Commit Graph

264 Commits

Author SHA1 Message Date
rastaf.zero@gmail.com
2d443ca199 General bots-related code cleanup.
Medibot sprite fixed.
Aliens now attack bots instead of opening control window.
All bots can be damaged and repaired.
All bots are effected to EMP now.
Asteroids generation was tuned to do not spawn asteroid on z-level edges.
Enabling admin verbs now wont turn on deadchat if it was turned off.
An emergency toolbox now contain a red crowbar.
Mime job is now available to join as.
Added radio channel for miners, use :h or :d ("diggers" lol) as shortcut.
Added radio channel for cargo techs, use :h or :q as shortcut.
Added a personal headsets to HoP and QM.
Some unrelated runtime errors was fixed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1050 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 20:09:12 +00:00
rastaf.zero@gmail.com
2b96770d61 Atmos now starts with nitrous oxide in storage tank.
Radio was optimized even more. Still have some reserves.
Restored admin verb "Radio Report". It shows some signs of errors on the map, but I am too tired to fix it now.
Optimized player login (that "400000 calls of new_player/Move" bug).
Various optimizations and fixes in radio code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1046 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-15 00:28:00 +00:00
n3ophyt3@gmail.com
753343f737 Reverted Skie's clickqueue since it is apparently causing lags and/or bugs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1034 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 23:53:23 +00:00
n3ophyt3@gmail.com
d4ec248398 Intelicards now list ion storm laws
Carding a traitor AI and/or moving a traitor AI into a new core via intelicard no longer causes it to fail survive objectives.

Changed random ion storm law from "HARM IS DEFINED AS [x]" to "[x] IS A FORM OF HARM" because "hurr time for non-harmful harmbatoning from my secborgs" is terrible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1032 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 06:31:24 +00:00
morikou@gmail.com
0812d43613 Ghost in the Closet update:
- Contents of un-worn backpacks no longer immune to EMP blasts.
- EMP'ed closets and crates have their contents EMP'ed as well. Secure versions (ie, ones you can lock and unlock) also have a chance of locking themselves, unlocking themselves, and/or opening themselves.
- Fixed a bug that (hopefully) no one noticed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1031 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 05:35:47 +00:00
baloh.matevz
875c31fda0 RADIATION SUITS added to engineering
RADIATION SUITS protect from 100% radiation
RIG SUIT offers some protection from singularity's radiation
SPACE SUITS offer little protection, but some none the less

being UNPROTECTED near the singularity is still deadly and I'd like this to not change. Use radiation suits!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1030 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 23:29:26 +00:00
panurgomatic
7a4b9e09bc - Added Durand combat exosuit.
- Players can modify operation permissions of newly constructed civilian mechs. Click on mech with ID card or PDA with ID inside.
- Added robotics access to default mecha maintenance permissions (all mechs) and operation permissions (civilian models only).
- Fixed double adminlog message of explosion proc.
- Fixed accidental mecha wreckage deletion.
- Tweaked mecha internal fire processing.
- Added some mecha-related sounds.
- Moved GaussRand to helpers.dm and added GaussRandRound helper proc.
- Other small changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1023 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 00:59:38 +00:00
rastaf.zero@gmail.com
785eb9dcc6 RADIO HEADSET update by Barhandar and me:
Three new channels and new :h-like shortcuts for each channel.
shortcuts now are:
	":r" = "right hand" (unchanged)
	":l" = "left hand" (unchanged)
	":i" = "intercom" (unchanged)
	":h" = "department" (unchanged for everyone except captain)
	":w" = "whisper" (NEW shortcut)
	":b" = "binary" (CHANGED)
	":a" = "alientalk" (unchanged)
	":t" = "Syndicate" (NEW channel)
	":c" = "Command" (NEW shortcut)
	":n" = "Science" (NEW channel) ("n" because all other letters are occupied)
	":m" = "Medical" (NEW shortcut)
	":e" = "Engineering" (NEW shortcut)
	":s" = "Security" (NEW shortcut)
Note:
":h" works as before, i.e. sends on engineering channel for engineers and CE, on medical channel for MD, CMO,etc and so on.
All heads have command channel in their headsets along with department channel.
Warden and QM aren't heads.
Captain have almost all channels in his/her headset, but some are switched off by default. The default channel for captain is "Command" now.
Bugs fixed:
If headset is tuned to other frequency dept channel don't work.
A receive wire in intercoms can be cut.
Some others bugs.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1020 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 00:08:42 +00:00
Skiedrake
098a5b73e2 One click queue system added, which affects gameplay completely.
Previously: After clicking on one thing, you could not click on another thing before 1 second had passed, and had to spam until 1 second had passed.
Now: After one click, if there's a second click right after, it will be queued and executed automatically after the 1 second has passed.

