Commit Graph

5039 Commits

Author SHA1 Message Date
baloh.matevz 02474a04e0 - Forgot to remove some world << "" debug outputs. Removed them now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3801 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:48:40 +00:00
johnsonmt88@gmail.com 3ae7acf8f2 Committed for Sieve:
Fixed an error in door_assembly.dm regarding glass doors not getting sprites.

Cleaned up astroid floor code.
-Bombing astroid floors (sand) will now 'dig' up sand.

TK users no longer get shocked while bashing grilles using TK.
- Range check on grille shocking. Fixes Issue 419.

Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471.

Bombs now affect people inside lockers. Fixes issue 208.
- Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection.

Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:45:38 +00:00
baloh.matevz 0f457ae7fc - Added the leather sprites by Cheri.
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).

Added the window thing and resist thing to the changelog. Leather still not available ingame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:36:08 +00:00
caelaislinn bcf1b8a0b9 ghosts can understand tajaran
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-11 15:41:13 +10:00
johnsonmt88@gmail.com 6db801b2f1 Renamed 'Secruity Barriers" to "Security Barriers"
Fixed plastic flaps not letting small creatures pass (An if-statement was partly backwards)

Re-added the teleporter circut board to secure tech storage.
- I think someone accidentally replaced it with a duplicate cyboard upload at some point.

Lowered the chance for Perriot's Throat to HONK words.
- Max chance before was 4*20% chance now it's 4*12%

Perriot's throat will no longer HONK words when you're dead so that deadchat is spared.

Portable flashers no longer ignore certain eye protection. Fixes issue 535.
- They now use the mob's eyecheck() proc instead of using its own out-of-date proc

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3788 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 01:04:11 +00:00
baloh.matevz da06918446 - Removed the "Traitor (XY) has died." admin message. This was important in days of yore when there was only one traitor, so the traitor dying meant no more antagonists, but it is now just metagame information which unwillingly reveals the game mode to admins without actually providing any useful information.
- Fixed a problem where the adminhelp parser would give a "adminname attempted to override the admin panel!" when clicking the links in (?)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3785 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-10 15:41:15 +00:00
baloh.matevz 10b29f5265 - The adminhelp sound is now a character setup option for admins of any rank.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3784 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-10 11:02:34 +00:00
SkyMarshal 1dea20c30e Merge pull request #1269 from Erthilo/TGUpdates
TG Updates r3721 to r3745 Redo
2012-06-09 17:50:05 -07:00
Mloc 8f7bec62d5 Possible fix for metroids lagging up the server.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-06-09 23:11:31 +01:00
baloh.matevz 2781da8d5b - Added basic heavy-duty cables, they cannot be destroyed with wirecutters, unfortunately they currently cannot be created either. Not present anywhere on the map yet.
- Fixed a bug with masks, which did not follow the equipment rules of the SLOT_MASK flag.
- Fixed a problem where monkeys could not equip a backpack.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3774 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 13:57:10 +00:00
Albert Iordache 0a51b427bb Fixed a compiling error. 2012-06-09 12:14:18 +03:00
Albert Iordache e93d777229 Added a debugging check for observer mobs 2012-06-09 12:04:07 +03:00
baloh.matevz e47f25ee09 - Ported cable restraints from Bay12. You make them by using a verb on cable coils. Takes 15 lengths to make, applied the same way as handcuffs, they have the same effects as handcuffs, but only take 30s to remove if you resist. They can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog

So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.

Screenshots: 
http://www.kamletos.si/wire%20colors.png
http://www.kamletos.si/cuff%20restraints.png


