Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This should make it much easier to port abductors, if we ever want to do
that.
Changes:
- Fixed a bug where the AI could not delete photos it takes.
- Ported -tg- cameranets. This means that all of our camera based systems are more or less up to date with -tg-; 510 features are missing.
- An AI with the 'camera lights' mode on will now, instead of the button toggling the closest camera's light, toggle camera lights on/off as the AI moves.
- It now takes a minimum of 30 deciseconds between attempting to track someone, and locking on. This number is increased by their distance away from the AI eye.
- The camera activate/deactivate proc is now called 'toggle_cam'.
- The 'trackable' proc has been replaced by a more object-oriented 'mob.can_track()' proc.
- The 'networks' section of the security camera console is now above the camera list.
In laymans terms: This refactors how security cameras calculate what
viewers can see, and adds a few neat features on top.
This commit refactors light_color definitions for most machines and
consoles that use light_color's. Instead of having the same color repeated
over and over again, there are #defines for most of the common ones.
Some machines and other places may not use lighting defs- this is
intentional. The defines as they are, are relatively clean, and machinery
was where the bulk of repeated light definitions were. Other, special
colors, can just be defined in the same file that they are used once in.
This commit adds custom color definitions to almost every computer that
did not already have them. It also causes cigarretes to very dimly glow.
Also contains custom colors for candles, flashlights, and the mentioned
cigarretes.
Oh, and beepsky flashes red and blue now while in hunt mode. FTW
- Added colored lights to all listed computers
- Should be fullly functional
- Uses the code Pomf used for Telecomms Computer testing
Conflicts:
code/game/machinery/computer/arcade.dm
code/game/machinery/computer/card.dm
code/game/machinery/computer/prisoner.dm
code/game/machinery/computer/station_alert.dm
code/game/machinery/telecomms/traffic_control.dm
var/network = string is now var/list/network = list().
I've also added a "network_multi" var which is a string. This is specifically for placing cameras on a map that you want to put on multiple networks. Apparently DM's map maker doesn't support lists, so just type them all in as a string and camera/initialize() will take care of the rest.
Input the networks with commas seperating them, for example: "SS13,RD,Secret,Prison,Ect"
I fixed a few issues while editing the cameras on the map as well.
Both maps:
- Re-added the telescreen in the misc research room that got removed at some point. (Thanks to Ikarrus for pointing this out)
- Any room that had 2 cameras (one for each network) were merged into one camera with the new network lists.
- - Permabrig-hallway (SS13, Prison)
- - Every room in R&D (including robotics) (SS13, RD)
- - The bomb testing range (RD, Toxins)
tgstation.2.1.1.dmm:
- Added a missing wire in engineering-sec (Thanks to SuperSayu for pointing this out)
- Fixed some mis-orientated firelocks. (Thanks to Intigracy for pointing this out)
- - The mining door between cargo and mining
- - The door between the hallway and the engineering lobby
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5596 316c924e-a436-60f5-8080-3fe189b3f50e
-Made computers use idle_power_usage and active_power_usage that it used from the MC.
I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e