Commit Graph

1083 Commits

Author SHA1 Message Date
giacomand@gmail.com
6e925f0701 -Obj/structure were being initialized before cameranet. I've added ticker checks to stop the runtimes that you get everytime you start the server..
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4608 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:52:30 +00:00
giacomand@gmail.com
c207124142 New item "camera assembly" that is dispensed from the autolathe. (700 Metal/300 Glass), deleted old grenade camera assembly.
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.

To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.

Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3

Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)

Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!

TODO:

Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..

OTHER:

With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.

Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586

Some runtime fixes.

Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:20:40 +00:00
elly1989@rocketmail.com
73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00
giacomand@gmail.com
1a1900b0ff -Issue 835 fixed. I'm not sure what went wrong there.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4599 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 22:37:02 +00:00
elly1989@rocketmail.com
618b4fbf50 Resolves Issue 881 - Cause: r4593
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4598 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 14:41:52 +00:00
giacomand@gmail.com
0decd596f6 -Added an "attack_larva" proc. It can be used for when you want larva to interact with things.
-Made the required 200 amount a variable, called max_grown.
-Larva can now bite simple animals to get some grown amount.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4597 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 14:14:27 +00:00
johnsonmt88@gmail.com
2acd88e3e7 Fixed a bug where throwing an emp grenade at the AI would cause the thrower to call the shuttle.
- 'usr' was used in place of 'src' which caused problems since the AI's emp_act() can call ai_call_shuttle().

Added comments to mob/attackby and changed a magic number into the #define we have set for it.

Simple animals must now be manually added to a proc before admins can animalize players into them. Hopefully this will encourage coders who make new simple animals to test them being player-controlled before they allow them to become admin-spawnable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4594 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 05:42:43 +00:00
elly1989@rocketmail.com
e97813d2b6 Replaced the master_controller with the WIP sequential version.
Fixed a problem where TG was using this sequential master_controller but I had removed a spawn where master_controller.process() was called because I was working with the default master_controller. This problem was causing the master_controller to prevent the lighting_controller.process() ever running properly because it was hogging the current thread (thread isn't the right word there, not sure what you call it....stack?)

Added debugging to both the lighting_controller and master_controller. http://filesmelt.com/dl/debugging.png

Both lighting_controller and master_controller may be deleted to terminate their processes (this is done via the restart controller verb. This allows for clean restarts without 'doubling up' (where, for instance, the master_controller would be running more than one instance).

lighting_controller has a prototype recovery proc which is called by the "restart controller - lighting" verb. It's basically an overly paranoid version of process() which will only transfer light_sources to the replacement controller if they don't runtime. It's not needed at the moment as the process() has yet to runtime.

master_controller has the beginnings of self pruning lists. This method using list.Cut(index,index+1) is faster than doing list.Remove(thing) all over the place (the latter iterates through the list to find the thing).

Added more detailed time-measurements for the master_controller. It now displays the processing costs (in real-world seconds) of each part of the master_controller's cycle.

The stat panel only updates for mobs actually -looking- at the stat panel.

Explosion debugging is now hidden behind a if(Debug2). To have it print that data to world.log just click the DebugGame verb

debug controller and restart controller verbs are now both GameAdmin rank. Not sure how they got split up.

Fixed another cause of dark splotchy space turfs. (turf/wall/ex_act was replacing the turf with space and then deleting that new space turf)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4593 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 04:14:26 +00:00
Kortgstation@gmail.com
7ad6db18f6 Added attack_alien to simple animals, so carp, constructs, etc can be hurt by them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4592 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 18:19:31 +00:00
baloh.matevz
9d44779031 - The error that my last commit caused was there because I failed to delete a line properly. Sorry about that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4591 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 16:16:17 +00:00
quartz235@gmail.com
4371fed56b Fixes r4589 to compile
- Erro forgot to name the var right in an instance isn't he silly

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4590 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 15:20:40 +00:00
baloh.matevz
fda36cce49 - Added a gender description to the details that get printed when you click the (?) button.
- Added a link to a few useful tools that get printed along with the gender change warning. The tools are (?), (PM), (VV) and (JMP)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4589 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 14:28:04 +00:00
baloh.matevz
033c884e5f - Fixed a bug where the oxygen damage overlay would remain on your screen if your oxyloss suddenly jumped from a number to 0.
- Added a similar overlay for brute and burns damage too. Video: http://www.youtube.com/watch?v=L9SmbaSYh_w

