '100'
-Fix for shield generator sprites not updating properly, caused by not all generators actually updating on powerloss, and adding an update_icon() where needed
Fixes Issue 751

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4393 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 15:30:36 +00:00
petethegoat@gmail.com
e4e7256d66 Fixed issue 777.
Fixed issue 439.

Relating to the 439 fix, added a new define, TEMPERATURE_DAMAGE_COEFFICIENT. The name is slightly misleading, as it is used in reagents that affect body temperature. Leporazine now functions properly, and you can once again into space with a cup of coffee and a firesuit.

Also did a few grammar changes for newscasters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4392 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 13:58:43 +00:00
rockdtben@gmail.com
bf9f922390 -Fixes issue 690
-Made my comment less ambiguous

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4391 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-13 13:21:02 +00:00
baloh.matevz
4a0f31a8c0 - Addressed the issue of AIs not being able to see anything in the dark. They now have a 'toggle camera light' verb in the AI verbs panel. What this does is enable a light on the camera they are viewing from. Only the light on the camera they're viewing from will continue to be enabled.
The fluff behind this change is that a loss of power in an area prevents the use of advanced camera features, such as XRAY. The amount of power which the camera network supplies is only enough to operate a light on the camera.

Since there are lots of ways to remove an AI from a camera, it is possible that some bugs will appear. I tested what I could and fixed all the errors that I noticed. If any additional errors appear, please let me know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4387 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 23:24:28 +00:00
elly1989@rocketmail.com
76440d9acd Tidied up the preferences screen a tiny bit. It now uses switches and should fix another:
The following runtime has occured 23 time(s).
runtime error: Cannot read null.key
proc name: process link (/datum/preferences/proc/process_link)
  source file: preferences.dm,638
  usr: null
  src: /datum/preferences (/datum/preferences)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4384 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 21:58:18 +00:00
elly1989@rocketmail.com
a79f049ebd Moves mob/var/datum/changeling/changeling to datum/mind/var/datum/changeling (changeling datums are now held by minds rather than mobs)
As such, changelings can now be reported at round-end, even after gibbing. Resolves Issue 251

Changeling power proc_holders are now datums rather than objects.
Condensed all those changeling stings down a bit. This will make fixing issue 351 easier to fix

Replaced changeling fakedeath and a number of checks for the zombiepowder reagent with a bitflag: mob/var/status_flags & FAKEDEATH
setting the FAKEDEATH flag will make the mob appear dead in exactly the same way changeling parasting and parapens worked. I've updated changelings and zombiepowder to work with this flag.

Bug fixes for the staff of change. There was a type mismatch and I typo'd "alien" as "xeno" so xenos were not being randomly picked.

TODO:
changeling purchased verbs could probably be moved to mind/special_verbs. Likewise, other modular antag proc-holders can be merged with the changeling system using the same type of datum. (namely wizards)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4377 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 05:43:39 +00:00
johnsonmt88@gmail.com
cc544acea0 Removed the tensioner. It was buggy and really only served to ruin rounds. The original purpose of the tensioner before Poly reworked it was to act as a stat tracker, which is now meaningless since erro has a fully operational stat tracker in place.
As a result, cyborg death squads were also removed.

This also fixes meteors and space dust so that they properly take into account the borders of the map. Please do not hardcode numbers when we have defines in place.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4374 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 20:02:31 +00:00
elly1989@rocketmail.com
904f71f08a Removing some unused loops and the last of the speech-bubble stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4370 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 15:41:21 +00:00
Kortgstation@gmail.com
2a120a59c2 Fixed space carp and space bears being unable to actually survive in space.
Noticed the space worm icons were both in animal.dmi and critter.dmi, so deleted the extras in critter.dmi and set the space worm to use animal.dmi 

