-Made computers use idle_power_usage and active_power_usage that it used from the MC.
I'm sure something is likely to break because I removed a lot of snowflake code. I tried to test all the computers with what I can but if you find something odd then please tell me.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5369 316c924e-a436-60f5-8080-3fe189b3f50e
If an object gets deleted, it won't be removed from the holodeck list of objects. So the stupid proc will try to do stuff with null. Bad proc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5368 316c924e-a436-60f5-8080-3fe189b3f50e
This doesn't mean the game can end early, it just means certain traitor objectives get a chance to process themselves before the round ended. For instance, the brig objective can now check periodically how long someone's been in the brig.
-You can only summon Nar-Sie on the station Z level. Added more text to explain this.
This commit has been approved by the people of coderbus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5355 316c924e-a436-60f5-8080-3fe189b3f50e
Re-added Old Note
A few more changes to the old assembly line to make it more convincingly derelict.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5352 316c924e-a436-60f5-8080-3fe189b3f50e
Added a few film canisters to art storage and the dorms.
Fixed a misplaced wall in R&D.
Added a new carpet icon_state, so the dorms don't have to look stupid.
Added a new option for key auth devices, it removes the maint access requirement from all doors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5345 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a solar pack crate to order.
-Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area.
-Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled.
-Increased the cap of crates to 30.
-Some performance tweaks.
-Some standardization.
-All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size.
-Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
-Added lights to singularity containment
-Engineering lockers now use Power Equipment access
-Expanded Tox Storage access to include the Tox lab, making it a separate access like Xenobiology
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5343 316c924e-a436-60f5-8080-3fe189b3f50e
I made the vents and scrubbers update the area scrubber/vent info themselves, meaning that an air alarm isn't required to initialize the area/vent info and to stop it from being null.
This will add more flexibility in the future.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5331 316c924e-a436-60f5-8080-3fe189b3f50e
Added blast doors over CE office
Added Atmos lockdown button to CE office
Moved Hypospray into CMO's locker
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5323 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed Issue 1163 with AIs not taking oxygen damage while ghosted/disconnected.
-Reverted my failed experimental exploit patch for AIs seeing through the camera-less fog.
-Removed some unneeded spawn()s from AI Life().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5322 316c924e-a436-60f5-8080-3fe189b3f50e