Commit Graph

70 Commits

Author SHA1 Message Date
ZomgPonies
2a50c9d0c6 Gamma level nuke ops fixes 2014-01-04 03:37:55 -05:00
ZomgPonies
4412cfe166 Turned Nukeop into a more combat-oriented mode, gave crew a fighting chance. 2014-01-01 22:32:57 -05:00
alex-gh
0fb09aa54b Nuke ops now know the code to their explosive implant 2013-12-23 08:02:39 +01:00
ZomgPonies
7fd21e9150 Syndies start with racial hardsuits 2013-12-15 03:15:50 -05:00
ZomgPonies
7048545d6d Projectile code overhaul 2013-10-30 10:32:21 -04:00
ZomgPonies
0d42f95633 Fixes 2013-10-22 03:41:32 -04:00
ZomgPonies
5daf979b72 Pretty much all new click code 2013-10-12 14:44:36 -04:00
meyar
4098cd9410 Fixes the player requirements, forgot to revert them from testing. 2013-06-12 20:52:49 -04:00
meyar
d965c23bd9 Removes the syndicate nuke agent last name system. 2013-06-12 20:46:59 -04:00
Gamerofthegame
713176a466 Changes Secret-Nuke ready requirements from 15 to 25. 2013-02-14 22:50:01 -05:00
Cael_Aislinn
20aa136a08 Merge branch 'master' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
Conflicts:
	code/game/machinery/hydroponics.dm
	code/modules/reagents/Chemistry-Reagents.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-21 05:05:17 +10:00
RavingManiac
558fad6428 required_players_secret added, which is the number of players needed for a game mode to start when that mode has been chosen at random.
required_players for most modes reduced to the number of antagonists + 1, as the variable is only used when the game mode is explicitly voted for.
2013-01-16 04:10:59 +08:00
Cael_Aislinn
aae42d928a Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/__HELPERS/global_lists.dm
	code/__HELPERS/type2type.dm
	code/__HELPERS/unsorted.dm
	code/datums/datumvars.dm
	code/datums/disease.dm
	code/datums/organs/organ_external.dm
	code/datums/supplypacks.dm
	code/defines/obj.dm
	code/game/area/areas.dm
	code/game/atoms.dm
	code/game/gamemodes/cult/cult_structures.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/game_mode.dm
	code/game/gamemodes/gameticker.dm
	code/game/hud.dm
	code/game/jobs/access.dm
	code/game/jobs/job/civilian.dm
	code/game/machinery/alarm.dm
	code/game/machinery/cloning.dm
	code/game/machinery/computer/cloning.dm
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/machinery/telecomms/machine_interactions.dm
	code/game/objects/effects/decals/contraband.dm
	code/game/objects/effects/signs.dm
	code/game/objects/items/devices/PDA/PDA.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/game/objects/items/weapons/photography.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/window.dm
	code/game/sound.dm
	code/game/verbs/ooc.dm
	code/global.dm
	code/modules/DetectiveWork/detective_work.dm
	code/modules/DetectiveWork/evidence.dm
	code/modules/DetectiveWork/footprints_and_rag.dm
	code/modules/DetectiveWork/scanner.dm
	code/modules/admin/player_panel.dm
	code/modules/admin/verbs/adminhelp.dm
	code/modules/admin/verbs/adminpm.dm
	code/modules/awaymissions/gateway.dm
	code/modules/client/client defines.dm
	code/modules/client/client procs.dm
	code/modules/client/preferences.dm
	code/modules/clothing/spacesuits/rig.dm
	code/modules/mining/machine_processing.dm
	code/modules/mining/machine_stacking.dm
	code/modules/mining/mint.dm
	code/modules/mining/ores_coins.dm
	code/modules/mining/satchel_ore_boxdm.dm
	code/modules/mob/living/carbon/alien/alien.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/say.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_cleanup.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/mob_transformation_simple.dm
	code/modules/mob/new_player/login.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/savefile.dm
	code/modules/mob/new_player/sprite_accessories.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/paper.dm
	code/modules/paperwork/photocopier.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/projectile/automatic.dm
	code/setup.dm
	code/unused/mining/datum_processing_recipe.dm
	code/unused/powerarmor/powerarmor.dm
	code/world.dm
	html/changelog.html
	icons/effects/96x96.dmi
	icons/mob/head.dmi
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/mob/suit.dmi
	icons/obj/clothing/hats.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/hydroponics.dmi
	icons/obj/items.dmi
	icons/turf/areas.dmi
	icons/turf/walls.dmi
	maps/RandomZLevels/fileList.txt
	maps/RandomZLevels/spacebattle.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-07 00:23:22 +10:00
petethegoat@gmail.com
02c12a5877 Updated nuke mode a bit. The main changes are to the nuke shuttle.
The nuke shuttle now has no restrictions (except a cooldown) on movement, and can be piloted to any location. It also travels through hyperspace.
Nuke lockers and such now start on the shuttle, rather than spawning on landmarks. (with the exception of the bomb, and the uplink locker)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5141 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-21 01:28:14 +00:00
Spamcat
def7d83e0f Re-added alt satchels. 2012-10-21 23:21:40 +04:00
petethegoat@gmail.com
99745c2295 Fixes issue 929.
Changed nuke ops to use buffed C20Rs again, hurray!
Cleaned up the nuke shuttle code in preparation for fixing issue 854, and renamed var/derp.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4701 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-16 12:42:58 +00:00
giacomand@gmail.com
384b2717b0 -Added a "landmarks_list"; the game will now check for landmarks in the list instead of the world.
-Did some optimizing to AI freelook.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4670 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-09 22:27:06 +00:00
giacomand@gmail.com
0b0719f2bb -Made wizard require at least 20 players, instead of any. This is hopefully stop a low pop wizard from killing the whole crew and not calling the shuttle until an admin intervenes.
-Made nuke ops require at least 20 players. I did this because 15 wasn't low enough and it is a 5 heavily manned organized team vs 10 crew members who are just going along their own business.
-Made the spells only target living mobs. This was because the spells were listing the AI eye as a target.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4573 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 11:24:59 +00:00
baloh.matevz
44fb70ffd4 - Changed all "male" and "female" assignments to use the constants MALE and FEMALE.
- Added a message_admins() message which is sent if a character setup mismatch is detected to help diagnose the problem.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4496 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-19 17:56:51 +00:00
baloh.matevz
5a199fc564 I started with the desire to fix issue 634. It sounded like a simple issue, right? Well one complete rewrite of how equipping and stripping works later, this commit fixes issue 645
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.

equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)

equip_to_appropriate_slot() is now a /mob - level proc.

equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.

New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)

This proc can be used to determine whehter a mob can pick up an item from the item's side.

Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-15 23:15:55 +00:00
elly1989@rocketmail.com
40c2238c24 Minds part 3
Removed mob/var/original_name. Totally replaced by datum/mind/var/name now.

Fixed round-end reports. They're now sort of follow the same format as each-other. Not sure how the ew format will work out on high-pop servers. if it's too spammy I'll tone it down a bit.

Fixed pais. Their life.dm got unticked. Resolves issue 759

Known issues: 
Borgs keep their human objectives when borged. I'll try playing with the way minds work for silicon mobs whe the freeze is over.
No way to edit minds when they are not attached to a mob. Need some sort of debugging tool.
datum/mind/var/mob/living/original isn't realy used for much. I could probably replace it with something more useful.
Changeling stuff is messy. The changeling object should be referenced by the mind not the mob (or something)

Part 4 on hold will try to address some of these known issues. Taking a break from minds to fix some issues on the tracker now (like lighting)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4355 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 23:41:01 +00:00
sieve32@gmail.com
e743b55220 Carn told me a better way to go about the icons updates, so I did. Quick fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4311 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 01:06:55 +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
6cf9ffb58a Fix for:
runtime error: list index out of bounds
proc name: post setup (/datum/game_mode/nuclear/post_setup)
  source file: nuclear.dm,141
  usr: null
  src: nuclear emergency (/datum/game_mode/nuclear)
  call stack:
nuclear emergency (/datum/game_mode/nuclear): post setup()
/datum/controller/gameticker (/datum/controller/gameticker): setup()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4300 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 14:09:42 +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
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-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
2012-07-23 00:48:51 +00:00
ericgfwong@hotmail.com
60260aed98 -Nuke ops and wizards spawn with their preferred backpacks now
-Minor changes to the map, includes fixing that odd setup with the o2 locker in the locker room