Tried to remove redundant DblClick() entries and changed them to QueueClick() where appropriate. Report for bugs.

Updated change log. :-)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1019 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 15:38:34 +00:00
morikou@gmail.com
a697428db7 Y2K update:
- New "empulse" proc. Works similarly to "explode" proc. It triggers the "emp_act" proc on everything within range. emp_act are effects similar or identical to the effects of the emp grenade. Any major changes to emp effects listed below. Note: EMPs now affect items in your backpack.
- New admin right-click command: EM Pulse. You can create an empulse at the desired location with a size you choose. Similar to Explosion command.
- disable device spell, emp grenade, and disable tech rune all use empulse now.
- New "disable device" spell datum added.
- EMP'ed gas canisters no longer drain the station of power.
- When a borg is EMP'ed, all objects in their module get their emp_act proc triggered.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1018 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-11 03:01:12 +00:00
mport2004@gmail.com
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +00:00
mport2004@gmail.com
54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00
baloh.matevz
f82dbfe28d WELDER fixed
- Now hurts your eyes again if you use it unprotected.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1011 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:54:18 +00:00
n3ophyt3@gmail.com
c322b605b3 Added a var to first-aid kits so empty kits can be added to the map.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1010 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:01:24 +00:00
n3ophyt3@gmail.com
4483e05c3d Ghetto surgery added. If you have some tools, you can table someone and operate on them! Of course, since it's a regular table instead of a proper operating table, it's pretty easy to mess up and accidentally stab them in the face instead, but odds are if you're not in the surgery room, you don't care.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1008 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 21:33:21 +00:00
mport2004@gmail.com
50f282f8b2 Engineering got a new machine that spawns/feeds the singularity.
Redid the power use code, should be working better now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@999 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 06:07:32 +00:00
baloh.matevz
d430cf324f BANHAMMER added... i was bored :)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@994 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 19:13:51 +00:00
n3ophyt3@gmail.com
8d558884b9 More runtime error fixing.
Bibles can no longer into bibles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@992 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 04:13:23 +00:00
n3ophyt3@gmail.com
982b83854b Secborg meleetaser now drains cell charge instead of gun charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@990 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-08 01:42:03 +00:00
n3ophyt3@gmail.com
9fab076d4b Fixed more runtime errors.
Monkeys no longer deathemote when gibbed.

Added a Coder/Host level debug verb that forces the master_controller to run its process() proc. Pressing the button while the master_controller is already process()ing is not advised.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@978 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-07 04:14:42 +00:00
n3ophyt3@gmail.com
f93a9e2b2a APC frames no longer CPU-lock the server when used in an area that hasn't been blueprinted to not being space.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@974 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-07 01:57:25 +00:00
n3ophyt3@gmail.com
37ca6b2c40 Mostly a behind-the-scenes change, stuffing someone's brain into a cyborg body now causes the mind datum to transfer over to the new body. This should prevent such shenanigans as cloning a borged guy to suck the player back to the fleshy side of life.
Given that the mind datum is where traitors store their objectives (and how assassination targets are tracked), I have gone to some effort to ensure that, much like people currently in the thunderdome, people that are borgs still get counted as being dead. Also, borgs cannot succeed at hijack/escape objectives. If you find this to not be the case, PLEASE REPORT IT.

