Commit Graph

711 Commits

Author SHA1 Message Date
DeusDactyl 2c7c078ebe Grammar fixes
Finally fixes tons of capitalization errors and whatnot in clothing.
2012-06-17 20:58:42 -04:00
ericgfwong@hotmail.com 3e5723574a -Reduced amount of shocked grilles are r-walls in security
-Swapped Shower and Laundry rooms. Showers are now next to fitness, and laundry is near all the clothing lockers.
-reverted ZIS suits back to hardsuits after much deliberation in coderbus

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3847 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-17 05:52:04 +00:00
baloh.matevz 2091f8b014 - Reduced the max amount of damage high pressure does from 20 to 7.
- Added a flag called STOPSPRESSUREDMAGE. When this flag is applied to headlmets/hats it reduces the amount of pressure a mob feels by 40%, when applied to suits it reduces it by 80%. (The max it can reduce pressure is obviously 100%) These coefficients are defines in setup.dm called PRESSURE_SUIT_REDUCTION_COEFFICIENT and PRESSURE_HEAD_REDUCTION_COEFFICIENT and can be tweaked as needed.
- Added a calculate_affecting_pressure(var/pressure) proc to all mobs which takes in pressure and returns the adjusted pressure which takes into account the clothes they are wearing. Currently used for monkeys (where it just returns pressure, since monkeys can't wear protective clothes) and humans, where it takes into account the stuff on the human's head and suit storage. 
- Somewhat standardized human and monkey life file code.
- Added the pressure stuff to the changelog
- Removed a provocative entry from the changelog by carn.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3829 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 06:50:20 +00:00
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
d_h2005@yahoo.com a923a8f722 -Added Lezowski's overalls to hydroponic supply closets. 50% chance per closet for them to replace the apron.
-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
2012-06-14 00:35:21 +00:00
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
Erthilo 910940df43 TG: Added/prettied up alpha channels to several glasses, helmets, and masks
Revision: r3708
Author: 	 ericgfw...@hotmail.com
2012-06-03 18:02:15 +01:00
Erthilo bc803ed510 TG: -Added transparencies to goggles and medical/sec HUDs
-Split nun robe into two objects so the hood could be worn over hair
Revision: r3706
Author: 	 ericgfw...@hotmail.com
2012-06-03 17:49:48 +01:00
ericgfwong@hotmail.com fa9b96080e -Renamed hardsuits to ZIS suits. Modified mining ZIS sprites a bit.
-Fixed turret controls not working in AI upload and telecoms
-Made sunglasses less dorky-looking

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3733 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 09:44:50 +00:00
Erthilo 1ece0d492f TG: -Adjusted balaclavas and added luchador masks. They replace the boxing gloves in
the fitness room.
-Tweaked fake moustache. It shouldn't work as internals, but it disguises your
identity.
-Fixed a couple flags for the sake of logic.
-Updated changelog.
Revision: r3691
Author: 	 d_h2...@yahoo.com
2012-06-02 15:46:40 +01:00
Erthilo bb820f06ef TG: -Renamed RIG suits to hardsuits
-Slight remapping of atmos refilling station
-Fixed Atmos Distro Loop Monitoring computer (about time!)
-Restored security newscaster in Warden's office due to demand
Revision: r3689
Author: 	 ericgfw...@hotmail.com
2012-06-02 15:21:56 +01:00
Erthilo 45ee78bf44 Adds Flashkirby's ERT suits. Moved ERT's equipment to lockers so it's easier to edit in future. Edited medical ERT's loadout slightly. Added a megaphone that broadcasts a larger message than normal, gave on to each Head in their office. Changelog. 2012-06-01 22:49:01 +01:00
joeheinemeyer@gmail.com e0d605c2eb Readded detective work, with much bugfixing and optimizations.
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
2012-06-01 20:32:26 +00:00
ericgfwong@hotmail.com 88e0a12cd7 Added/prettied up alpha channels to several glasses, helmets, and masks
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3708 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 06:01:33 +00:00
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
Aryn 354d023a4b Optimized HUD images. 2012-05-30 01:37:52 -06:00
Mloc fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +01:00
Erthilo b409a84f2d Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
2012-05-29 15:00:11 +01:00
Albert Iordache 604f7c417d Merge branch 'master' of https://github.com/Aryn/Baystation12 into Aryn-master
Conflicts:
	icons/mob/screen1_Midnight.dmi
	icons/mob/screen1_Orange.dmi
2012-05-29 08:50:58 +03:00
Erthilo 112fb5433e TG: - Some runtime-prevention tweaks so that impatient coders don't just break
everything somewhere down the line.
Revision: r3665
Author: 	 baloh.matevz
2012-05-29 00:33:25 +01:00
Erthilo 9d1e9f8505 TG: (Renames and repaths engineering space suits, does not replace RIG suits)
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
2012-05-28 23:24:55 +01:00
Erthilo a7dd312b3e TG: - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern
whether an item can or can't be placed in a certain inventory slot. See setup.dm
for information on the flags. These flags only affect humans tho, as humans are
the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross
them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's
perspective.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00
Erthilo cdb1cb3a4f Fixes a typo, and changelog. 2012-05-28 20:50:45 +01:00
Erthilo 71b0c5d024 Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets. 2012-05-28 20:42:15 +01:00
ericgfwong@hotmail.com f1a3a3102a -Renamed RIG suits to hardsuits
-Slight remapping of atmos refilling station
-Fixed Atmos Distro Loop Monitoring computer (about time!)
-Restored security newscaster in Warden's office due to demand