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4584 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 05:09:29 +00:00
johnsonmt88@gmail.com
74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00
johnsonmt88@gmail.com
867b21c7ce File restructuring!
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 18:00:30 +00:00
johnsonmt88@gmail.com
1a92acefa7 Mob movement now works on world.timeofday instead of world.time.
I've tested each mobtype with this and didn't see any issues but as always, it's possible that I've missed something. If it's an issue let me know. If it's a critical issue, go ahead and revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4578 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 17:48:32 +00:00
johnsonmt88@gmail.com
024c16df00 Added movement speed config options.
Basically these numbers get added directly to movement values.

run_delay and walk_delay affect all mob's walk/run speeds before their mob-specific modifiers take effect. Make this number higher to slow things down, make it lower to speed things up.

human_delay, robot_delay, monkey_delay, alien_delay, metroid_delay and animal_delay will affect those mobs specifically. So if you'd like humans to slow down but you don't want robots to suffer, just raise the value of human_delay! Same as before, raise the number to slow things down, lower it to speed it up.

Note: most mobs already run as fast as byond will let them.

Although these are config options. It is possible to adjust these values in-game. The values will reset at the end of the round however.
To adjust the values in-game you must be a high enough level admin to have access to the 'Debug' tab. Open the Debug tab and select 'Debug Controller". In the popup list, select "Configuration". The variables will have the same name as those in the config options.

Note: The values will act a little differently between servers with ticklag compensation turned on and those which have it turned off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4576 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 16:20:35 +00:00
giacomand@gmail.com
63aa82b73a -The weaken in the choke code wasn't enough and people were able to escape from being choked. I've upped it and tested it, you should not be able to escape from a lethal choke on your own any more.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 13:32:17 +00:00
giacomand@gmail.com
a84ccb93ff -Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 08:13:00 +00:00
d_h2005@yahoo.com
a3ca5e7ded The yield mode on the somatoray gun now uses a diminishing-returns formula to determine the chance of increasing yield (instead of a hard cap at 2)! Cleaned up somatoray code a bit too.
Doctor's Delight, the miracle drug, now requires tricordrazine to brew.
Fixes Issue 858. The text is now gender sensitive.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4571 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 03:17:13 +00:00
giacomand@gmail.com
b0f750339c Added freelook AI Eye acceleration. Your AI Eye will get faster the longer you move it, allowing you to move around the station quickly. Stopping long enough will return the camera to normal speed.
With this I added a toggle to the acceleration. Using it will stop the AI Eye from gaining speed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4570 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 20:30:03 +00:00
giacomand@gmail.com
a6fa7ad176 -Fixed an AI eye issue where tracking a person from your core won't set your eye.dm
-Tracking now works like it has again. The else if weren't working because the "else if human" check would make them pass all of it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4563 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 11:52:21 +00:00
giacomand@gmail.com
2066f54e36 -Added Zelack's alien infection code. Aliens can now tell if someone is impregnated or not.
-Fixed a bug where a Cyborg could drop their module by clicking it on an operating table.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4561 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 09:32:09 +00:00
giacomand@gmail.com
678e4a9ffa -Cameras have X-Ray vision again.
-Fixed an issue when pressing jump links as an AI, for air alarms/power alarms.
-Changed the empty room to a Cyborg Station room. It has two recharging stations and a computer frame.
-Moved around some Telecomms machines.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4559 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 06:35:10 +00:00
johnsonmt88@gmail.com
4406c057c9 Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.
Unfortunately I had to disallow certain animal types until they can be fixed.

- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.

- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.

- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!

- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 02:51:07 +00:00
elly1989@rocketmail.com
474294466a Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 17:50:29 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
giacomand@gmail.com
08a969b6a2 -AI Eye won't show up in pull, examine or point to popout menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4549 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:53:29 +00:00
johnsonmt88@gmail.com
28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00
giacomand@gmail.com
95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +00:00
giacomand@gmail.com
348685d97c -AI camera light now properly works with AI freelook.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4539 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:10:19 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
1aa0883686 -Missed some files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4534 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:46:49 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
giacomand@gmail.com
5f320a1b62 Added some debugging code to help find out how the gender is being changed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4526 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 21:51:38 +00:00
sieve32@gmail.com
672aa26d68 -Brought the miner borg drill force back up to 15 based on feedback
-Gave back the miner borg stun arm to account for the smaller improvement for drills
-Fixed an issue where I accidentally made borg emag modules invisible

