Commit Graph

34 Commits

Author SHA1 Message Date
Ren Erthilo
6952bef874 Reverting disabilities, headsets, murder sydie pack, photo removal, isbreathing and internals. 2012-03-30 04:19:22 +01:00
Ren Erthilo
089e844be9 A large amount of groundwork for /tg/ code. Comes with some gameplay changes.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
2012-03-26 03:16:01 +01:00
Hawk-v3
bff678772a [PATCH 064/285] TG UPDATES: Santa's toy bag!
Fixed some miscellaneous stuff to prevent round-start crashing.
2012-03-01 03:25:14 +00:00
SkyMarshal
d61626440c Response Team Update:
-Response team now have a pimp'n base, containing gear for the leader as well as Medical, Engineering, and Security special loadouts.
-TG updates for comms and mulebot
-Special medical tools for response team
-Increased time between events slightly.
-Map updated with nerfed comm satellite, and added Death Alarms in medbay in addition to the new Response Team area.
2012-01-25 11:51:55 -07:00
SkyMarshal
1bf1d5db1f Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt. 2012-01-20 12:53:29 -07:00
CaelAislinn
fe228850c8 Added old BS12 walllockers and emergency lockers, added emergency lockers to tgstation208.dmm, removed stamp eraser from supply crate, minor antiqua tweaks
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-02 23:47:28 +10:00
CaelAislinn
083de044f3 Added production quantities and the ability to load + fill containers to the autolathe.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-02 20:19:15 +10:00
SkyMarshal
0fe2cdab96 Added multiple string search to security records, fixed some evidence bag bugginess, fixed problem with the stamp remover. 2011-12-30 09:15:04 -07:00
petethegoat@gmail.com
85cb13fe95 Reverted the janitor closet to the old trashbag. (It does work, I fixed it up in r2557.)
A bunch of fixes for various stuff that's been broken about the bag of holding. It should work as intended, now.
Made wet floor signs fit in boxes.
Cleaned up the janitor's closet a bit.
Optimised the vault wiring a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2580 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-30 15:02:01 +00:00
petethegoat@gmail.com
c7daef1773 Forgot to update spec ops crates and the stealth bundle.
The sleepypen on the nuke shuttle is intentional.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2448 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-29 19:35:35 +00:00
mport2004@gmail.com
9ca449bf7a New WIP TK system added. To activate your TK click the throw button with an empty hand. This will bring up a tkgrab item. Click on a non-anchored (currently) non mob Object to select it as your "focus". Once a focus is selected so long as you are in range of the focus you can now click somewhere to throw the focus at the target. To quit using TK just drop the tkgrab item.
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting. 
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)",  and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon.  Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 08:37:40 +00:00
mport2004@gmail.com
67d4ceffb0 Job system should be working now. I had a '==' where a '&' should have been that would cause it to only work when you had one job of the same level and department selected.
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-12 23:00:48 +00:00
vageyenaman@gmail.com
058ddea1b6 Bugfixes:
◦ Some head gear (nurse masks, kitty ears...) no longer block CPR. (Issue 167)
     ◦ DNA Scanners no longer attempt to empty their contents whenever something enters them. This fixes the issue with constructed scanners puking out the circuitry they were made with. (Issue 169)
     ◦ You can longer /me emote when you've been paralyzed by Zombie Powder. (Issue 168)
     ◦ Fixed some problems with MMIs / Robots / pAIs being able to understand eachother.


◦ You can put items, that are not clothing/under or clothing/suit, on food trays. How it works is it loops through all acceptable items in the location and adds them to its overlays and a special list variable. I had to change the way mob/drop_item() works a bit. Trays have a maximum capacity, and items of a larger w_class take up more capacity.

◦ Slippery items like banana peels and soap have been nerfed significantly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-09 03:45:25 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
baloh.matevz
1885812ade - Opening a storage item on your belt slot will now display the proper number of slots even if the number is different from 7.
- Opening a storage item on the floor will also display the proper number of slots.

Screenshots:
http://www.kamletos.si/large%20storage%20floor.png
http://www.kamletos.si/large%20storage%20belt.png
http://www.kamletos.si/small%20storage%20belt.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2313 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-02 07:04:44 +00:00
mport2004@gmail.com
cf0023bbb2 You can now interact with belts that are not on your belt slot.
Added Security Belts, 4 slot belt that can carry basic sec gear.
The security shuttle control can now be emag'd.
Removed the old take off and stabilize verbs for the pshuttle. 
Cleaned up some computer defines.
The detective's cabinet is now a secure cabinet.
Most of the secure closets cleaned up a bit.
The captain no longer spawns with an ID box in his backpack.
RD's locker got its flash back.
Added the blob node sprites.
Removed the 2% laser resist that normal jumpsuits gave.  Normal clothing should not be blocking lasers.  Left the 10% special block on each department.
Riot suit slowdown lowered to 1 from 2.5
Repiped the right side of sec and tidied up the powerlines.
Loyalty Implanter moved into the outer rec room checkpoint.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-27 06:26:45 +00:00
petethegoat@gmail.com
84d995a01d Made new sprites for light tube and glasses boxes. (Bulb boxes only have bulbs in them, tube boxes only have tubes.)
Removed some awful descriptions from items which should not have descriptions.
See: paper, empty boxes.

