Commit Graph

159 Commits

Author SHA1 Message Date
StrumpetPlaya
4489db546d Added detective stuff - fibers.
Left out bloody footprints for now.  Not sure we want that with the
current system of corpses dropping blood spatters all around when dragged.
2011-12-06 07:12:19 -05:00
petethegoat@gmail.com
a80e46c078 Fixed issue 222.
Improved closet/secure closet/crate code a bit. (Updated the paths on the map.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2585 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-01 20:02:43 +00:00
uhangi@gmail.com
48bd33c65e Fixed a bug where you could conceal things in PDAs.
..really sad I can't abuse this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2563 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-27 13:36:51 +00:00
rockdtben
1de1be054d Implemented more getters/setters for damage system. 2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 13:33:18 +00:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
petethegoat@gmail.com
2f84e522cb Stunglove overhaul: part two- gloves now lose all insulation when you wire them up.
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
2011-10-29 18:44:31 +00:00
rockdtben
6655414f12 Modified the PowerUp Cart so that its process was local rather than global. You can now choose which Power Monitor to view.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2436 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 23:24:54 +00:00
baloh.matevz
d090ec651d You can now no longer toggle your flashlight, lantern, pen light or hardhat when in closets or other containers. This it to prevent some strange abnormalities. Urist said he'll fix it more in-depth by making a new item-lighting interfacing system, but after 3 weeks he has yet to deliver on his promise. Until then this is a temp-fix (And because I know Urist won't ever deliver, this is a permanent fix.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2419 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-22 16:00:47 +00:00
petethegoat@gmail.com
089e6b7949 Flashes now change icon when they burn out.
Fixed the purple lawsuit sprite. (The east/west mob sprites were a pixel off centre)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2348 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-13 18:16:00 +00:00
mport2004@gmail.com
67d4ceffb0 Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-12 23:00:48 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +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
petethegoat@gmail.com
18990b04e1 Added Syndicate soap! Available for one telecrystal.
Updated most of the new bedsheet sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2255 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 19:33:03 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00
mport2004@gmail.com
c471fde2f9 Fixed cyborg rev heads counting as living and still being able to flash people.
Normal revs that get borged will be unrev'd.
Added a cooldown to the captains message system.
Cleaned up the Coms computer slightly.
Fixed a few runtimes.
More blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2207 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-16 05:52:10 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
petethegoat@gmail.com
b97a581f69 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2160 316c924e-a436-60f5-8080-3fe189b3f50e 2011-09-08 23:35:52 +00:00
uporotiy
fdb4934f54 Changeling mode now has 4 changelings, each working on its own objectives, but possessing the ability to hivemind with the others.
It'll be fun, I promise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2068 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-29 21:36:26 +00:00
mport2004@gmail.com
6c90edd6f6 Moved the space suits into the clothing module section, will do more later.
Forgot to add the bioprotection to the actual radiation suits.
Bedsheets actually use the bedsheet item icon now.
Tracking implant ID's work again.
Certain Critters can be harvested by the chef's knives for meat.
Renamed a few critter files.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-28 07:05:06 +00:00
mport2004@gmail.com
444f3f629b MindSwap once again does not need robes, however its range has been reduced to contact .
EI NATH will once again gib the target.
Head Revs will get a failure message if they are unable to convert a human they flashed.
Syndie suits taken out of the station, EVA now has 6 Grey, Engineering gets two RIGs, Mining still has 3.
Engineering Rad suits also protect vs biological hazards a bit
Fixed a cult convert bug I made a few commits ago.
Steal a RIG objective removed.
SecSunglasses now have the hud built in.
Added more sprites for Kor


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2051 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-27 04:58:32 +00:00
mport2004@gmail.com
2c5b51e7bd I really don't know how I missed this one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2050 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 09:30:59 +00:00
mport2004@gmail.com
c9bb9c2e5f Doors now check for critter access.
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)

Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.

Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted

New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-26 07:41:37 +00:00
mport2004@gmail.com
af711d853b Ok NOW flashes are fixed
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2038 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-22 11:36:05 +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
ed93b992c4 H/E pipes once again do H/E things
Missed a line on the flashes, they will once again stun cyborgs
Few adminverbs changed by request of the heads
Roburgers will only provide 2 nanites down from 10
The random round spawn code now checks jobbans
Players with a Cyborg jobban cannot become a cyborg normally

Re added the old power armor typepaths as there seem to be a few of them in the .dmm and the thing's autocorrect/remove items seems to just fuck up the rest of the map when used.  I have no idea where they are located and don't like leaving errors in the code, so if someone could remove them and the old typepaths it would be great.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2024 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-19 06:11:28 +00:00
Superxpdude@gmail.com
29fa57a69a TRAITOR BUNDLES: Randomized boxes of 11-13 crystals worth traitor items, costs 10 telecrystals.
CHANGELOG UPDATED

