A bunch of fixes for various stuff that's been broken about the bag of holding. It should work as intended, now.
Made wet floor signs fit in boxes.
Cleaned up the janitor's closet a bit.
Optimised the vault wiring a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2580 316c924e-a436-60f5-8080-3fe189b3f50e
Old trashbag was buggy as fuck and useless. Didn't touch it's code, but replaced it's spawn in the janitors locker with a 20 slot, tiny item only storage object (new trashbag)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2577 316c924e-a436-60f5-8080-3fe189b3f50e
Changeling genome requirement lowered from 8-12 to 6-12 (APPROVED BY MUSKETS COME AT ME URIST)
Regen stasis now heals cloneloss (in case you suffer a metroid accident)
Added a "summon creature swarm" spell for later use in cult.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2565 316c924e-a436-60f5-8080-3fe189b3f50e
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?
New stuff:
◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed corporate having null origin tech
Fixed the desc on the science goggles fuck you superxpdude dont touch my shitty gimmick items without asking
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2541 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the maze button from the admin panel, no more dumb runtimes from that.
Window fix by Tobba, which lets you attack a window with a crowbar when you're unable to pry it into or out of the frame.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2526 316c924e-a436-60f5-8080-3fe189b3f50e
(probably fixes some dna modifier runtimes which relate to husks. see: http://pastebin.com/r2PE5tvU)
Small fix for putting stuff in microwaves. Rest of the microwave code is still dicks, though.
Fixed shards always appearing in the top right corner.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2521 316c924e-a436-60f5-8080-3fe189b3f50e
Added proper atmos tech jumpsuit, engineering jumpsuit, and rad suit inhands.
Adjusted some other inhands, including a fixed yellow suit inhand.
Added vey's proper stun baton onbelt sprites.
Changed the security flavoured EOD closet to a regular one. (reasoning being that the Sec version looked terrible)
Fixed the intercom in the bar.
Adjusted EVA to be slightly less messy.
Made the welding mask toggle position on attack_self().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2514 316c924e-a436-60f5-8080-3fe189b3f50e
It should now read "You attach the wire to the glass"
Instead of "You attack the wire to the glass"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2510 316c924e-a436-60f5-8080-3fe189b3f50e
Unsimulated turfs can be climbed on once more.
Small blobs can use the blob to move around in space.
Jetpacks now have a toggle for the stabilization.
Jetpack fuel use has been reset to .01.
Moved most of the tanks over to a new folder and files so they are not all crammed into one.
The meteor event actually spawns more than one wave worth of meteors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2488 316c924e-a436-60f5-8080-3fe189b3f50e
Thanks to Exadv1 the reagent checking code for chem got a nice performance tweak.
Minor text change to the steal ai objective.
Few runtimes/nullchecks fixed.
HoS does not spawn with a flash, Warden does not spawn with a taser, Security officers now spawn with a flash.
Wizarditis has been uncommented and nerffed quite a bit.
Moved most of the suits over to the clothing module folder.
Force 0 items won't damage humans.
The two lockboxes have been readded to the armory.
The brigs extra large power cell has been cut in half. (still twice as large as normal apcs)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2480 316c924e-a436-60f5-8080-3fe189b3f50e
Adjusted the interrogation room. The intercoms start set up properly now.
Fixed some areas.
Guest commit by Blaank:
Corrected firelock position of medbay front desk.
Added firelocks to medbay storage.
Changed supply shuttle eta screen in cargo bay dock from layer 3 to layer 4 to make it more visible.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2477 316c924e-a436-60f5-8080-3fe189b3f50e
- Added teleporter datum. do_teleport proc is now just a wrapper for it.
- Added damage absorption to mechs.
- Added mecha step and turn sounds.
- Cleaned effects code a bit.
- Metal foam should now block air movement.
- Since sd_ lightning library chops areas into pieces, turrets now work with master area.
- Tried to optimize DesignHasReqs proc.
- Added plasma converter and laser cannon mecha equipment.
- Other cosmetic changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2463 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the armoury layout a bit, Sec got two more riot suits, and lost two empty lockboxes.
Changed the medical room in Sec to an interrogation room! Credit to Smoke Carter for the design.
As a result, Mr Fixit has been powered off and returned to the armoury. Deploying him every round is likely to be a good idea.
Feedback is always welcome, especially from Sec Officers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2462 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a bug with Lamarr being non-sterile (or rather, with his sterility not affecting anything).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2455 316c924e-a436-60f5-8080-3fe189b3f50e
Sleepypens have been removed!
Paralysis pens have been slightly nerfed, but look like regular pens.
Changed uplink implants to give five crystals instead of four.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2447 316c924e-a436-60f5-8080-3fe189b3f50e
A verb which makes all nearby huggers activate, reintroduced.
An acid verb's wording, changed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2440 316c924e-a436-60f5-8080-3fe189b3f50e
Stun gloves are now made by wiring a pair of gloves, and then attaching a battery- this shows up on the object sprite, but not on your character.
Stungloves use 2500 charge per stun! This means that some low capacity batteries will make useless stungloves.
To get your old inconspicous gloves back, simply cut away the wire and battery.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2439 316c924e-a436-60f5-8080-3fe189b3f50e
They now function like landmines. They don't move, but you can pick them up and throw them at people.
Eggs now grow gradually and you can harvest a hugger from a grown egg.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2438 316c924e-a436-60f5-8080-3fe189b3f50e
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