Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.
Updated all maps.
I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.
Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit > /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box > /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit > /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit > /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit > /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit > /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket > /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps > /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox > /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit > /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed > /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit > /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox > /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes > /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit > /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox > /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit > /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit > /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs > /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag > /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel > /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag > /obj/item/weapon/storage/bag/trash
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
- Xenos suit and helm (completely obscuring, and almost indistinguishable from drones) (admin spawned only for now).
- Facehuggers now have different icon states for being thrown and after impregnation.
- New death, unconscious and sleeping icons for aliens.
- New icon (and projectile type) for neuroxotin.
- New infection overlay images for telling aliens about pregnant humans (3 icons, showing the progression of the infestation).
- New system for handling alien impregnation (alien embryos are an object inside the mob, instead of a disease).
- Players can be operated surgically to remove the alien embryos (targetting the chest: scalpel, surgical saw, hemostat, retractors. If the embryo is nearly fully developed, it might come out alive though.
- Corgis can now get impregnated.
- There is a short animated overlay of a chestburster when it comes time to burst chests.
- Alien larva now have three different icon sets, depending on their growth (25% they are bloody and pale, 25% - 75% they are pale, 75% onwards they are deep red).
Fixed up table smashing, and added rack smashing in the same way.
Added new north/south facing for the large alien queen.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5493 316c924e-a436-60f5-8080-3fe189b3f50e
If you fail the step, has small chance of activating implant.
Gives you a sound and ~15 ticks to run away like hell.
Changes I did to other parts to make this possible:
-Implants are now organ-based, not mob-based
-Part of implant working code is moved to appropriate activate() procs
Made slimes emote less often.
Found a better way to fix the runtimes I'd been getting, most cores delete on being used again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5474 316c924e-a436-60f5-8080-3fe189b3f50e
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.
The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.
To any coder wanting to add items to this:
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.
Parrots can now see which item they are holding onto in the stat panel.
The toy crossbow should once again work properly. Fixes Issue 1227.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
Added 13 core types with a mix of old and new reactions. Each slime has its own core type/reaction.
Added plasma sheets/a grinder to xenobio.
Added Phoal's slime people sprites.
Added simple animal pet slimes (one of the core types allows you to obtain them).
Updated the changelog
Still to come: slime types having their own temperature resists/special attacks.
This is all probably unbalanced as well but we'll see how it goes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5454 316c924e-a436-60f5-8080-3fe189b3f50e
Committing for S0ldi3rKr4s0 (I hate your name).
Fixes some typos in blueprints.dm, designs.dm, dna_mutations.dm, gift_wrappaper.dm and research.dm.
Gives minerborg some eyes to signify activity (finally)
Made pAI cards need only programming 2.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5452 316c924e-a436-60f5-8080-3fe189b3f50e
-Added some procs for getting IDs and getting access. Helps clean it up so we don't have "istype(A, IDCARD) OR istype(A, PDA)" everywhere.
-Made wallets equip able in the ID slot and be able to be used as an ID.
-Added a PACMAN generator in Engineering to jump start the Singularity if they run out of power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5450 316c924e-a436-60f5-8080-3fe189b3f50e
Added seedbags to hydroponic lockers and the nutri-vendor
They function similarly to plantbags, but obviously hold seeds. The interface for taking seeds out is identical to the smartfridge, however.
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm
Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e
Added Gas Scanner function to atmos and science carts
Added spare atmos PDA cart to CE office
Fixed engineering break room tile icons
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5407 316c924e-a436-60f5-8080-3fe189b3f50e
Updated those guns to work properly with the new inhands.
Removed a useless esword proc define.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5302 316c924e-a436-60f5-8080-3fe189b3f50e
* Makes grass auto-stack when harvested
* Allows seeds to be extracted from grass
* Allows the smart-fridge and plant bags to accept seeds.
* Lays the groundwork for a seeds-only version of the smart fridge, to eventually replace the existing seed vender (not yet hackable, though)
-Fixed window doors not opening when you click on them.
-Added a reset button for the job selection screen.
-Fixed a bug with the traitor panel which leaves ex-changelings with the evolution menu.
-I re-added the variables for the intercept report but commented them out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5276 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed #2005 (for sure!)
-Fixed the stacking of brightness. Now the most bright item turned ON will be the one where the user gets its luminosity of.
-Cleaned the code a bit. Now only one var controls the on/off switch of light, and another holds the value of brightness when on.
Added Xmas and Xmas Eve holiday-features:
>If ALLOW_HOLIDAYS is in config.txt, random (harmless) wrapped presents will be placed under all xmas trees on z-level 1. :3
>Ian will start wearing a santahat
Added content for the end of the Mayan Calander.
Fixed the spelling of -invisible- pens
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5226 316c924e-a436-60f5-8080-3fe189b3f50e
- Traitor grenades: 10 heavy range and 20 light range is now 4 heavy range and 10 light range
- Chem grenades: Chemists can no longer make EMP grenades as powerful as traitor grenades unless they use two large beakers. They used to be able to make EMP grenades as powerful as traitor grenades, or twice as powerful with two large beakers. Now they make slightly weaker versions unless two large beakers are used.
- Updated the list of uplink items to show that EMP grenade boxes hold 7 grenades since someone forgot to change it.
- EMP grenade boxes cost 4 crystals instead of 3.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5222 316c924e-a436-60f5-8080-3fe189b3f50e
- Reduced volume by 33%, since testing revealed they currently last nearly 10 minutes
- Made *everyone* spawn with emergency air tanks, as opposed to random jobs like lawyer etc.
-Adds weed control crates, orderable by cargo techs, for the purpose of kudzu control.
-You can now construct folders with cardboard sheets.
-Moves newspaper sprites out of weapons.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5206 316c924e-a436-60f5-8080-3fe189b3f50e
Moved some mob vars to carbon:
mob/var/handcuffed -> mob/living/carbon/var/handcuffed
mob/var/legcuffed -> mob/living/carbon/var/legcuffed
As a result, I've turned some procs into pure virtual procs and moved their code into carbon.dm.
mob/proc/restrained() -> mob/living/carbon/restrained()
mob/proc/can_use_hands() -> mob/living/carbon/can_use_hands()
The hand and legcuff portion of mob/proc/u_equip() was moved into mob/living/carbon/u_equip().
The handcuffed portion of mob/proc/show_inv() was moved into mob/living/carbon/show_inv().
Fixes issue 1114.
Made parrots immune to bear traps since parrots should be flying over them anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5184 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the focus from the high-res scanner to the regular scanner. It will simply scan the fingerprints and display them to the detective. For extra functionality, it'll store it's findings in a log and then you can print it out in a report by using attack_self().
-Detectives can now use the medical computer.
-Removed the pda forensic scanning functionality.
-Got rid of now useless high-res scanner computer. Got rid of the now useless fingerprint cards.
-Added a medical computer to the detective's office and replaced the useless medical cabinet with an empty one.
Other
-Got rid of diseases magically moving down a stage.
-Optimized playsound()
-Added an attack_self() to sprayers so that you can change the reagent use of them between 5 and 10.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5168 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1118. duplicating trashbags
Fixes issue 1117. evidence bag issues
Syndie shuttle can now travel to mining and the tcomms sat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5152 316c924e-a436-60f5-8080-3fe189b3f50e