Fixed a bug which would cause traitor packs to have an emergency O2 tank and breath mask in them.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2201 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 15:21:45 +00:00
mport2004@gmail.com
3cae06c9c3 Fixed the signpost shuttle bug.
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker

After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-24 04:00:45 +00:00
Superxpdude@gmail.com
29fa57a69a TRAITOR BUNDLES: Randomized boxes of 11-13 crystals worth traitor items, costs 10 telecrystals.
CHANGELOG UPDATED

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2020 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-16 18:23:42 +00:00
baloh.matevz
f8f5ff2dc3 - yellow, blue, orange and red hardhats added
- the 'box' item no longer contains internals by default. A survival kit does tho.
- backpacks no longer contain a box, the backpacks which spawn as part of your kit at round start/late join contain a survival kit (box), which contains internals.
- engineers spawn with a different survival kit, which has an engineering em. oxy tank
- emergency oxy tanks now fit in boxes again
- engineering emergency oxygen tank (yellow) added (engineers spawn with it in their internals box), double emergency oxy tank added (not ingame yet), red and yellow oxygen tanks added (red spawns in firefighting closets, yellow is not ingame) (sprites by Aru)
- red hardhats spawn in fire closets
- CE spawns with white hardhat, one is also in his locker
- CE spawns with industrial backpack
- Pod people manual added to HOP's desk (he's the boss) and hydroponics
- Ore pile removed from code (was not used for anything and I don't want it to be)
- The mechanical and electrical toolbox in tool storage replaced with two tool closets. (We'll see if this works out)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1775 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-05 19:45:47 +00:00
polyxenitopalidou@gmail.com
10ca44ad51 Hello, I'm back :3
Bugfixes: Paper bin and clipboard now retrievable from pocketslots
Reagent grinder could not process plasma, rending the station plasma-less. Now fixed.

I was going to add new pill sounds but I couldn't find any :<
Changelog updated, only with this entry. Gotta study.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1694 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-15 14:21:22 +00:00
baloh.matevz
b7c67f1df1 STORAGE ITEMS UPDATE:
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
  - Storage slots number: Ingame HUD support for up to 21 items.
  - Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
  - Can hold: List of items that the item can hold (old)
  - Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.

I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.

Also: I checked to make sure first aid bots and floorbots are constructable.

Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 03:47:43 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
rastaf.zero@gmail.com
a20589c401 New suit for captain added to captain's locker:
-captain tunic
-cap.
New suits for chaplain were placed in his/her wardrobe:
-Nun robe
-Hoodie
-outfit of Imperium monk
Credits for captain's and chaplain's stuff belongs to Farart.
Red jumpsuit (worn by security) for fat cops was fixed by axc9.
Glitch with items placed to/got from container laying on floor was fixed by Laguis.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1539 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-06 17:37:21 +00:00
tronaldnwn@hotmail.com
95f30cf5b8 Ahem...
Glasses: 
Added Optical Material Scanner - A gimmicky item that lets people see ALL OBJCECTS, even if hidden by turf.

Storage:
Added dice pack - one d6, one d20 (will add more once I add more Dice types).

Toys:
Typo fixes.

Cigarette lighters:
Zippo - Made the lighting message gender neutral.
Match - Made the lighting message gender neutral.

RSF:
Provides new items - Dice packs, pens, and cigarettes

Human life:
Made the Optical material scanners work to see objects.

Robot Modules:
Servicce borg - Has a lighter now (which will be modified soon so people can light other people's cigarettes).

Icons:
Night vision goggles slightly modifies to have a space for the nose of humans to stick out.  The item state changed a bit out of the place holder status.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1386 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-05 22:53:46 +00:00
n3ophyt3
b7c5683215 Robots can no longer stick their items onto/into things.
It's possible I missed some things, but I got lockers, crates, backpacks/boxes/toolboxes/etc, tables, and racks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1358 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-03 16:53:11 +00:00
rastaf.zero@gmail.com
571db15490 Medical belt is finally in code (made by errorage, forgotten by errorage).
Pill bottles now can fit in containers (and pockets).
Moved remained adminverbs from Commands tab.
Map debugging tools tab is hidden, use verb on debug tab to show.
Singularity's EMP now won't spam in adminlog.
Revolutionaries now cannot deconvert themselves.
Cutting camera now leaves fingerprints.
Fixed some runtime errors.
Unckecked file that microvave forgot to add under svn.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1277 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-25 23:16:32 +00:00
baloh.matevz
d08130082b Bug fixes:
- Fixed all known issues regarding storage items including photo albums being able to carry any item with w_class = 1 and the double messages that were generated when you or someone placed an item into a storage item. Same for bible, briefcase, etc. etc.
- A side effect of this is that storage items are no longer able to be wrapped with wrapping paper.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-11 21:34:32 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
morikou@gmail.com
0812d43613 Ghost in the Closet update:
- Contents of un-worn backpacks no longer immune to EMP blasts.
- EMP'ed closets and crates have their contents EMP'ed as well. Secure versions (ie, ones you can lock and unlock) also have a chance of locking themselves, unlocking themselves, and/or opening themselves.
- Fixed a bug that (hopefully) no one noticed.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1031 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-13 05:35:47 +00:00
panurgomatic
1909ee2e91 - Tweaked cryo healing speed
- Added crawl-trough-vent travel time
- Tweaked placement of utility belt contents window & fixed one related small bug
- Added metabolization for several reagents 
- Other small tweaks

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@273 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-13 13:12:25 +00:00
musketstgstation@gmail.com
ac039bdc56 Added boxes of pill bottles to the Chemistry Locker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@257 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-09 00:28:13 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00