Borging a changeling now ends the round, much like cremating/gibbing them does.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@962 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 04:35:12 +00:00
morikou@gmail.com
e3f4cb8618 More R&D Stuff:
- Destructive analyzer has a new, spiffier icon by Veyveyr! Old icon's moved to old_and_unused.dmi. Since stationobjs.dmi was getting crowded, a lot of completely unused icons were moved as well.
- R&D console now will link to any Destructive Analyzer, Protolathe, or Circuit Imprinter up to 3 tiles away (but two machines won't link to the same console or vice versa). Also, it will only link up to one of each.
- New stock parts: Micro-laser and Matter Bin
- Computer Frame icons moved to stock_parts.dmi
- New build frame: "Machine Frame." Similar to a computer frame, you can make a variety of generically boxy machines with it. It'll cost five metal to build (as well as all the other parts) but it won't be accessible to players just yet (there really wouldn't be a whole lot for them to build). More will be add eventually as part of the R&D system.
- Circuit boards are now divided into types. "computer" boards are used in a computer frame to make a computer console, "machine" boards are used in a Machine frame to make a machine of some type. Other types may or may not be added in the future. Mecha boards will be redone to this format eventually.
- New Circuit Boards (Machine Type): Protolathe, Destructive Analyzer, Circuit Imprinter, and Autolathe.
- New Traitor Item! Paralysis Pen. It looks like a penlight (the kind all doctors start with) except it injects Zombie Powder into the victim (similar to a changeling's paralysis dart). The target is aware but cannot move, speak, or emote. They also appear to be dead on health analyzers. Non-refillable and costs two telecrystals.
- Anti-toxin now works on Zombie Powder. It was intended to work, I just forgot to add it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@961 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-05 00:50:44 +00:00
mport2004@gmail.com
d0ea63c6bf Just a miniupdate, more on the way later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@954 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 04:13:50 +00:00
baloh.matevz
c8a195386d CIGARS added, not available anywhere on the map at the moment. They will be, as their name suggests, PREMIUM and not widely available.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@952 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 00:05:17 +00:00
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
n3ophyt3@gmail.com
e78f6c0d50 Fixed some runtime errors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@944 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 02:37:10 +00:00
n3ophyt3@gmail.com
029c7922d7 Added a new random event: The immovable rod! It spawns somewhere outside the station, then proceeds to plow through the station in a straight line to a spot on the other side.
As a side effect, I had to add some ex_act() procs to things because the rods kept getting stuck on them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@941 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-02 19:41:08 +00:00
rastaf.zero@gmail.com
0af3ebe054 Fixed crashing master_controller() process when mob suddenly gets deleted during his Life().
Girder now have ex_act(), so it will not be indestructible anymore.
Max amount of steel floor tiles in one stack was set to 60 (was 10). If you made too much of tiles you can put undue ones into autolathe.
Fixed uncompilable line left by bizarre.babel in r939. Other her derp she should fix herself because I am mad >:[


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@940 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-02 18:56:03 +00:00
morikou@gmail.com
470964c12c I'm-too-lazy-to-think-of-something-clever update:
- Moved circuit imprinter to code/game/research. Also, while it's being overhauled as part of the R&D update, it'll be removed from the rest of the station. Don't worry, it'll come back! Also, all the disk closets were removed as well.
- Circuit Imprinter now works like the protolathe: It needs to be connected to an R&D console and it get's it's production list from it.
- Replaced destructive analyzer icon (thanks Deuryn).
- New item type: Stock Parts. Used in the construction of certain items (none added yet but they're there for when they DO get added).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@937 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-02 06:47:54 +00:00
rastaf.zero@gmail.com
4f8c5285b1 Fixed message when someone directs flashlight to someone's eyes.
Cola and similar drinks now won't prevent freezing to death in space.
Also fixed typo in glove charging code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@920 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 17:13:17 +00:00
rastaf.zero@gmail.com
427313e0ad Shocking overhaul. Fixed bugs are:
- shocking by autolathe, vendomats and airlocks works if powernet has power OR if APC has charged battery;
- autolathe able to shock without cable underneath;
- improvements from Barhandar and Errorage are included;
- making stungloves may electrocute you;
- handmade stungloves partially loses insulating;

