I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet.
TODO:
- Files that were left in code/game/objects that may conflict with carns work
- Go through all the files in all the subfolders of code/game/objects.
- Move all the defines from /defines/ to their proper spots
Not much right?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 765
-It is now possible to weld secure lockers shut
-Lockers now have a welded overlay (Expect in some cases, such as cabinets)
Thanks to Pete for the sprite
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed issue 767.
The fix for issue 767 was to standardise spray bottle code (to some extent). If any issues come up with spray bottles, pepper spray, or chem sprayers, report them to me.
Cyborgs now recharge their pacid and lube, as the size of their bottles was quartered.
Changed the flash item_state to "flashbang", as it looks exactly like a flash.
There's some more grammar and text clean up too, mostly with crates and closets.
Finally, fixed some pipes in virology, and changed the librarian's den so the bookcases are at the top.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4394 316c924e-a436-60f5-8080-3fe189b3f50e
Everything related to clothing should now be defined in modules/clothing. I'm almost certain there's clothing code hidden elsewhere but this should be the vast majority of it finished.
Everything is set up related to the object types themselves (meaning paths.)
So all hats will be in modules/clothing/head, all gloves will be in modules/clothing/gloves, ect...
I've removed 'modules/clothing/random.dm' and 'objects/items/clothing.dm' which both seemed to just be a place where people would put stuff they were too lazy to find a proper home for.
I've also moved files that had no, or very few blocks of code into more catagorized areas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4388 316c924e-a436-60f5-8080-3fe189b3f50e
The janitor spawns with a portalathe but doesn't have one in his wardrobe, so this adds that. If the librarian gets a barcode scanner in his, then the janitor's should include the portalathe.
The captain has taken a few lessons from the head of security! When joining, the captain will now start with matching gloves, a pair of jackboots, and the more sensible captain's cap. The old Napoleonic hat is still available in the captain's closet, and both the closets and wardrobes were updated to reflect this change.
The quartermaster started with brown shoes, but only had black ones available in his wardrobes. This change should make his starting equipment more consistent.
The head of personnel should no longer be so paranoid, and now spawns without wearing body armor or a helmet. Additionally, the body armor and helmet from the wardrobe closet and bag were removed. A gun, helmet, and body armor are still available in the secure locker for emergencies.
The breath mask inside the engineer box included with the ERT backpack looked terrible when worn with the ERT helmet, yet was required if any of the team were operating near a breach or anything. This change only returns the removed SWAT mask (which leaves the helmet sprite intact) to the response team's basic equipment.
Both the secure closet and the wardrobe bag have the medsci headset in it, and the chemist lab is conjoined with research, so why shouldn't the chemist start with that headset? This commit also moves the chemist to Medical on the roster because that's where the job shows up everywhere else.
The admin 'Spawn Xeno' verb will not longer state that an admin spawned a xeno when they cancel out of the operation. Fixes Issue 688.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4185 316c924e-a436-60f5-8080-3fe189b3f50e
- Split the items in the engivend vending machine into the engivend machine, which retained the circuitboards, belts and got power cells; and the YouTool vending machine, which has tools and gloves and such.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4157 316c924e-a436-60f5-8080-3fe189b3f50e
-A few minor improvements to my own sprites
-Map changes to the Kitchen so the chef is more visible to his patrons
-Arrivals airlocks are no longer airless when shuttles dock
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4094 316c924e-a436-60f5-8080-3fe189b3f50e
-Any instance where dept backpacks would spawn would have a 50% chance of spawning a dept satchel instead
-brown satchels have been replaced with grey ones, although the classic brown ones are still available in the luxury dorms
-Satchels have in-hands now, so you can't run around with backpacks full of bombs unnoticed anymore
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4079 316c924e-a436-60f5-8080-3fe189b3f50e
Nodrak:
- Bags of Holding can no longer be brought to the clown planet
- Made a quick new sprite for broken telescreens
- Removed the clusterbang from the HoS safe. It is currently bugged and not in presentable condition, however, someone is working on it.
- Added a machine check to shift+click. Partial fixes issue 534 (see Zek's stuff for more.) I'm not really sure of a better way to fix this that wouldn't involve a whole pile of coding...
- Cigarettes now evenly distribute chemicals injected into a pack of cigarettes. Partial fix for issue 548 (see Zek's stuff for more.)
Commit for Zekkeit/39kk9t
- The gibber now provides attack logs of who the mob gibbed, or who the mob was gibbed by. How can you tell who a mob was gibbed by when the mob gets destroyed? Well read the next enhancement!
- Attack logs now transfer to the ghost of the mob who dies
- You can no longer survive cold by cooling yourself down before jumping into space. Fixes issue 206.
- Ghost() is now a client proc, not a mob proc. Fixes issue 442
- Fix for issue 493.
- Added a range check to shift+click. Fixes issue 534.
- Cigarette packs are now limited to (15*number of cigarettes) units of reagents. Fixes Issue 548.
