Merge branch 'incremental_tg' r5600 into bs12_with_tgport

Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/controllers/master_controller.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/hud.dm
	code/game/jobs/job/captain.dm
	code/game/jobs/job/job.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/science.dm
	code/game/jobs/job/security.dm
	code/game/machinery/computer/cloning.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/weapons/gift_wrappaper.dm
	code/game/objects/items/weapons/implants/implantnanoaug.dm
	code/game/objects/items/weapons/storage/uplink_kits.dm
	code/game/objects/items/weapons/stunbaton.dm
	code/game/turfs/turf.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/clothing/masks/miscellaneous.dm
	code/modules/clothing/shoes/miscellaneous.dm
	code/modules/clothing/under/ties.dm
	code/modules/mob/living/carbon/human/human_attackhand.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/say.dm
	code/modules/mob/living/silicon/say.dm
	code/modules/mob/mob_defines.dm
	code/modules/paperwork/clipboard.dm
	code/modules/paperwork/pen.dm
	code/modules/paperwork/stamps.dm
	code/modules/projectiles/projectile.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/reagent_containers/glass.dm
	code/setup.dm
	config/config.txt
	html/changelog.html
	icons/effects/effects.dmi
	icons/mob/feet.dmi
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/mask.dmi
	icons/mob/suit.dmi
	icons/mob/ties.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/masks.dmi
	icons/obj/clothing/shoes.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/ties.dmi
	maps/tgstation.2.1.0.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
This commit is contained in:
Cael_Aislinn
2013-01-23 00:23:37 +10:00
211 changed files with 23396 additions and 11979 deletions
+5 -5
View File
@@ -1073,16 +1073,16 @@ datum/design/subspace_amplifier
datum/design/subspace_treatment
name = "Subspace Treatment Disk"
desc = "A compact micro-machine capable of stretching out hyper-compressed radio waves."
id = "s-amplifier"
id = "s-treatment"
req_tech = list("programming" = 3, "magnets" = 2, "materials" = 4, "bluespace" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$silver" = 20)
build_path = "/obj/item/weapon/stock_parts/subspace/treatment"
datum/design/subspace_analyzer
name = "Subspace Treatment Disk"
name = "Subspace Analyzer"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
id = "s-amplifier"
id = "s-analyzer"
req_tech = list("programming" = 3, "magnets" = 4, "materials" = 4, "bluespace" = 2)
build_type = PROTOLATHE
materials = list("$metal" = 10, "$gold" = 15)
@@ -1091,7 +1091,7 @@ datum/design/subspace_analyzer
datum/design/subspace_crystal
name = "Ansible Crystal"
desc = "A sophisticated analyzer capable of analyzing cryptic subspace wavelengths."
id = "s-amplifier"
id = "s-crystal"
req_tech = list("magnets" = 4, "materials" = 4, "bluespace" = 2)
build_type = PROTOLATHE
materials = list("$glass" = 1000, "$silver" = 20, "$gold" = 20)
@@ -1100,7 +1100,7 @@ datum/design/subspace_crystal
datum/design/subspace_transmitter
name = "Subspace Transmitter"
desc = "A large piece of equipment used to open a window into the subspace dimension."
