Commit Graph

1969 Commits

Author SHA1 Message Date
johnsonmt88@gmail.com
bb901f7583 Mob define cleanup: Part 2
Moved the simple_animal folder into /mob/living.
- Thanks to tortoiseSVN issues, I will have to remove the old simple_animal folder in a second commit.

Moved to living:
- maxHealth
- health
- control_object
- incorporeal_move

Moved to carbon:
- silent
- alien_egg_flag

Moved to human: (human_defines.dm)
- All vars that used to be defined in human.dm
- underwear
- backbag
- miming

Deleted from mob:
- r_epil	//Old var, not used anymore
- r_ch_cou	//Old var, not used anymore
- r_Tourette	//Old var, not used anymore
- spellvoice() 	//Old proc, not used anymore
- get_damage()	//Unused, we have getHealth() that does the same thing

Removed some unticked files that have already been replaced.

This also fixes cyborgs being 'knocked unconscious' by rolling pins and secure breifcases
- Additionally; to knock someone out with a rolling pin you must now be targeting the victims head.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3976 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-03 17:14:49 +00:00
quartz235@gmail.com
ecd057f10d Fixes Issue 502
- Absorbing someone with the same real_name as a prior victim now properly adds to your genome count for end-round report
 - Done via new changeling datum var (ugh) called absorbcount that is just a number that increases on any successful absorb (also increases properly in the event of absorbing another changeling,) couldn't see a better way about this without overhauling the entire changeling datum layout, objective checks, etc.

Removed direct narrate (not global) rank check, since everyone gets subtlemessage and the like it didn't make sense to restrict this

Readded timestamps on fingerprints_hidden which I guess were removed during a revert?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3968 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-02 11:09:02 +00:00
kortgstation@gmail.com
5c471a68f5 The cult blade now stuns/damages non-cultists who pick it up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3967 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-02 07:15:47 +00:00
sieve32@gmail.com
3dc8dd8c30 Quick fix for Issue 578, now the conversion code for cult and rev actually checks the implants instead of job (Some jobs are still excluded for whatever reason).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3948 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 17:15:06 +00:00
elly1989@rocketmail.com
feeb0fa395 Runtime fix for resisting out of spacevines. Cleaned it up a bit so escaping being tangled up in vines is a little more intuitive.
You'll either need something to cut them to remove them, or simply 'hit' them to unbuckle somebody tangled up. You can resist to untangle yourself.

Reduced the frequency at which they tangle people by 75%, because it was just frustratingly frequent.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3946 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 14:14:28 +00:00
Erthilo
ae63e9ec9f Mind Transfer now requires wizard garb. 2012-06-28 19:56:20 +01:00
johnsonmt88@gmail.com
80b15df54b ** Mob Define Cleanup: Part 1 **
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon. 

By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.

Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.

One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.

-----------------------

Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)

*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!

-----------------------

Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss

Mob procs moved to carbon:
getDNA()
setDNA()

-----------------------

Mob verbs moved to carbon:
- Sleep
- Lay down / Get up

-----------------------

The : operator...

The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere. 


*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***


Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.

With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.

I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.

Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925 
- Carn's life() standardizations in r3933

Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 17:06:19 +00:00
kortgstation@gmail.com
9d5acd9c52 Added Sly's Katana.
The cult tome/desk now gives off light.

The librarians back room is decorated with cult floors to go with the "forbidden knowledge" theme.

