Commented out bloody footprints until someone can figure out a sane way to prevent there being hundreds if not thousands of decals a round.
Reverted Doohl's riot armour/ablative armour changes (the code for reflection is just commented out, neat stuff)
Fixed the typo on the CE's request console
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3304 316c924e-a436-60f5-8080-3fe189b3f50e
- Explosive (de)compression, breaches are much more fun!
- Improved fire
- Faster system, with less splitting
Signed-off-by: unknown <Colm@Blue.(none)>
Made bruise packs and ointment only work above 50 health.
Added advanced treatment for future use.
Made MD's and CMO spawn with health analyzers.
Reduced medical equipment in non-medbay areas.
Made Health Scanner HUDs displays more granular.
(non-working) Code included for slashing messages/sounds to replace punching for the Tajaran. Unable to make work yet.
Tajaran have universal_speak to 1 by default now.
Tajaran are able to see in the dark now.
Antag job-bans should now work correctly for the role assigner thingy at the start of a round.
Removed the Malf-AI job-ban option, as it was a pain to implement and wasn't really worth it.
Tensioner doesn't recognise job-bans to the best of my knowledge. This may change in the future.
-- Nodrak & Carnwennan
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3295 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a spelling error causing shoe blood to not be applied onmob.
Improved a few random sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3291 316c924e-a436-60f5-8080-3fe189b3f50e
Bloodied icons rewritten to be overlays, not replacing the icons. Hopefully this should fix \icon[src] breaking everything.
Bloodied hands/gloves don't transfer blood to infinite amounts of touched items.
Please report any bugs!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3290 316c924e-a436-60f5-8080-3fe189b3f50e
Gave riot shields a 99% chance of blocking pushers from pushing their wielders (given their wielder is not on the help intent).
Added a projectile reflection mechanic. Ablative Armor will often, when the groin or torso is struck, deflect projectiles back to the tile they came from (not back the original shooter). Deflected projectiles aren't 100% accurate, so ablative armor can result in friendly fire.
Hopefully stopped humans from waking up 1 second after they fall asleep.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3286 316c924e-a436-60f5-8080-3fe189b3f50e
Can now job-ban people from entire departments through the jobban panel.
Can now job-ban people even if they log out.
Job-ban panel now informs you why people were banned from each job.
Runtime fixes for some old jobban code that was preventing the above stuff.
Committing some fixes Nodrak pointed out.
Credits go to Nodrak for a lot of this.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3285 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 417
- Ghosts no longer block AI spawning
- Grilles no longer shock you if you're in an exosuit
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3279 316c924e-a436-60f5-8080-3fe189b3f50e
\icons[object.icon] does not work correctly and may cause client crashes. This totally doesn't happen when testing locally so I guess the icon stuff must be done client-side/be lag-induced or something? I've also noticed that icon-updating is very slow (items tend to disappear briefly when being made bloody looking). With the recent forensics updates everything gets bloody, resulting in massive bulshit.
I am working on a rewrite of bloodied-icons. For now, this should stop runtimes from examining humans caked in blood. Unfortunately the little icons in the chat-log will no longer be visible when items are bloody, I hope to fix this with said rewrite of bloodied-icons.
Moved the paper_talisman icon into bureaucracy.dmi to make Cult mode playable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3277 316c924e-a436-60f5-8080-3fe189b3f50e
Adds deathsquad, ninja, and aliens to actually working tensioner options.
Fixes deathsquad radios
Disables the requirement on the deathsquad shuttle for the sent_stike_team var to have been set
Fixes the syndicate shuttle position on the map being a little too short. (It's never been used, has it?)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3276 316c924e-a436-60f5-8080-3fe189b3f50e
Clipboard and paper fixes.
Committed Nodrak's monkey vent crawl fix and removed that dumb disposal from the Sec entrance.
Additionally fixed monkeys crawling when stunned.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3274 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the wizard's Nar-Sie grav pull entirely to reduce lag/it is strong enough as is.
Fixed the gyrojet projectile name
Removed the ion rifle from the armoury
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3272 316c924e-a436-60f5-8080-3fe189b3f50e
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
Adds a new wire to doors that controls the time delay before they close. If pulsed, they close like a sliding glass door. If cut, they do not close by themselves.
Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3269 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed issue 396. (delicious low hanging fruit)
Fixed issue 165. "Fixed". I removed the effects of the welding fuel reagent, seeing as a proper fix doesn't seem to be forthcoming.
Fixed being able to create thousands of stools in a single turf.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3267 316c924e-a436-60f5-8080-3fe189b3f50e