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2020 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 18:23:42 +00:00
vageyenaman@gmail.com
ca6a513377 Bugfixes galore:
- Retrovirus is now curable. However, unlike most viruses, when it infects a host it generates a random cure. This cure can be either Ryetalyn or rest. For good measure, a doctor should prescribe Ryetalyn AND send them to the recovery room for rest.
     - Fixed a crash in the seeds crate that would result in the crate only having berry seeds. A small typo.
     - Fixed some grammar.
     - Cloning people should now transfer their UI preferences onto the clones.
     - Portable Artificial Intelligences should now properly be able to use the messaging software. They generated some odd runtimes caused by normal PDAs not recognizing pAIs in the PDAs list.
     - Hopefully, I made equipping and dropping items a bit more responsive.
     - As a result of the fix above, the item duplication bug (two people pick an item up at the same time) should theoretically not happen anymore. When I mean theoretically, I mean I have no way of testing this for sure.
     - Cleaned up some of Deuryn's code in a previous revision.

Miscellaneous:
     - The Cold can now be cured if you're just laying down, although actually sleeping will greatly increase your odds of curing it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2016 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 04:56:32 +00:00
uhangi@gmail.com
96959636e1 Fixing a runtime error with the flash.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2014 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 04:21:37 +00:00
mport2004@gmail.com
c03b746cc1 Recoded flashbangs/empnades slightly.
AIs now have a 50% chance to actually get the sender correct if they intercept a PDA message.
Moved Paint and DNAInjectors into their own files
edit_player renamed to show_player_panel 
Cleaned up the grille code a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2007 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 21:57:09 +00:00
mport2004@gmail.com
6c54ced90d Recoded flashes a bit
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 06:23:13 +00:00
Daelith.Rhedynfre@gmail.com
b373917cba -The Offhand icon no longer appears on the ground when dropped (For whatever reason)
-Singularity beacon now costs 7 points instead of 3. This is due to the item being EXTREMELY powerful, being released every round, and still allowing players to pick up one or two other good items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1994 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-08 17:17:21 +00:00
mport2004@gmail.com
e98a7893fa The various assemblies should be working now.
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors. 
Changelog updated


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-05 07:42:24 +00:00
mport2004@gmail.com
dd645687de Choking will no longer cause almost instant knockout.
The item strip window will no longer steal focus and refresh every second.

PDA:
Security/Medical records now show rank
Detective gets his own cart that has sec/med/manifest

Pipes:
They will no longer radiate heat and have more or less been removed from the process list.
This should reduce lag from the atmos system quite a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1965 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-01 05:55:02 +00:00
vageyenaman@gmail.com
3436e481e5 Some bugfixes and tweaks. I mostly just made the intellicards and freeform modules give less research.
Fixed the protolathe breaking when you tried to build certain items.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1961 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 22:08:49 +00:00
Superxpdude@gmail.com
b7bc3fa7c3 Engineering Space Helmets and CE space helmets now have flashlights built in to them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1953 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-30 16:05:37 +00:00
uhangi@gmail.com
c50250ca48 -Gave syndicate balloons a "useless" tag on the uplink
-Shotgun crate removed
-Upped prices of some weapons crates
-Shotgun ammo can now fit in pockets
-Buffed beanbags/rubber bullets because they did literally nothing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1939 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 18:25:25 +00:00
uhangi@gmail.com
b67b83fd2b Syndicate balloons. That is all.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1938 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-27 00:38:33 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
firecage@hotmail.com
4cf5d86451 Laser Cannon added to R&D(still needs a good sprite). Two Security Combat Shotguns added to armory. R&D can now make Stun Shells for shotguns. Traitors gets two new items. Suffocation rounds and syndicate shoes.
If I missed anything, forgive me.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1911 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-23 22:32:00 +00:00
vageyenaman@gmail.com
7cb9429a85 Okay, so this is a pretty big change.
Guns: 
     The projectile code has been mostly reworked to provide better support for effects, dynamic damage, etc. This also makes adding new projectiles easier for other coders. This is a pretty big change! If you see any bugs, get on IRC and bug me about it before the change goes live on the server!


Miscellaneous:
     I fixed some bugs with Metroids hopefully. Turrets now don't identify people laying down as a threat. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1884 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-18 19:58:29 +00:00
firecage@hotmail.com
94d5be982c These updates has been committed for Petethegoat, Trubble_Bass and Derp__. Please yell at them and not be if anything is broken.
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Pete

Changelog:

Appendicitis!
It's a new disease which must be cured surgically- instructions are available on the wiki:
http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery

Tell Petethegoat either on the forums or on IRC if you find any problems.

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Trubble has fixed a bug with the hat crates. They can now be correctly opened.

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Derp has added the Medborg. YES!!!
Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes.

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Report any problems to them via Forums or IRC. Thankyou.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-16 20:47:46 +00:00
vageyenaman@gmail.com
01c8b11a97 Fixes and small modifications mostly. Nothing too important.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1852 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-14 22:55:39 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +00:00