Commit Graph

505 Commits

Author SHA1 Message Date
giacomand@gmail.com
e42419c304 -When a pAI Card is deleted it will now kill the pAI mob inside. This is to stop people from being able to respawn by having their pAI destroyed in a singularity.
-Added a new wire to Cyborgs. The Camera wire allows you to disable the Cyborg's camera. It will show on Security Consoles as "Cyborg-155 (deactivated)". Pulsing it provides you and the Cyborg with a message of the Cyborg's camera focusing loudly. It will also kick anyone who is watching the Cyborg's camera out.

-Traitor Cyborgs, when scrambling their codes, now have a completely disabled camera. It will not show up on Security Consoles at all, even as deactivated.

-Added a new small guide for new Cyborgs. It is similar to the AI's with some more useful information specific to Cyborgs.

-Commented out the old message, it was copy+pasted everywhere.

-Changed RandomBorgWires to not rely on lucking out and landing on a previously unused index.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4089 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-16 16:15:29 +00:00
johnsonmt88@gmail.com
6008c2704e Runtime Condenser!
It condenses hundreds of identical runtimes into one, providing a much more user-friendly list to work off of. It may be poorly coded but it is fully functional. Just copy/paste runtimes into input.txt, run the exe and the condensed runtimes will be in output.txt. 

Bugfix:
Fixed a very-poorly coded proc that could cause infinite loops.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4081 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-16 00:58:45 +00:00
johnsonmt88@gmail.com
54bbcff613 Bugfixes!
Tripled the chance for random events to happen.
- Old: 1% every 5 minutes.
- New: 3% every 5 minutes.

Door bolt clicks are now only heard by people near the door. Fixes Issue 563.

Fixed being able to bypass a windoor construction step.

Chaplains are no longer forced into christianity and can choose their own religion. Fixes Issue 658

Plant-B-Gone:
- It now lists the regents inside when examined. Fixes Issue 656.
- Fixed a typo in the description.

Antagonists are now logged at round end.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4080 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-15 23:31:21 +00:00
ericgfwong@hotmail.com
1212efe4f1 Changed DNA injector logging so it doesn't spam admins unless it's a monkey SE.
It also shows up in the attack log now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4071 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 17:55:16 +00:00
johnsonmt88@gmail.com
8432f2aabe Resisting out of lockers
- Being inside a wrapped locker no longer delete you when you resist out of it. Fixes Issue 596
- Resisting out of a locker now takes longer then 5 seconds

Certain spells can no longer be cast on z2
- 'walk through wall' spells are disabled to prevent people from getting to centcomm
- 'construct turf' spells are disabled because turfs in transit space crash the server

get_contents()
- Now recursively runs through a mobs contents for items and should actually find everything.
- Now take package wrapped items into account.

check_for_contents() now simply calls get_contents() to generate a list instead of using copy/pasted code from get_contents().

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4064 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-14 01:00:22 +00:00
petethegoat@gmail.com
47710d7f24 Fixed a logging issue with stunbatons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4052 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-12 18:11:18 +00:00
ericgfwong@hotmail.com
d2fc8b2689 Updated message AIs and Cyborgs get when they spawn
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4027 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-10 19:02:03 +00:00
johnsonmt88@gmail.com
8231234a64 Pile of bugfixes
Nodrak:
- Bags of Holding can no longer be brought to the clown planet
- Made a quick new sprite for broken telescreens
- Removed the clusterbang from the HoS safe. It is currently bugged and not in presentable condition, however, someone is working on it. 
- Added a machine check to shift+click. Partial fixes issue 534 (see Zek's stuff for more.) I'm not really sure of a better way to fix this that wouldn't involve a whole pile of coding...
- Cigarettes now evenly distribute chemicals injected into a pack of cigarettes. Partial fix for issue 548 (see Zek's stuff for more.)

Commit for Zekkeit/39kk9t
- The gibber now provides attack logs of who the mob gibbed, or who the mob was gibbed by. How can you tell who a mob was gibbed by when the mob gets destroyed? Well read the next enhancement!
- Attack logs now transfer to the ghost of the mob who dies
- You can no longer survive cold by cooling yourself down before jumping into space. Fixes issue 206.
- Ghost() is now a client proc, not a mob proc. Fixes issue 442
- Fix for issue 493.
- Added a range check to shift+click. Fixes issue 534.
- Cigarette packs are now limited to (15*number of cigarettes) units of reagents. Fixes Issue 548.
- Added organ inaccuracy to guns. This means, for example, that you wont hit the mob's chest with 100% accuracy. You may end up hitting the mob's arm, or head instead. Accuracy is directly related to distance.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4022 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-10 06:10:22 +00:00
elly1989@rocketmail.com
60c7b28274 Resolves issue 499. Blood runes are now totally invisible to AIs.
Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm

Handcuff overlays now update when beepsky/ed-209s cuff you.

Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state.

Resolves issue 617. Shades can no longer be weakened (stunbatons etc).

Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 07:44:18 +00:00
johnsonmt88@gmail.com
bb901f7583 Mob define cleanup: Part 2
Moved the simple_animal folder into /mob/living.
- Thanks to tortoiseSVN issues, I will have to remove the old simple_animal folder in a second commit.

Moved to living:
- maxHealth
- health
- control_object
- incorporeal_move

Moved to carbon:
- silent
- alien_egg_flag

Moved to human: (human_defines.dm)
- All vars that used to be defined in human.dm
- underwear
- backbag
- miming

Deleted from mob:
- r_epil	//Old var, not used anymore
- r_ch_cou	//Old var, not used anymore
- r_Tourette	//Old var, not used anymore
- spellvoice() 	//Old proc, not used anymore
- get_damage()	//Unused, we have getHealth() that does the same thing

Removed some unticked files that have already been replaced.

This also fixes cyborgs being 'knocked unconscious' by rolling pins and secure breifcases
- Additionally; to knock someone out with a rolling pin you must now be targeting the victims head.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3976 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-03 17:14:49 +00:00
elly1989@rocketmail.com
257f6afdd4 Little name-fix for Pete.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3950 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-29 23:43:35 +00:00
johnsonmt88@gmail.com
80b15df54b ** Mob Define Cleanup: Part 1 **
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon. 

By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.

Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.

One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.

-----------------------

Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)

*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!

-----------------------

Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss

Mob procs moved to carbon:
getDNA()
setDNA()

-----------------------

Mob verbs moved to carbon:
- Sleep
- Lay down / Get up

-----------------------

The : operator...

The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere. 


*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***


Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.

With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.

I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.

Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925 
- Carn's life() standardizations in r3933

Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-28 17:06:19 +00:00
elly1989@rocketmail.com
b21a3ed742 Fixes issue 586.
Culprit code:

/obj/item/clothing/gloves/latex/attackby(obj/item/weapon/cable_coil/O as obj, loc)
	if (istype(O) && O.amount==1)
		var/obj/item/latexballon/LB = new
		if (usr.get_inactive_hand()==src)
			usr.before_take_item(src)
			usr.put_in_inactive_hand(LB)
		else
			LB.loc = src.loc
		del(O)
		del(src)
	else
		return ..()

I was going to fix said code but after seeing that BALLOON is spelled incorrectly, that it uses amount == 1, balloons have no in-hand sprite AND don't even have  a desc I decided I shouldn't waste my time when the authorsimply couldn't be bothered. Commented it out.

Runtime fix for:
untime error: Cannot modify null.icon_state.
proc name: insert key pressed (/client/verb/insert_key_pressed)
  source file: mob_movement.dm,84
Cause: AIs don't have intents and stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3911 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 09:54:36 +00:00
mport2004@gmail.com
69753b0190 Worked on blob mode a bit
Readded the AM stuff to the dme
Added another explosion edit from Willox


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3903 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-24 00:03:31 +00:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
mport2004@gmail.com
c86c8e1505 Finished moving the clothes in defines over to modules.
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 19:25:01 +00:00
johnsonmt88@gmail.com
ec52b9c032 Moved cyborg upgrade items out of mob code and into item code.
- Item declarations have no place in mob code. MMI and pAI code being the exception.

Removed a cyborg upgrade that made them immune to flashes
- An item that removes one of the very few weaknesses a borg has? No thanks.

Removed mob\living\silicon\robot\robot_defense.dm
- It was an empty file.

Removed uplink.dm and uplink_kits.dm from WorkInProgress
- Duplicate files: they're already in the main chunk of the code.
- They are no longer a work in progress.

Here's hoping I dont break anything with this commit...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3890 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 00:12:27 +00:00
d_h2005@yahoo.com
040d885a9a -Modified effect of blue-space tomatoes somewhat. If they're not strong enough to do anything, they just splat.
-Both Ambrosia forms have had their reagent contents modified to prevent going over the 50-unit cap at high potencies. Fixes issue 469. Ambrosia Deus now contains space drugs instead of poison, as it ended up being more deadly in practice than I intended.
-Drinking milk removes capsaicin from your body~
-Frost oil should hurt less upon consumption.
-Liquid plasma can be converted back into solid plasma sheets, by mixing 20 plasma, 5 iron, and 5 frost oil.
-Pumpkins can be carved with knives now.
-Added additional checks to prevent hydro tray stats from going out of bounds when injected with certain chemicals.
-Added effects for holy water on hydro trays.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3883 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-21 03:16:29 +00:00
johnsonmt88@gmail.com
c6a55b6427 Borgs and AI's
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.

pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.

Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 17:06:33 +00:00
petethegoat@gmail.com
9831e63ca5 Fixed stunbaton sound. Thanks Pas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3821 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 22:58:53 +00:00
petethegoat@gmail.com
c27676e0e1 Fix for borg batons running out of charge. Thanks Invisty for reporting this.
They now consume 50 charge per stun.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3814 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 22:50:34 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
fb29642e48 - Fixed a bug where the removal of cable-cuffs with wirecutters displayed the "you have removed..." message to everyone and the "X has removed Y's cuffs..." to the person whose cuffs got cut off.
- Added the tanning micro-mechanic. Hide still not available in-game yet tho until sprites are added and some use for leather is made. I'll get on that soon<TM>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3794 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 17:36:03 +00:00
petethegoat@gmail.com
f39b9f628e Fixed harmbatons on everything other than harm, now it is the opposite way round.
Clarified swirlie failure feedback.

Slightly updated the map, 'fixed' some recessed maint entrances. They looked really odd as there were only two of them on the whole station.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3781 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-10 01:03:12 +00:00
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
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
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
petethegoat@gmail.com
717da7aafa Updated toilets. You can now crowbar open the cistern and hide stuff in there.
Recoded stunbatons, and put them into their own stunbaton.dm. They should function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more responsive now.

Fixed issue 475.

Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the latter by request of Cheridan. It may need balancing, or more steps to unanchor.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3749 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 13:07:51 +00:00
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
johnsonmt88@gmail.com
1b7142535c Just knocking a (very) quick issue report off the list before bed.
Labcoat buttons are no longer toggle-able while stunned, unconscious or dead. Fixes issue 519.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3732 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 05:50:53 +00:00
baloh.matevz
38dd256769 - 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3725 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 14:45:02 +00:00
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
9a96b073c9 Added WJohnston's inhand sprites for tools: http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=8266
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3709 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 10:10:57 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
johnsonmt88@gmail.com
11a3b7e26d Pacman generators now accept their proper mineral sheets as fuel
Janitor Cyborgs can no longer make nuke ops auto-lose by picking up the nuke disk.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3673 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 02:29:52 +00:00
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
baloh.matevz@gmail.com
4348d6f0cb - Fixing some code typos.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3664 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 15:35:05 +00:00
baloh.matevz@gmail.com
a30aca4327 - Standardized var definition for RND and radio code (possibly some other stuff)
- Removed all cases (that I saw anyway) of flags being defined by static numbers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3663 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:48:47 +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
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
baloh.matevz
382a676a0a - Implanting someone else now takes five seconds. A message is shown to all viewers when you start and when you finish. The person who is being implanted as well as you need to not move during this time.
- Implanting remains instantaneous if you are implanting yourself.
- Standardized implanter code

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3607 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-18 18:45:18 +00:00
ericgfwong@hotmail.com
c5e5a83a08 -r-table parts are now made by using four metal rods on regular table parts.
-Removed r-table parts from the plasteel build menu.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3594 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-14 23:11:26 +00:00
johnsonmt88@gmail.com
d2736aa6ea Committing from the Proposed Commit forum:
Work by Neek
- Hulk Hogan moustache fix

Work by Yvarov
- Alien Unconciousness fix (Fixes Issue 283)
- - Also commented out alien snoring all over because aliens don't snore.
- Replacement light box fix (Fixes Issue 398)
- Syringe gun attack logs added (Fixes Issue 465)

Work by QualityVan
- Nettle and Death Nettle force based on potency.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3593 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-14 16:47:19 +00:00
johnsonmt88@gmail.com
6951ec37ed Committed for Sieve:
Reverted dismemberment
- This is the majority of the files

Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun

Reverted Tarajans
- As requested

Hotfix for the Holodeck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 02:21:00 +00:00
petethegoat@gmail.com
6e2c65183b Minor cigarette fixes, and added the DromedaryCo cigarette crate as a new contraband crate.
Also added WJohnston's new rolled up poster sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3566 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-07 16:45:08 +00:00
johnsonmt88@gmail.com
5424e835cd Sanitize added to agent cards and ID computer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3556 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 07:26:07 +00:00
petethegoat@gmail.com
56af9d3521 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)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 22:39:10 +00:00
VivianFoxfoot@gmail.com
4dfe439b1a 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)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 15:33:29 +00:00
VivianFoxfoot@gmail.com
73837b0c4f AI can now ctrl-click APCs to turn them off.
Purge module no longer gives robocop laws.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3524 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-28 02:29:28 +00:00