Eliminated 4-seconds lag caused by all apcs changing state to "fully charged" after first few minutes of game.
Fixed message "The airlock's motors resist your efforts to pry it open."
Latest innovations in nanotechnologies! Matchbox now fits in pocket!
Fixed burn_skin(), so containment field now hurt people properly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@919 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-27 16:40:36 +00:00
baloh.matevz
5192516c0e PEN AND PAPER:
- using a pen on itself not makes a menu appear through which you can choose how you want to write. It allows you to choose the text's size, color, weather it's bold, italic, underlined and weather it will jump into a new line at the end of the inserted text.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@912 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-25 06:02:45 +00:00
rastaf.zero@gmail.com
1de3867666 Welding fuel now a bit harmful when drinking/injecting.
Admin Crew Manifest can read assignments from PDA.
Some other id-in-pda related glitches fixed.
APC frame can we unwrenched in hand.
Medical computer now have DNA records.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@910 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-24 01:00:20 +00:00
daelith.rhedynfre
db63e7b8fe Added eye surgery as a start to the surgical procedures.
Performed by targeting eyes while patient is on an operating table.
Steps are scalpel > retractor > hemostat > cautery.
These steps will change in the future, when surgery becomes a little more complicated. 
Really this is just an excuse for me to make the operating room which will follow this update shortly.

Included sterilizine, which is going to be part of future surgical updates.

Also fixed that thing where all the tools were named the same.