Removed the extra paper from the holo-deck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3923 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-27 02:46:10 +00:00
baloh.matevz
3a9cb11f68 - Added feedback logging for changeling power use.
- Changeling parasting now only affects muscles. It weakens you, but does not silence you. Added this to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3922 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-26 06:48:31 +00:00
mport2004@gmail.com
88c867ea25 Fixed a supply shuttle runtime due to the stamping missing a null check.
Added a null check to cleanbots and new player preferences.
Did a bit of blob and antimatter work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3919 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-26 01:20:19 +00:00
mport2004@gmail.com
d085d77706 Fixed an issue where the blob core/nodes were eating themselves.
Readded the flashbang box desc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3914 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-25 00:27:35 +00:00
baloh.matevz
ae23c7387b - feedback server ip now also logs the port
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3912 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 11:05:08 +00:00
Erthilo
3882ac24e7 Fixes Syndicate's not spawning with explosive implants properly. 2012-06-24 01:06:11 +01:00
mport2004@gmail.com
69753b0190 Worked on blob mode a bit
Readded the AM stuff to the dme
Added another explosion edit from Willox


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3903 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 00:03:31 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
mport2004@gmail.com
a1cef5a079 Added a default to the uplink welcome and uses in game_mode
The Pumpkin head object once again emits light.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3898 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:03:15 +00:00
mport2004@gmail.com
c86c8e1505 Finished moving the clothes in defines over to modules.
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
2012-06-23 19:25:01 +00:00
Erthilo
523a7618d4 TG: Clarified how spending points work in the changeling evolution menu.
Revision: r3768
Author: 	 ericgfw...@hotmail.com
2012-06-23 15:51:41 +01:00
daniel.cf.hultgren@gmail.com
0b41114584 * Fixed antag randomizing
* Reworked job randomizing
* Added some user feedback to recharger
* Added a new preference setting in job preferences. This setting will make you get a random job if your picked occupations were already filled. This defaults to on to make less graypride.
* Updated changelog

I have tested the new job randomizing with friends and it works good, not sure about large scale however. Feel free to revert this change if it fucks up everything. (and notify me of problems)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3893 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 13:07:50 +00:00
SkyMarshal
668f81c329 Some tweaks and fixes for UL and any while loops I find, as well as removing generally bad procs. 2012-06-22 12:50:45 -07:00
SkyMarshal
9418a1c8a6 Traitor objective system update. 2012-06-21 17:51:06 -07:00
sieve32@gmail.com
2d7c62e605 -Change to mech drills, the regular ones mine sand just as they mine the asteroid walls (Meaning they mine a 1x3 area and stick it in an orebox)
-Asteroid floors cannot be burned into metal tiles anymore
-Added some better comments in the turf.dm as well
-Fixed Issue 329, so Triumvirate works again

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3886 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-21 22:54:18 +00:00
SkyMarshal
5ea83f0abe Air alarm fixes, final part. Added in area atmos lockdown, proper overrides from the atmos control computer, cycling airlocks, and minor airflow/ZAS tweaks. 2012-06-21 02:06:05 -07:00
johnsonmt88@gmail.com
03d9fbee7a Clowns now lose their "clumsy" status when chosen to be a changeling, cultist or head revolutionary. Fixes issue 582
Fix for stacks not stacking anymore.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3879 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 18:26:32 +00:00
johnsonmt88@gmail.com
c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00
petethegoat@gmail.com
117e4b643e gg byond, gg
fixed some more stuff from the dmi cull