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4144 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 21:09:18 +00:00
sieve32@gmail.com
9e35d8cda8 Changes to Syndicate Radios, which fixes Issue 595. Now if a an radio doesn't have the Syndicate encryption on it, it won't receive any messages over the Syndicate channel(If I can learn TCOMMs a bit better I'll try to make it a per-message basis)
Changed 'traitor' headsets to 'syndicate' headsets to have it make a bit more sense. Syndicate encryption is tied to the keys, so anything with a Syndicate Key can hear the Syndicate Channel. 
Also, added 2 intercoms to the Nuke OP shuttle that are on the Syndicate frequency and have the needed encryption.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3991 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 21:36:15 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
kortgstation@gmail.com
9eb74e104d Nuke ops spawn with an engineers internals box (extended oxytank)
Oxygen canister spawns on the nuke op shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 06:01:11 +00:00
VivianFoxfoot@gmail.com
6ae0d3018d Adds a option to config.txt called PROTECT_ROLES_FROM_ANTAGONIST.
If PROTECT_ROLES_FROM_ANTAGONIST is set, sec/hos/captain/AI cannot be antagonists in most modes
If it is not set, only jobs that are mutually exclusive to the role (sec/head during rev, etc) are immune from being antagonist

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3225 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 23:30:24 +00:00
VivianFoxfoot@gmail.com
61c4ff0ed4 Removes thermals from PDA-spawnable stuff
Changes the way people are selected for rounds.  In the case of a insufficient people for a round, all people with it set to 'yes' will be chosen before drafting others.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3218 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 02:40:29 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
kortgstation@gmail.com
3a96667003 Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-16 07:20:32 +00:00
vageyenaman@gmail.com
d12a3d898e Added a new telecomm thingie on the syndicate shuttle. It intercepts all radio chatter and relays it to the syndicate channel. Pretty nifty!
Reverted the comm satellite layout. It should be much more balanced this way.

Some bugfixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2975 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-18 04:52:34 +00:00
mport2004@gmail.com
14ed4d5174 Blob ending number of blobs is now a var.
The nuke now properly checks to see if its on the station when it explodes and most of the derp var has been removed from the bomb code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2913 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-04 13:34:45 +00:00
mport2004@gmail.com
07c2afaedb Shades now properly ghost people when they die.
Changed a nuke feedback back to what it was.
SMES code slightly cleaned up.
Removed a few of the HIGH VOLTAGE signs that were on grilles.
Added a san check to hydro to remove a runtime.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2910 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-03 22:11:09 +00:00
mport2004@gmail.com
2142742aa2 Quick update to nuke endings. The crew has to escape with the disk to win.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2907 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-03 03:47:40 +00:00
baloh.matevz
1f9a77c377 Update to feedback gathering:
- Rounds that end in invalid ways will now be logged,
- Round results are logged

- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 18:42:19 +00:00
mport2004@gmail.com
9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. 
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)",  and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon.  Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 08:37:40 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
bae5834be3 Did a bit of work on assemblies.
The rev icons bug might be fixed now. 
Removed the old logged say file as it is no longer used and contained questionable material.
People should no longer spawn on the wizard station for a second at round start.
Removed the old intercept vars as they have not been used in a good while. 
Blob is more or less back to its old state but still has the lava sprite, can we please get some new sprites for it.
Fixed the door on the prison station, it can now actually be used again.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2163 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-09 06:15:38 +00:00
mport2004@gmail.com
c526717fbf Cleaned up:
Flashlights
Cigs/lighters
Solars

RCDs can no longer build airlocks on doors
Airlocks  now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.

After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-20 04:30:37 +00:00
mport2004@gmail.com
0f15fd1567 Few changes to how round start works.
Station Roles are picked before Syndie Roles unless it is nuke or wizard
People should no longer spawn in space because they did not get a job.
Heads and such should no longer get a role they should not have.
Rounds now have a minimum number of players required for it to start up.
Also the atmos pipes should stop exploding all over the place.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-03 05:59:10 +00:00
vageyenaman@gmail.com
b0e69dcd99 Bugfixes:
Fixed a boatload of runtime errors. There's so many I just completely forgot what they all were!

     Explosions / Singularities now do not gib people "one-by-one" as some people may have noticed. This looked absolutely weird.


Sounds:
     I was planning on making sounds become all distorted and whatnot if you were "high", but there were some problems. I've instead just settled with making deaf people not being able to hear non-ambient sounds at all.






git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 20:57:21 +00:00
Superxpdude@gmail.com
94373b7aeb Some mapping for the tgstation 3.0.0 map.
Added in two new guns into the code. An SMG and a Mini-Uzi for the syndicates.
Added in two new ammo types for the new weapons.
Added in sprites for an M1911 pulse pistol.
Coded in an M1911 pulse pistol.
M1911 pulse pistol re-added to Creed's office.
Added in reverse sprites for sleepers and sleeper consoles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1773 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 18:20:35 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
rockdtben
789fbc75dc git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1661 316c924e-a436-60f5-8080-3fe189b3f50e 2011-06-04 20:20:32 +00:00