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 07:29:12 +00:00
Erthilo 54ec9bdd84 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-06-08 20:19:27 +01:00
rockdtben@gmail.com 1ee075e35c Fixed some lag caused by improper usage of loops. Enjoy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3764 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 14:32:32 +00:00
SkyMarshal f17525173c Plasma and welder fuel no longer create stupid amounts of plasma in the air. 2012-06-08 04:09:49 -07:00
baloh.matevz a14a9aac27 - Department radio keys are now a global list and no longer a list that gets created every single time 'say :X' is used
- You can no longer whisper when stung by a changeling or had another thing make your 'silent' var get set.
- Added a single empty toolbelt to robotics, added a wrench and screwdriver to toxins.
- Power cells now always spawn full. The double use of the 'charge' variable was not good, as when creating the map it had a value of 0 - 100 to represent the percentage of the cell's power, while it was used as a numeric representation of the amper-hours that were still left in the cell. The problem this caused was that cells created mid-round (cells which spawned in closets or were spawned by admins) always started empty. They all start fully charged now. Additional obj/item/weapon/cell/X/empty types were added if we want empty cells.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3763 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 07:45:16 +00:00
Erthilo d7692a9d45 Searifs and Botanists custom items. 2012-06-07 22:50:40 +01:00
Erthilo d2078fafb0 Lag fix for update_face and the bald helmet bug. Should reduce the number of time update_face is called. 2012-06-07 22:14:50 +01:00
Erthilo 0890d48439 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	maps/tgstation.2.0.8.dmm
2012-06-07 19:58:21 +01:00
SkyMarshal 8e2112709b Merge pull request #1252 from Erthilo/master
Tajaran/Soghun balancing. Adds Searif to Skrell whitelist (He is the creator after all).
2012-06-06 20:53:47 -07:00
vageyenaman@gmail.com f9ee2320fa Not a whole lot going on in this commit, just more work on preparation for the traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.

!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.

Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.

I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.

Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 02:31:09 +00:00
Erthilo eb7ae97624 TG: 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.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00
Erthilo 2e8f1932a8 TG: - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object
Revision: r3739
Author: 	 baloh.matevz
2012-06-07 02:41:38 +01:00
Erthilo 3fb579d188 TG: - Added an 'equip' button to the old hud (just this one for now) which equips
the item in your hand to the appropriate slot.
Revision: r3737
Author: 	 baloh.matevz
2012-06-07 02:09:44 +01:00
Erthilo e756c1b2f8 TG: Added Giacomand's UI tweak to Job Selection:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8879
Revision: r3726
Author: 	 ericgfw...@hotmail.com

ALSO FIXES Library starting with empty sprites.
2012-06-07 00:19:39 +01:00
Erthilo f5475afcc2 TG: - You can now light your cigarette with an energy sword :)
- Fixed the problem where suits appeared on the UI even with the inventory
closed. The call to other_update() in update_clothing() must be done after all
the icon slots get updated.
Revision: r3725
Author: 	 baloh.matevz
2012-06-06 23:56:43 +01:00
Erthilo c3fc297146 Fixes hair not coming back after using a BLOCKHIAR mask/helmet. 2012-06-06 22:50:25 +01:00
Erthilo 6ce8634883 TG: Fix for getFlatIcon runtimes. I think when I changed DamageIcons from a list to
a single image, I may have caused it. Basically, null was getting put in the
overlays var at round start.

Fix for  view-vars refreshing.
Revision: r3721
Author: 	 elly1...@rocketmail.com
2012-06-06 22:14:54 +01:00
Erthilo 36708dcfa9 Adds examine text for Soghun/Skrell. 2012-06-06 22:04:30 +01:00
Erthilo 18814e23c1 Tajaran/Soghun balancing. Adds Searif to Skrell whitelist (He is the creator after all).
* Reordered alien whitelist. I mean, someone was on there twice!

* Tajarans get hungry 1.25 times as fast.
* Tajarans move slightly faster when cold.
* Tajrans heat up quicker, but cool slower.

* Soghuns get hungry 0.5 times as fast.
* Soghuns move slightly slower when cold.
* Soghuns heat up slower.
2012-06-06 21:22:28 +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
SkyMarshal 73e8328da1 A sanity check and some improvements (again) to the optimization on explosions. 2012-06-06 11:13:17 -07:00
johnsonmt88@gmail.com 834fe68277 One more quick commit for Sieve:
- Swap hands hotkey (page up) now cycles through borg modules.

Added this to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3748 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 05:44:33 +00:00
johnsonmt88@gmail.com db9f4f33a3 Added checks for the player being dead, stunned, unconcious ect... to:
- Timers
- Remote Signallers (Fixes issue 325)
- Proximity Sensors
- Infared Sensors (Man.. these really need to be fixed.. or just re-done entierly)

Cargo shuttle:
- People in the area of the cargo shuttle get gibbed when the shuttle shows up. (Fixes issue 508)
- Renamed 'Dock' to 'Away' because Station -> Dock is confusing...

Committing for Sieve:
- The toggle throw hotkey (end) now works with TK (Fixes issue 523)
- Borg diamond drills now properly dig sand (I still don't understand why they don't just have a shovel...)