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3689 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 19:26:36 +00:00
Aryn ae2bf3c17d Merge branch 'master' of git://github.com/Baystation12/Baystation12 2012-05-27 12:50:23 -06:00
Albert Iordache ac86921745 Minor optimizations of update_clothing, removal of the ONESIZEFITSALL flag 2012-05-27 14:21:33 +03:00
Aryn 6f00258376 I accidentally ALL THE THINGS! But yeah, ZAS is updated. 2012-05-26 02:01:26 -06:00
baloh.matevz@gmail.com c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
baloh.matevz@gmail.com cfa1d1ed1f - Some runtime-prevention tweaks so that impatient coders don't just break everything somewhere down the line.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3665 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:34:10 +00:00
petethegoat@gmail.com 4413e5456d 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3662 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:40:43 +00:00
baloh.matevz@gmail.com 18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
Erthilo df59274464 Better sprite for non-standard tank assemblies. New cool jacket from Flashkirby! 2012-05-25 02:06:05 +01:00
Erthilo 075e8730bc TG: RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly
for the sprites.
Revision: r3638
Author: 	 ericgfw...@hotmail.com
2012-05-23 17:47:25 +01:00
ericgfwong@hotmail.com 146475ebbd RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly for the sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-22 20:24:52 +00:00
Erthilo b7b33fc91a /obj/item/weapon/spacecash change to /obj/item/weapon/money
Can now split and stack money properly.

Fixes genetics/research access door and also money path changes.
2012-05-21 23:56:48 +01:00
Erthilo 262890f593 Fixes armored trenchcoat name. Now that's minor! 2012-05-21 23:53:05 +01:00
Erthilo 38c928ed85 TG: - Copied over the additional glasses from Bay 12. Includes a pair of large
sunglasses, hipster (prescription) glasses and 'jensenshades' security HUD.
Revision: r3618
Author: 	 baloh.matevz
2012-05-19 18:30:46 +01:00
baloh.matevz d8b1a4df83 - Copied over the additional glasses from Bay 12. Includes a pair of large sunglasses, hipster (prescription) glasses and 'jensenshades' security HUD.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3618 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-19 01:10:28 +00:00
Erthilo fb71890c18 TG: -Added WJohnston's scrubs to Medical Doctor lockers.
-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
2012-05-17 22:13:44 +01:00
ericgfwong@hotmail.com b54822362a -Added WJohnston's scrubs to Medical Doctor lockers.
-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

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3599 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-16 06:09:32 +00:00
Erthilo 8d0338ecad New sprites for bomb suit, in-hands for pulse rifles, advances energy guns, and laser guns. Customs for sicktrigger, lexusjjss, and roaper. Changes to the MOTD to match the server and remove the changelog link. 2012-05-14 23:09:00 +01:00
Erthilo 8c3659b1c7 TG: -Laser tag guns no longer give combat tech of 3.
-Cardborg Helmets and Cueball helmets no longer protect as well as sec helmets.
Reorganized the clothing/head.dm. PLEASE take note of the parent when making
child objects, people.
-Laser tag vests can now hold their matching laser tag guns.
-Harebells can now be harvested.
-Sprite for the new mini-extinguishers in the extinguisher closets. Needs
supporting code still.
-Added towel sprite to items.dmi.
Revision: r3582
Author: 	 d_h2...@yahoo.com
2012-05-13 00:56:53 +01:00
unknown 9efafd39bd Police tape overhaul
General purge of copypaste code

Framework for easier adding of new tape types
Now you only need two sprites of roll and sprites of tape length (H and V)
Define them in police_tape.dm

To show it off, engineering tape added, passable by engineers and atmos techs

Last but not least - ability to lift the tape, allowing passage for pretty much everything.
Done by those with access, attack by empty hand on help intent.
2012-05-12 22:16:23 +03:00
d_h2005@yahoo.com 7cc62d2e7e -Laser tag guns no longer give combat tech of 3.
-Cardborg Helmets and Cueball helmets no longer protect as well as sec helmets. Reorganized the clothing/head.dm. PLEASE take note of the parent when making child objects, people.
-Laser tag vests can now hold their matching laser tag guns.
-Harebells can now be harvested.
-Sprite for the new mini-extinguishers in the extinguisher closets. Needs supporting code still.
-Added towel sprite to items.dmi.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-12 00:36:32 +00:00
Erthilo a9a5e1ef3e TG: -Added fat jumpsuit sprites for orange, owl, pink, security, warden, and yellow
jumpsuits. Made the placeholder for suits that don't have a fat sprite a normal
grey jumpsuit instead of having the person naked with FAT SUIT written over
them.
-Tweaked the way the Somatoray works on trays. Hopefully this will make it more
useful and less buggy.
-Botanical leather gloves tweaked. Can now remove lights without getting you
burned, basically.
-Botanists given morgue access to better clone people via replicant pods.
Revision: r3557
Author: 	 d_h2...@yahoo.com
2012-05-10 01:58:28 +01:00
Erthilo d651a99fe9 TG: Committing a new map update for Ikarrus-
http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=8481&start=20#p106280
Committing for Sieve: (and WJohnston, I suppose~)
Added WJ's alien hunt sprites.
Fix for the misplaced update ID line in the PDA.dm
Slightly updated mining turfs

Also adding a define for Cheri's balaclava sprites, and a new type of cigarette
packet (not available in game, currently)
Revision: r3540
Author: 	 petethegoat
2012-05-09 23:38:08 +01:00
Erthilo 026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
Adds BS12 dismemberment.  Not all features of it are implemented yet, but it
should be equal to our previous system.
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed
like a good idea to do last night.  For some reason.
Adds an afterattack to mobs that can be used.  (In fairness, lots of shit in
attack_hand should be in there instead, like stungloves and stuff, to minimize
duplicated code)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00
Erthilo f2777aa65f TG: Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: 	 petethegoat
2012-05-06 18:26:41 +01:00