Deleted the creatures othering.dmi and moved its icons into critter.dmi with the rest of the critter stuff. Who knows why it had its own.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4359 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-10 18:34:02 +00:00
giacomand@gmail.com
35c0740f22 -Added a plasma_rate and heal_rate variable for Aliens. This will make it easier to tweak balance changes.
-Made all aliens use this when determining how much to recharge/heal.
-Deleted handle_enviroments which overshadow the base alien one.
-Made maxHealth actually do something. Every alien caste had their own updatehealth which did not use maxHealth, which was very stupid.
-Fixed an issue where a player could accidentally pick a breed of alien when typing. Larva will now have to use the evolve verb in order to evolve.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4353 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 19:26:52 +00:00
elly1989@rocketmail.com
7d7fb4abaf Fix for r4350
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4352 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 18:04:38 +00:00
giacomand@gmail.com
02cd103eb8 -Reverted Alien life.dm changes. Changed healing on plasma to -5 for each damage type. Added -5 OxyLoss for when on plasma weeds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4350 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 17:34:10 +00:00
quartz235@gmail.com
63268d45de reverting r4348 since we're in a feature freeze and apparently changing a numeric limit on something that in no way impacts the code or anything outside of personal fluff is a "feature"?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4349 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 16:40:23 +00:00
quartz235@gmail.com
257e0772bc Increases the age limit to 80 in case someone wants to play a geriatric spaceman who is tired of young men on his lawn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4348 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 15:08:01 +00:00
elly1989@rocketmail.com
df75514318 Preparations for minds - Part3.
Replaced mob/var/original_name with datum/mind/var/name.

Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 12:40:17 +00:00
elly1989@rocketmail.com
6b56ef27ac Fix for admin-ghosting. Admins couldn't re-enter body after using set-observe.
Cause: I forgot to set the ghost's can_reenter_corpse to 1 after I changed something.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4344 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 01:36:19 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
johnsonmt88@gmail.com
0225ed33b7 Cleanup of proc/helpers.dm
Split a bunch of procs in helpers.dm into new files:
-helper_list
-helper_text
-helper_type2type

These files are sorted into groups internally. Hopefully people will make it easier for people to find useful procs.

I've added comments to a good chunk of these procs as well explaining what they do.

I've removed a few unused or unnecessary procs and fixed up a couple that were not working as intended.

I've also moved a mob proc 'get_equipped_items()' into mob/inventory.

All of the non-helper.dm files (besides mob/inventory.dm) are the result of fixing duplicate procs. It seems that there used to be text searching procs where one was case sensitive and one was not, and at some point someone removed the case-sensitivity of the case sensitive procs. I've re-added the case-sensitivity and as a result, I've had to go through extra files and ensure that they were calling the proper proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4341 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 19:32:08 +00:00
giacomand@gmail.com
a5ff8f581b -Fixed issue 741, Aliens now recover a small amount of oxygen loss when not in critical. Weeds will also help heal you.
-Fixed issue 742, the transfer will now use the absolute value.
-Fixed issue 743, someone forgot to change the label and the amount it takes. It was originally 200 but it was changed to 50.

Cleaned up alien/life.dm by removing unneeded code.
Made it so weeds don't heal you so god damn much.
Buffed eating people to heal you, now that nutriments are not handled.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4334 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-07 15:07:25 +00:00
giacomand@gmail.com
b35fb98116 -Fixed a bug where the AI could not repower itself if the APC's equipment was turned off.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4323 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 20:41:48 +00:00
elly1989@rocketmail.com
fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00
elly1989@rocketmail.com
fa26585dc5 Fixes an inconsistency with update_icons stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4320 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 09:22:10 +00:00
petethegoat@gmail.com
04e4380508 Fixes issue 557.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4314 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 14:49:38 +00:00
sieve32@gmail.com
d403ae7cb1 -Fixes an unreported bug, where the equipment on wizards/nukeops/headrevs/cultists wouldn't appear until you picked up an item (Fixed by calling the appropriate icon update)
-Fixed the issue with cookies not appearing mobs until they picked up something
-Now when you are in the process of suiciding, Life() will treat all breaths as failed and you will take more oxyloss than someone in crit that isn't suiciding (Instead of being in crit forever because you could still breathe just fine).
-Fixed a pretty dumb bug in human life, where you would be treated as dead at -100 health, but you didn't die until you hit -101. This mostly caused issues with oxyloss, because once you hit -100 you stopped breathing, but were still alive.
-You can no longer put borg items on monkies, and while I was at it I made directionals for their handcuffs
Fixes Issue 728
Fixes Issue 731
Fixes Issue 714
Fixes Issue 694

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4310 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 00:47:55 +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
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
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
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
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
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
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
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
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
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
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
giacomand@gmail.com
2068182fc4 -Removed passive throwing.
-Broadcasters, receivers and relays do not produce heat anymore.
-The station/DJ station's relays only need a single broadcaster/receiver now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4245 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 08:48:21 +00:00
sieve32@gmail.com
8658a64dc3 -Redid admin_list to be based off clients rather than mobs (Why I did it with mobs first, I'll never know). This fixes AdminWho and Asay and such not working pre-game.
-Added in the proper list stuff for changeling stasis
-Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way)
Fixes Issue 708


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 02:02:30 +00:00