Updated changelog to reflect some of these changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3747 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 05:22:17 +00:00
Erthilo 0808c2726b Skrell Updates, adds the Skrell race (as per @Searif's idea), also fixes and features for alien species...
* Adds Skrell, they have their own language which is used by typing :k
* Adds soghun language that can be used by typing :o
* Skintone of all species can now be changed.
* Eye colour of all species, except Skrell, can now be changed.
* The preview picture in setup should now be fully accurate for non-human species (excluding Tajaran ears)
* Various fixes for talking, such as talking as your real name while unknown.
* Fixes pAI's universal translator not being universal.
* Added admin update mob sprite command, which should solve any buggy transformations.
* Fixes and slightly nerfs claw attacks.
* Cosmetic fixes for alien species
2012-06-06 06:06:22 +01:00
Erthilo 8abdf8e74e Fixes some examine and shake messages. 2012-06-06 06:01:40 +01:00
baloh.matevz c6f8a3813f - Resist button on the UI now works properly...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3746 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-05 21:04:30 +00:00
Erthilo d34c64b030 Readded Left and Right indicators to zone select. Fixes Admisn and Ninjas not being invisible. Moves some changelog bits to archived changelog, and updated credits list. 2012-06-05 04:10:05 +01:00
Erthilo e5250972a9 TG: 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.
Revision: r3713
Author: 	 joeheinemeyer
2012-06-05 01:29:35 +01:00
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
SkyMarshal bdccba448b Merge pull request #1235 from Erthilo/TGUpdates
TG Updates r3695 to r3712
2012-06-04 15:37:22 -07:00
SkyMarshal bfa48835f9 Fixed and cleaned up ZAS. Added some better sanity to explosion locations.
ZAS procs are now more standardized, needs more comments though.
Connections between zones now self-manage themselves, adjusting things if/when the turfs they are on change zones. (The check for this is very efficient and fast, but a bit hard to read codewise)
Zone share percent set to 4.  Seems to work well.
2012-06-04 14:56:28 -07:00
baloh.matevz 2233548788 - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3739 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 21:49:28 +00:00
baloh.matevz 792eb10db4 - Cyborgs can now use the 'me' verb
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3738 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 20:21:29 +00:00
baloh.matevz 358512aeff - Clicking the intent button now cycles through intents
- Removed the mouseover thing for intent switching
- Added an 'equip' button to the old hud (just this one for now) which equips the item in your hand to the appropriate slot.
- Prevented the intent switching hotkey from spamming your chat when you use it.
- Mousing over the intent button now switches it's icon to the four 16x16 intent icons, arranged in a 2x2 grid. Clicking anywhere on the icon will still cycle through the intents, it won't auto-select the intent you clicked on. The icon-swap thing exists only to better illustrate how many times you need to click to get to the intent you wish to get to.

Hopefully the new intent switching method works better.

Screenshot of UI:
http://www.kamletos.si/ui%20tweak%205.PNG

Intent changing gif:
http://www.kamletos.si/intent%20switching.gif

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3737 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 17:23:16 +00:00
baloh.matevz 4633f6a44c - Changed the drop, throw, pull icons to be 32x16 icons (Sprites by Cheri)
- Pull is no longer a persistent button but only appears when you start pulling something
- Resist added as a 32x16 persistent button
- Toggle hotkey buttons now also shows/hides the resist button
- Some unneeded text() -s removed from storage and secstorage code.

Screenshots for the midnight tileset:
http://www.kamletos.si/hud%20tweak%204.PNG
http://www.kamletos.si/hud%20tweak%204b.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3735 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 18:45:03 +00:00
Erthilo de809a19ae TG: Fix for Damage Icons. They now have a layer define too.
Revision: r3705
Author: 	 elly1...@rocketmail.com

THIS ALSO FIXES:
Not being able to put items on people's back or belt.
2012-06-03 17:41:54 +01:00
Erthilo 65416c202f TG: Changed a bunch of constants to defines and made setup.dm all pretty and easy to
read.

Defined some clothing-overlay layers. The defines are float-layers. So they will
always appear above the mob they are overlaying. They can be found in setup.dm

This pretty much means you can change to order in which the icons are added to
the overlays variable without fear of eyes appearing above glasses and such. So
no more of these dumb bugs.
It also paves the way for selective clothing updates which should speed things
up a fair bit.
Revision: r3704
Author: 	 elly1...@rocketmail.com
2012-06-03 17:09:44 +01:00
Erthilo 4a0b380ae5 TG: Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins
become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible
treasure.
- - There is a chance for the ripley to have a diamond drill instead of a
regular drill.

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the
metal.

Updated the changelog
Revision: r3696
Author: 	 johnsonmt88
2012-06-03 15:22:42 +01:00