id = "s-amplifier"
id = "s-transmitter"
req_tech = list("magnets" = 5, "materials" = 5, "bluespace" = 3)
build_type = PROTOLATHE
materials = list("$glass" = 100, "$silver" = 10, "$uranium" = 15)
+72 -70
View File
@@ -355,53 +355,54 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(D.id == href_list["build"])
being_built = D
break
var/power = 2000
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.3
linked_lathe.busy = 1
flick("protolathe_n",linked_lathe)
var/key = usr.key //so we don't lose the info during the spawn delay
spawn(16)
use_power(power)
if(being_built)
var/power = 2000
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.3
linked_lathe.busy = 1
flick("protolathe_n",linked_lathe)
var/key = usr.key //so we don't lose the info during the spawn delay
spawn(16)
for(var/M in being_built.materials)
switch(M)
if("$metal")
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
if("$glass")
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
if("$gold")
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
if("$silver")
linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]))
if("$plasma")
linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-being_built.materials[M]))
if("$uranium")
linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]))
if("$diamond")
linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]))
if("$clown")
linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-being_built.materials[M]))
else
linked_lathe.reagents.remove_reagent(M, being_built.materials[M])
use_power(power)
spawn(16)
for(var/M in being_built.materials)
switch(M)
if("$metal")
linked_lathe.m_amount = max(0, (linked_lathe.m_amount-being_built.materials[M]))
if("$glass")
linked_lathe.g_amount = max(0, (linked_lathe.g_amount-being_built.materials[M]))
if("$gold")
linked_lathe.gold_amount = max(0, (linked_lathe.gold_amount-being_built.materials[M]))
if("$silver")
linked_lathe.silver_amount = max(0, (linked_lathe.silver_amount-being_built.materials[M]))
if("$plasma")
linked_lathe.plasma_amount = max(0, (linked_lathe.plasma_amount-being_built.materials[M]))
if("$uranium")
linked_lathe.uranium_amount = max(0, (linked_lathe.uranium_amount-being_built.materials[M]))
if("$diamond")
linked_lathe.diamond_amount = max(0, (linked_lathe.diamond_amount-being_built.materials[M]))
if("$clown")
linked_lathe.clown_amount = max(0, (linked_lathe.clown_amount-being_built.materials[M]))
else
linked_lathe.reagents.remove_reagent(M, being_built.materials[M])
if(being_built.build_path)
var/obj/new_item = new being_built.build_path(src)
if( new_item.type == /obj/item/weapon/storage/backpack/holding )
new_item.investigate_log("built by [key]","singulo")
new_item.reliability = being_built.reliability
if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
if(being_built.locked)
var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
new_item.loc = L
L.name += " ([new_item.name])"
else
new_item.loc = linked_lathe.loc
linked_lathe.busy = 0
screen = 3.1
updateUsrDialog()
if(being_built.build_path)
var/obj/new_item = new being_built.build_path(src)
if( new_item.type == /obj/item/weapon/storage/backpack/holding )
new_item.investigate_log("built by [key]","singulo")
new_item.reliability = being_built.reliability
if(linked_lathe.hacked) being_built.reliability = max((reliability / 2), 0)
if(being_built.locked)
var/obj/item/weapon/storage/lockbox/L = new/obj/item/weapon/storage/lockbox(linked_lathe.loc)
new_item.loc = L
L.name += " ([new_item.name])"
else
new_item.loc = linked_lathe.loc
linked_lathe.busy = 0
screen = 3.1
updateUsrDialog()
else if(href_list["imprint"]) //Causes the Circuit Imprinter to build something.
if(linked_imprinter)
@@ -410,32 +411,33 @@ won't update every console in existence) but it's more of a hassle to do. Also,
if(D.id == href_list["imprint"])
being_built = D
break
var/power = 2000
for(var/M in being_built.materials)
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.4
linked_imprinter.busy = 1
flick("circuit_imprinter_ani",linked_imprinter)
spawn(16)
use_power(power)
if(being_built)
var/power = 2000
for(var/M in being_built.materials)
switch(M)
if("$glass")
linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]))
if("$gold")
linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
if("$diamond")
linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
else
linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
var/obj/new_item = new being_built.build_path(src)
new_item.reliability = being_built.reliability
if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0)
new_item.loc = linked_imprinter.loc
linked_imprinter.busy = 0
screen = 4.1
updateUsrDialog()
power += round(being_built.materials[M] / 5)
power = max(2000, power)
screen = 0.4
linked_imprinter.busy = 1
flick("circuit_imprinter_ani",linked_imprinter)
spawn(16)
use_power(power)
for(var/M in being_built.materials)
switch(M)
if("$glass")
linked_imprinter.g_amount = max(0, (linked_imprinter.g_amount-being_built.materials[M]))
if("$gold")
linked_imprinter.gold_amount = max(0, (linked_imprinter.gold_amount-being_built.materials[M]))
if("$diamond")
linked_imprinter.diamond_amount = max(0, (linked_imprinter.diamond_amount-being_built.materials[M]))
else
linked_imprinter.reagents.remove_reagent(M, being_built.materials[M])
var/obj/new_item = new being_built.build_path(src)
new_item.reliability = being_built.reliability
if(linked_imprinter.hacked) being_built.reliability = max((reliability / 2), 0)
new_item.loc = linked_imprinter.loc
linked_imprinter.busy = 0
screen = 4.1
updateUsrDialog()
else if(href_list["disposeI"] && linked_imprinter) //Causes the circuit imprinter to dispose of a single reagent (all of it)
linked_imprinter.reagents.del_reagent(href_list["dispose"])