/* Changes Tobiasstrife DONE: Since Rev 106 Built redesigned medical satelite for testing new pipe atmo control. Added filtered inlets and filtered/regulated vents. Added 5 associated filters. Gas specific turf_add procs. Filter specifc turf_take procs. Associated redesigned/new icons. Added functional pumps. Changed global FLOWFRAC from .05 to .99. Added "white" canister, aka: atmosphere reservoir. Contains air mixture. Fixed typo somewhere in monkey mode win display TODO: Since Rev 106 Remap SS13 atmo system!! Polish medical satelite. Rethink atmo reservoir Redesign some icons, especially for pump and reservoir Add new items to pipe adding/removing systems when Hobnob gets it done. */ /* Most recent changes (Since H9.6) Contining reorg of obj/machinery code Changed how solar panel directions are displayed, to fix the rotation display bug. Added remote APC control the power_monitor Fixed a bug where APCs would continue to draw power for cell charging even when the breaker was off. Added CO2 to gasbomb proc (plasmatank/proc/release()) Moved computer objects ex_act() to base type (since all are identical) (Since H9.5) Started pipelaying system, /obj/item/weapon/pipe. Added burning icon for labcoat Fixed a minor airsystem bug for /obj/moves Fixed admin toggle of mode-voting message (now reports state of allowvotemode correctly) Engine ejection now carries over firelevel of turfs Fixed bug with aux engine not working if started too quickly. Converted pipelines to use list exclusively, rather than numbers (so that list can be modified) Continues pipe laying - some checking of new lines now done, needs 2-pipe case Finished pipe laying - needs checking for all cases Updated autolathe to make pipe fittings Changed maximum circulator rates to give a better range of working values. Fixed firealarm triggering when unpowered. Made a temporary fix to runtime errors when blob attacks pipes (until full pipe damage system implemented). Code reorganization of obj/machinery continued. */ /* To-do list Bugs: hearing inside closets/pods check head protection when hit by tank etc. gas progagation btwen obj/move & turfs - no flow due to turf/updatecell not counting /obj/moves as sources //firelevel lost when ejecting engine bug with two single-length pipes overlaying - pipeline ends up with no members alarm continuing when power out? New: recode obj/move stuff to use turfs exclusively? make regular glass melt in fire Blood splatters, can sample DNA & analyze also blood stains on clothing - attacker & defender whole body anaylzer in medbay - shows damage areas in popup? try station map maximizing use of image rather than icon useful world/Topic commands flow rate maximum for pipes - slowest of two connected notes system for breaking / making pipes, handle deletion, pipeline spliting/rejoining etc. add power-off mode for computers & other equipment (with reboot time) make grilles conductive for shocks (again) for prison warden/sec - baton allows precise targeting portable generator - hook to wire system modular repair/construction system maintainance key diagnostic tool modules - module construction hats/caps suit? build/unbuild engine floor with rf sheet crowbar opens airlocks when no power */ var world_message = "Welcome to OpenSS13!" savefile_ver = "4" SS13_version = "1.0 \[Development Version] - 8/17/2008" changes = {"

Version: [SS13_version]

Changes from base version 1


This is a test version which hasn't been released yet, the reason being to test new bugfixes and/or features to see if they're all working without having broken anything else.

"} datum/air_tunnel/air_tunnel1/SS13_airtunnel = null datum/control/cellular/cellcontrol = null datum/control/gameticker/ticker = null obj/datacore/data_core = null obj/overlay/plmaster = null obj/overlay/liquidplmaster = null obj/overlay/slmaster = null going = 1.0 master_mode = "random"//"extended" persistent_file = "mode.txt" obj/ctf_assist/ctf = null nuke_code = null poll_controller = null datum/engine_eject/engine_eject_control = null host = null obj/hud/main_hud = null obj/hud/hud2/main_hud2 = null ooc_allowed = 1.0 dna_ident = 1.0 abandon_allowed = 1.0 enter_allowed = 1.0 shuttle_frozen = 0.0 prison_entered = null list/html_colours = new/list(0) list/occupations = list( "Engineer", "Engineer", "Security Officer", "Security Officer", "Forensic Technician", "Medical Researcher", "Research Technician", "Toxin Researcher", "Atmospheric Technician", "Medical Doctor", "Station Technician", "Head of Personnel", "Head of Research", "Prison Security", "Prison Security", "Prison Doctor", "Prison Warden", "AI" ) list/assistant_occupations = list( "Technical Assistant", "Medical Assistant", "Research Assistant", "Staff Assistant" ) list/bombers = list( ) list/admins = list( ) list/shuttles = list( ) list/reg_dna = list( ) list/banned = list( ) // shuttle_z = 10 //default list/monkeystart = list() list/blobstart = list() list/blobs = list() list/cardinal = list( NORTH, EAST, SOUTH, WEST ) datum/station_state/start_state = null datum/config/config = null datum/vote/vote = null datum/sun/sun = null list/plines = list() list/gasflowlist = list() list/machines = list() list/powernets = null defer_powernet_rebuild = 0 // true if net rebuild will be called manually after an event Debug = 0 // global debug switch datum/debug/debugobj datum/moduletypes/mods = new() wavesecret = 0 //airlockWireColorToIndex takes a number representing the wire color, e.g. the orange wire is always 1, the dark red wire is always 2, etc. It returns the index for whatever that wire does. //airlockIndexToWireColor does the opposite thing - it takes the index for what the wire does, for example AIRLOCK_WIRE_IDSCAN is 1, AIRLOCK_WIRE_POWER1 is 2, etc. It returns the wire color number. //airlockWireColorToFlag takes the wire color number and returns the flag for it (1, 2, 4, 8, 16, etc) list/airlockWireColorToFlag = RandomAirlockWires() list/airlockIndexToFlag list/airlockIndexToWireColor list/airlockWireColorToIndex list/airlockFeatureNames = list("IdScan", "Main power In", "Main power Out", "Drop door bolts", "Backup power In", "Backup power Out", "Power assist", "AI Control", "Electrify") numDronesInExistance = 0 world mob = /mob/human turf = /turf/space area = /area view = "15x15" hub = "Exadv1.spacestation13" hub_password = "kMZy3U5jJHSiBQjr" name = "Space Station 13" //visibility = 0 //loop_checks = 0