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4525 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 20:53:13 +00:00
sieve32@gmail.com
61a7751658 -Dropped the miner borg drill force down to 3 as it was supposed to be
-Added a proc for cyborg modules to 'rebuild', which makes it possible to remove items from the modules without clogging up the module menu
-Made the emag for minerborgs work better as a result
-Gave borgs their special radios back
-Fixed an apparently ancient bug where everything inside a borg will appear on the screen (MMI, cell, radio, etc...). It wasn't complex at all and I can't believe no one had fixed it yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4524 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 19:57:04 +00:00
johnsonmt88@gmail.com
4b2326388c In-hand items should now properly update when equipping items.
The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 04:13:37 +00:00
sieve32@gmail.com
71d3c7e353 -Fixed AIs being broken forever after being restored by the AI fixer, this was due to them lying down when they die, and being unable to get back up when they spring to life (Essentially, it was really dumb). Also made the console handle moving the AI from the dead_mob_list to the living_mob_list
-Removed the AI_status.dm, as it contained a single AI proc, which is now in ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4519 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 21:14:16 +00:00
sieve32@gmail.com
f3b3cb368a -Put in a control_disabled check for AIs operating cameras and calling/recalling the shuttle. Meaning they can't do any of those if they are carded without wireless.
-Moved the AI shuttle calling proc from communications.dm to ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4516 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 18:31:58 +00:00
johnsonmt88@gmail.com
0338759071 Hardhats and Rig helmets now properly update their mob icons when toggled with the action buttons (buttons on the top-left of the screen.)
Items equipped with the 'equip' button now update the player's hands. Unfortunately since the procs it uses forces an update_icons() call, using the equip button will now call it twice.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4512 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 14:28:20 +00:00
johnsonmt88@gmail.com
95c6127bea Moved all of the defines/mob into their appropriate modules/mob/ files
Next up, objects! One day we'll be able to click on something in the object tree, and actually end up where all the object code is.

I standardized robot/life.dm while I was at it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4510 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 03:11:46 +00:00
johnsonmt88@gmail.com
38d09c8c19 Revolution game mode fixes:
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.

Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.

Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
  source file: inventory.dm,562
  usr: Nodrak Davis (/mob/living/carbon/human)
  src: the human (/obj/effect/equip_e/human)
  call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 01:40:48 +00:00
baloh.matevz
9b06db8ad8 - Resolves Issue 838
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4507 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-21 23:18:09 +00:00
baloh.matevz
01031e0a0b - Fixed Issue 829
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4505 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-21 22:35:35 +00:00
baloh.matevz
067b474cca - Um... sometimes I just need two commits to fix something tiny. Proper fix for what I wanted to fix in r4500.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4501 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-20 03:36:54 +00:00
baloh.matevz
80682c88c5 - Hopefully fixed the annoying 'your savefile is incompatible and has been deleted' message bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4500 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-20 03:32:40 +00:00
baloh.matevz
b6061bdeeb - Added an indicator for cold damage that is displayed to humans when they're taking cold damage. Monkeys don't react to cold anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4499 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-20 00:42:44 +00:00
baloh.matevz
dd6288f26a - Removed the changes done to space suits in r4497. They were aimed at fixing Issue 827, which had the symptoms of randomly getting hurt in space while wearing a space suit. Sieve assumed it was due to not having high temperature protection, but it was the opposite.
- The problem was actually down to an ancient bug, which wrongly calculates the temperature of tiles with very little gas on them - tiles exposed to space. Space suits protect down to a temperature of 2.0K, space is 2.7K, which I assumed to be the lowest temperature anywhere. Unfortunately I forgot about this bug at the time, which can cause the gas temperature on tiles with little air to even hit negative kelvins (Nobel prize, plox). This happens relatively often, each floor tile that meets the criteria experiences this about once every 50 ticks and if you're standing on it when it happens, your cold protection will be 0%, because the temperature on the tile will be lower than 2.0K. Everything will be fine in the next tick cold-protection-wise, but your body temperature is already lowered to under the damage threshold by then.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4498 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-19 22:58:17 +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