-Added missing door to chemistry
-Added missing welding goggles to R&D
-Fixed piping error that caused toxins mixing to bug out
-Added more biohazard shutters to Science
-Reversed direction of toxins mixing pipes
-Re-enabled reagent scanner function in toxins PDAs
-Added missing disposal pipe under Mining Dock door
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5308 316c924e-a436-60f5-8080-3fe189b3f50e
Completely remapped Research Division, Robotics, Medbay, and the Library.
Partially remapped Cargo Bay, Mining Dock, Engineering, and Atmospherics.
APC access renamed to Power Equipment. Assigned to SMES room door and PA shutter controls.
Delivery Office access renamed to Cargo Office and given to miners.
CE loses robotics access.
Roboticists and geneticists get Science corridor access
HoS and HoP get construction access (Engineering/Atmos lobby) and cargo office access (cargo lobby)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5304 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
Portable generators properly drop their fuel when deconstructed
Portable generators need their cover open to be destructed now
Fixed a runtime error when building a portable generator with a 2s wire
Nerfed the janicart ricochet chance a bit.
Removed the coolness check from the det revolver.
Removed the det revolver from the map, and made it spawn in his locker.
You can now modify the det revolver to fire .357 with a screwdriver.
Fixed the det revolver having one round too many. S&W Model 10 only has six shots.
Updated some guncode, mostly just adding proper text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5297 316c924e-a436-60f5-8080-3fe189b3f50e
- Proc to count how many active players with a given role(also counts
cyborgs with department module)
- Rewrote event main proc to select event based on whether and how many
active players who can fix it. This will also lead to more events
happening with many people in a department.
False walls now have a variable that flips on when it's opening or closing. This should prevent the closing door code to execute after trying to open the door (or visa versa) due to the sleep()s used in there.
I've also re-organized teh false_walls.dm file a bit. False r-walls really need to be changed into a subtype of false walls at some point.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5289 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a runtime caused by someone holding an input window open with the RD Core Computer.
Fixed a runtime caused by an area being null... I have no idea how this is even possible. Tracking the source of the problem will take ages.
Added a check for range and source in hear(). Again.. I'm not sure how this ever even fails. This may also fix a runtime in say() code where it's trying to compare a list of objects to the character "0".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5282 316c924e-a436-60f5-8080-3fe189b3f50e
-You can now emag door control buttons to remove access from them.
-Removed out of place shutters in the RnD's chemistry desk.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5279 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
-Added reagent scanning to the detective's scanner. Can be used for scanning dead bodies for leftover poison or scanning drinks to see if they were spiked.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5275 316c924e-a436-60f5-8080-3fe189b3f50e
-Forgot to add the staff of animation to the list of available spells. Fixes a runtime.
-Gave the clown the under-used water flower which squirts a unit of water.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5261 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the singularity code a bit. Checking for the last movement had some problems, I changed it around. It fixed Issue 1121.
-In addition of this, the singularity will now move diagonally. It doesn't get stuck in the corners of the field now.
-Mimics which are structures, have density and anchored will be able to knockdown people and be twice as strong.
-Doubled the amount of times the staff of animation can fire before needing to recharge, since it had to shoot way more than the staff of change to be effective.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5256 316c924e-a436-60f5-8080-3fe189b3f50e
>added icon_states to ausflora.dmi
>added a tree to pinetrees.dmi
>centcom came by and decorated the trees in the bar and chapel
Centcom Report
Have a merry griffmas and a happy new round.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5255 316c924e-a436-60f5-8080-3fe189b3f50e