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3877 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 16:08:13 +00:00
SkyMarshal
ef3e93652c Fixes for Antiqua compilation and runtimes. 2012-06-19 21:37:41 -07:00
trubblebass@gmail.com
616336f17a - Couple of minor changes to the Wizard's den.
- Removed Veil-Render from the possible Wizard artifacts.
It's still available for adminspawn with the path /obj/item/weapon/veilrender
If any of you should want it for shenanigans.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3872 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-19 19:56:06 +00:00
baloh.matevz
9cda710f6e - Added a confirmation message to the takeover verb in malfunction mode which warns the malf AI that the station will get alerted if he continues.
- When an AI initiates the takeover, the delta alert level is enacted.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3836 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 23:17:34 +00:00
baloh.matevz
3cf25d8137 - Changed changeling objective: They now have to absorb 2 or 3 people, but always get one assassinate and one steal objective. The fourth objective is either an escape alive objective (80% chance) or a survive objective (20% chance)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3831 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 13:03:31 +00:00
cib
8e17e28dd4 Mode setup no longer forces people into antagonist.
Instead of trying to get the necessary antags no matter what, mode setup
will now treat a lack of volunary antags just like a lack of total
players
and
abort the mode.
2012-06-15 12:32:20 +02:00
kortgstation@gmail.com
30cb4ae5c3 Added Ausops new cult robes, hood, armour, shoes. These now spawn from the armour talisman.
Moved the red magus robes to be a wizrobe variant, put the red robes on the wizard shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3823 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 00:01:15 +00:00
SkyMarshal
d4393c482d Removed a duplicate proc. Pimped out the Blueprints. 2012-06-13 17:05:43 -07:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
b6a6b8614d - Added Cheri's lizard and monkey pelt sprites for tanning
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 23:13:37 +00:00
Erthilo
36877fcacd Blob code cleanup. 2012-06-09 15:24:47 +01:00
Erthilo
fe59af1a14 Gah, didn't save these. 2012-06-09 01:53:54 +01:00
Erthilo
13d5ed0fff Randomises blob weakness/strengths. Hitting the blob with a something it's weak too will do MASSIVE DAMAGE. Hitting it with something it's resistant too will either do very little, or heal it. 2012-06-09 01:39:21 +01:00
ericgfwong@hotmail.com
64b401f2c9 Clarified how spending points work in the changeling evolution menu.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3768 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 17:54:19 +00:00
SkyMarshal
a1a2302199 ZAS fixes, adds Atmos Lockdown which replaces all door accesses with engineering OR atmos access. (And a shitty temporary icon) 2012-06-07 20:50:42 -07:00
Erthilo
e2461de008 Fixes meteors never appearing. The problem was the edge transition code deleting them before they could move. So, no meteors. 2012-06-08 00:28:57 +01:00
Erthilo
086a8fef37 Anti-meta update. Renames and re-icons a bunch of syndicate items to reduce meta from names and examine messages. 2012-06-07 19:54:37 +01:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
johnsonmt88@gmail.com
fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
Erthilo
c3c5304397 Various fixes for bans and mutations. 2012-06-03 03:40:26 +01:00
Erthilo
36effbacc2 TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief:

- I added in the foundations for traitor factions. See factions.dm for all the
different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list.
Mutation enumerated-identifiers are added into this list. For instance, TK = 1,
COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise
operations could not actually be used after a certain size (because BYOND is
stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under
implantnanoaug.dm for a list of implants and implaners. As mentioned previously,
they are completely functional but may be slightly OP. Among these nanoaugs are
Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer,
Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't
go into detail as to what they do, but hopefully they should be self-
explanitory. If not, check out their descriptions in the file previously
mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg
file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side
sprites because of a technical little issue. I'll change it back to the original
soon). It can be retracted and expanded. Probably only going to be given to
traitors.

- A couple of minor bugfixes here and there, along with some code tidying.

Hope this isn't too large a commit. I intended it to be MUCH larger, but I've
decided to split up my Traitor Factions expansion into smaller commits.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00
SkyMarshal
cb432489cb Merge pull request #1206 from Erthilo/TGUpdates
TG Update r3659 to r3681
2012-05-31 20:00:50 -07:00
SkyMarshal
b70673e0c8 Some comments, tweaks, and improvements to detective work, evidence bags, and packages. Removed a worthless proc, and moved a few proc definitions into better places. 2012-05-31 15:48:52 -07:00
Erthilo
8e72965077 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/implants/implant.dm
	code/game/objects/radio/headset.dm
	code/game/objects/radio/radio.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/holder.dm
	code/modules/clothing/glasses.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/paperwork/paper.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/protolathe.dm
	icons/mob/suit.dmi
2012-05-31 15:09:35 +01:00
SkyMarshal
770e09ce5d Merge pull request #1191 from Mloc/varfix
Huge commit!  Standardizes var definitions in most places.
2012-05-30 11:07:27 -07:00