Changed a sprite that isn't in use yet for surgery

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@905 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-23 20:26:22 +00:00
rastaf.zero@gmail.com
05fa76963e Added primitive optimization to radio code.
Lag reduced by approx 30% (0.5 seconds of total 1.5 on my system).
Some air alarms on the map copypasted from toxins one, with its special settings.
Added list of used frequencies and HOW IT WORKS section to communications.dm. Sorry for some engrish.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@895 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-21 19:20:17 +00:00
baloh.matevz
3c5bac264e Added a penlight. also slightly changed the way flashlights work, so we can easily add more kinds of flashlights. Now they have a brightness_on var, which determines their luminosity when on, an icon_on and icon_off var which determine their sprites when on and off. Jobs that spawn with a pen-light: medical doctor, CMO, geneticist, virologist. note that a pen-light is a pen-sized light, not a pen, that's also a light.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@892 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-19 02:37:45 +00:00
n3ophyt3@gmail.com
0821ff0773 Added a list that tracks changes to AI/cyborg laws, similar to the list that tracks signaler use
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@890 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-18 01:37:20 +00:00
polyxenitopalidou@gmail.com
e466429b67 •New matchbox and match sprites, so they don't look fucking awkward anymore.
Project shrink silly sprites is only just starting.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@887 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 21:30:06 +00:00
uporotiy
da422ec0f2 Spells update. I'm still waiting for that emp_act(), muskets, so I can finish the base spells.
Traps framework complete. Two sample traps.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@885 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 15:07:30 +00:00
morikou@gmail.com
7fe3491865 Barhander Update:
- Cultist stuff. New words and runes.
- Runes condensed into one file rather then split among many.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@882 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 06:40:34 +00:00
crazyclonetheninja
eec01aa865 All robots, including cyborgs, can now be named! Simply use a pen on them during any step where there's an assembly involved. Note that cyborg naming is subject to removal if people abuse it.
Knock now unbolts doors as well as opens them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@880 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-17 04:13:31 +00:00
uporotiy
f3902cb80e Started work on traps.
Added a "rocks fall" trap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@877 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 20:52:39 +00:00
crazyclonetheninja
cc2a8ce56b Magboots now correctly stop you from getting sucked into the singularity when activated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@865 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-16 05:57:35 +00:00
morikou@gmail.com
70c6c46657 The Not-As-Big-As-It-Seems Update: Changelings Overhauled.
- Instead of working on a cooldown system like wizards, changlings now have a "Chemical Storage" that fills up over time (similar to alium plasma). Different abilities use different amounts of chemicals. Changlings start with 20 chem.
- Neurotoxic Venom and Hallucinogenic Venom both removed entirely.
- Regenerative Stasis now shows the person as being dead.
- Absorb DNA costs 5 chem, Transform costs 5 chem, Lesser (monkey) transform costs 1, and Regenerative Stasis costs 20.
- Five new "Dart" abilities. They each have a quick cooldown (to prevent spamming on accident), cost different amounts of chemicals, and hit adjecent enemies (targeting similar to old venoms).
- Silence Dart (10 chem): Makes the target unable to speak for a while. Target knows when they are hit.
- Blind Dart (20 chem): Makes the target blind for a while. Target knows when they're hit (even ignoring the obvious blindness).
- Deaf Dart (5 chem): Makes the target deaf for a while. Target does NOT instantly know they were hit (not hearing their own speach might be a clue, though).
- Paralysis Dart (30 chem): Paralyzes the target for a bit. They can't speak or move and health scanners register them as being dead. However, they are fully aware of their surroundings. It's also obvious to them they were pricked.
- Transformation Dart (30 chem): Transforms a dead, non-husk person into one of your stored DNA types.
(NOTE) A lot of playtesting needed to balance the above, just FYI. Most likely, chem costs will need to be adjusted (both up and down).

- Changelog Updated.
- Napalm Nerfed/Adjusted: Instead of creating (Created_Volume * 2) * 9 squares, it creates (Created Volume^2) * 1 square. This works out to about a 30% reduction for a max volume grenade. Also, it won't accidentally freeze areas now (if activated in an area with no oxygen).
- Reagent bottles can, once again, be added to grenades instead of just beakers. You can't add other (potentially larger) containers, though.
- Carp are now poisonous to eat. Anti-toxin must be injected into any carp-based food item before eating to eat it safely.
- New Reagent: Zombie Powder: Requires 5 carpotoxin, 5 copper, and 5 sleep toxin. Puts subject into a deathlike state (they're still aware though).
- New Recipes: Clown Burger, 5 Flour + 1 CLown Wig/mask; Mime Burger, 5 Flour + 1 Beret; Cuban Carp, 1 carp fillet + 1 flour + 1 chili.
- New Circuit Imprinter Icon by Veyveyr.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@854 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-15 02:10:24 +00:00
noisomehollow@lycos.com
9995e7fad2 Alien eggs are can now be dragged.
Hunters begin with 100 plasma instead of 50.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@850 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 23:31:42 +00:00
daelith.rhedynfre
92de0d684a -Added matches. They are available in boxes from the smokes machine.
-Moved the code for how cigarettes work to a more appropriate location (They were in clothing code)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@848 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 19:33:30 +00:00
rastaf.zero@gmail.com
2f2bce12e5 Fixed megabomb bug.
Signalers and timers now wont explode bomb after detaching.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@846 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 09:01:40 +00:00
musketstgstation@gmail.com
13df7d1221 Monkey syringes now have a special alert in the admin log.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@842 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-13 00:27:37 +00:00
rastaf.zero@gmail.com
0ea1fab224 Constructing of glass airlock now actually uses 1 sheet of rglass.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@831 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-12 07:03:10 +00:00