But first! Unrelated to process():
- Only humans and monkeys can move into sleepers.
- Immovable rods no longer delete themselves if they hit a shuttle. Instead they act as if the shuttle doesn't exist. This should help cut down on rods deleting themselves before going through the station.
And now back to our regularly scheduled programming...
Removed process() that were doing nothing from:
- Dispenser(the one that dispenses O2 and Plasma tanks)
- Robotic Fabricators
- Crew Monitoring computer
Reworked hydroponic's process().
- Merged if statements together since most of them lacked "else if"s or were duplicate checks.
- Changed a while loop into a for loop as sloppy coding or an admin var-editing could cause an infinite loop.
Removed a sleep(100) { process() } from the operating table's constructor as the MC will call process() regardless.
Cleaned up shieldgen.dm
- Changed a while loop into an if statement. The loop was unnecessary
- Moved some stuff around so it's not nearly as confusing.
- Standardized the proc and variable definitions.
- These are not currently in-game but they are amazing items. I'll see about sorting out their bugs and getting them in proper working order.
Removed a for(var in world) from
- cleanbot process()
- floorbot process()
Removed computer/engine/process() from robot/computer code
- /obj/machinery/computer/engine does not exist in the first place...
Note: These are only some of the machinery process()s. I didn't want to potentially break too much at once. More to come.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4017 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
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
Adds a new wire to doors that controls the time delay before they close. If pulsed, they close like a sliding glass door. If cut, they do not close by themselves.
Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3269 316c924e-a436-60f5-8080-3fe189b3f50e
Moved a few of the computers into their own files.
Security records now shows rank on the browse screen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2909 316c924e-a436-60f5-8080-3fe189b3f50e
Enabled adminlogging of using robotic console.
Some admin messages are duplicated to log file now.
Fixed bug with ghosts sometimes not hearing people.
WIP stuff from Nikie:
a sprite for detective's armor
an alternative sprite for SWAT armor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1391 316c924e-a436-60f5-8080-3fe189b3f50e
As a side effect of fixing this, since digging into the related code to make it not the case would be a chore and a half, round-start cyborgs are capable of being traitors, receiving the same objective/law set as an AI would. Much like a traitor AI, they can use a robotics terminal to hack themselves to unlock the emag module, at the cost of RED ANTENNA ROUGE BORG.
It has been suggested that they get additional perks, such as immunity to robotics terminal detonation/lockdown, but I am wary of adding such things right off the bat. We shall see.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1204 316c924e-a436-60f5-8080-3fe189b3f50e
Cyborgs got a makeover
Standard model now gets an energy sword when emagged
Engineering model
RCDs now run on cell charge for engyborgs
Emagged engyborgs get the functional equivalent of stungloves
Security model gets a laser when emagged
Janitor model
Spraybottle contents slowly refill at the cost of cell charge
Emagged janitors get a spraybottle full of space lube
Brobot
Bottle contents slowly refill at the cost of cell charge
Emagged brobots get a bottle of Mickey Finn's Special Brew
Traitor/malf AIs can 'emag' their borgs with the robotics terminal (subject to removal/conversion to malf module should it prove hilariously overpowered)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@634 316c924e-a436-60f5-8080-3fe189b3f50e
If you look at your PDA window, there should be an option to stick an ID in, like with some computers.
While carrying an ID, a PDA can be used for almost everything an ID can.
While ID scanners can read cards through a PDA, it is difficult to shove a PDA into the ID slot on some computers.
It is possible I missed some functions, but I was quite thorough in my sweep through the code.
In the event of PDA destruction, any inserted ID is ejected unharmed.
It is now possible to stick PDAs in your jumpsuit's ID slot.
Since PDAs are named, you can disguise yourself as someone else using one.
Beepsky/ED-209 can see through a PDA disguise if you stick your real ID in for access.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@592 316c924e-a436-60f5-8080-3fe189b3f50e
I am very much unhappy with the current state of the lockdown, as it leaves the robot unable to speak (and thus unable to explain itself), but I have thus far been unable to find an easy way to leave it unable to act while still able to speak
Cyborgs can no longer use the robot terminal against cyborgs that aren't themselves
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@538 316c924e-a436-60f5-8080-3fe189b3f50e
-Added red wizard robes as a hackable item to the new magivend. Functions as normal robes.
-Gave the robotics console a unique sprite, and modified the solars sprite so that it fit with the power monitor console.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@527 316c924e-a436-60f5-8080-3fe189b3f50e
The roboticist terminal now lets you see what AI a cyborg is linked to.
The global cyborg killswitch now properly updates when stopped mid-timer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@236 316c924e-a436-60f5-8080-3fe189b3f50e