- Added organ inaccuracy to guns. This means, for example, that you wont hit the mob's chest with 100% accuracy. You may end up hitting the mob's arm, or head instead. Accuracy is directly related to distance.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4022 316c924e-a436-60f5-8080-3fe189b3f50e
-Merged cargo maintenance /area/ into mining dock (It was so small and pointless)
-A few aesthetic changes to the map
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3972 316c924e-a436-60f5-8080-3fe189b3f50e
-Added medicine closet to genetics. It contains syringes and a couple of antitoxin bottles
-Removed air scrubber not connected to anything in medbay
-Removed duplicate window in the incinerator
-Added better descs for camera monitors
-Merged Surgery and Sleeper room /area/s
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3943 316c924e-a436-60f5-8080-3fe189b3f50e
* Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
* Blood is now actually lost from the person being dragged.
* Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
* Added an autoinjector that can only hold five units, but acts like a hypospray.
* Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
* Health Scanners now show unsplinted fractures ONLY in arms or legs.
* People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
* The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.
* Fixed CPR being performed at weird health levels.
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed some tags from things that made no sense to have them. Waistcoats and aprons don't cover your arms, guys.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3815 316c924e-a436-60f5-8080-3fe189b3f50e
* Added lightfixture creating by Xerux!
To those who update changelog, don't put stupid shit in it, make it actually proper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a medical belt and a flash to the CMO's locker. CMOs don't have to be
completely defenceless if they want to use their hypo for medicine
Revision: r3736
Author: ericgfw...@hotmail.com
--Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars
--Doors have been moved around to match the new areas.
--Several windows facing into station areas have been removed.
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from the lockers)
-Added paperwork objects to detective's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3752 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a medical belt and a flash to the CMO's locker. CMOs don't have to be completely defenceless if they want to use their hypo for medicine
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3736 316c924e-a436-60f5-8080-3fe189b3f50e
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets
* Modified the cloning computer's UI slightly, makes more sense, added a little
delay when scanning to improve user feedback when trying to clone several
braindead bodies.
Revision: r3712
Author: daniel.cf.hultgren
Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets
* Modified the cloning computer's UI slightly, makes more sense, added a little delay when scanning to improve user feedback when trying to clone several braindead bodies.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3712 316c924e-a436-60f5-8080-3fe189b3f50e
chemist and CMO PDAs
-Making Heads slightly more headlier. Head offices given more desk space and
given spare PDA carts for their department. PDA Carts are also removed from
equipment lockers.
Revision: r3677
Author: ericgfw...@hotmail.com
Replaced engineering rig suits with sexy new environment suits, sprites courtesy
of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.
Added a obj/structure ex_act(), blob_act(), and meteorhit().
Made gasmasks block visibility of glasses and ears.
Fixed being able to wear plasma tanks on your back.
Fixed the gas mixer sprite not lining up with horizontal pipes correctly.
Removed a bunch of pointless text()s from a few files. I was going to get rid of
all of them, but I gave up after a while. Most of the diffs are this.
Revision: r3662
Author: petethegoat
-Making Heads slightly more headlier. Head offices given more desk space and given spare PDA carts for their department. PDA Carts are also removed from equipment lockers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3677 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed Erro's backpack derp- backpacks are wearable once again.
Added a obj/structure ex_act(), blob_act(), and meteorhit().
Made gasmasks block visibility of glasses and ears.
Fixed being able to wear plasma tanks on your back.
Fixed the gas mixer sprite not lining up with horizontal pipes correctly.
Removed a bunch of pointless text()s from a few files. I was going to get rid of all of them, but I gave up after a while. Most of the diffs are this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3662 316c924e-a436-60f5-8080-3fe189b3f50e
on your person (so not in a backpack), the message will be displayed to you in
the text box along with the name and rank of the sender. A reply button will be
next to this to make replying easier. The PDA beep will still appear and the PDA
must not be in silent mode for this to work.
Screenshot:
http://www.kamletos.si/PDA%20communication%203.PNG
Added this to the changelog.
Revision: r3628
Author: baloh.matevz
-Added confirmation prompt when calling the shuttle as an AI
-Glass airlocks no longer super-silent
Revision: r3629
Author: ericgfw...@hotmail.com
- Wallets now fit in pockets
- If you are clicking on a storage item in your pocket with an empty hand it
will return that item to your hand
Revision: r3610
Author: baloh.matevz
-New glass airlocks for science and supply departments
-Added more department-specific door sprites to map
Revision: r3605
Author: ericgfw...@hotmail.com
- Wallets now fit in pockets
- If you are clicking on a storage item in your pocket with an empty hand it will return that item to your hand
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3610 316c924e-a436-60f5-8080-3fe189b3f50e
-New glass airlocks for science and supply departments
-Added more department-specific door sprites to map
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3605 316c924e-a436-60f5-8080-3fe189b3f50e
-Added two new syndicate bundles
-Reduced cost of thermals to 3 telecrystals (formerly 4)
-Singularity Beacons are now spawned from a smaller, portable device.
-CMO and QM jumpsuits made more unique.
-Updated Cargo Tech jumpsuit and sprite
-Edited Warden's jumpsuit striping to match his jacket
-Added WJohnston's CMO bio hood
-Bug fixes for Nodrak's Random button (Still not actually in. - Erthilo)
-Fixed misaligned downed sprites for HoS's coat and medical scrubs
-Reduced number of scrubs in medical lockers, randomized their colours
Revision: r3599 & r3601
Author: ericgfw...@hotmail.com