This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.
- Added 4 new HUD styles
- Humans recreate their hud if they change their UI pref mid-game
- Refactored how objects are added to the client screen
- HUD's are now handled by subtype and mob/proc/create_mob_hud()
- HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
- Mobs only create/destroy their HUD when necessary, not every Login()
- Destroyed aim-mode, it didn't work and I couldn't make it work.
- Renamed all of the screen1_x.dmi files to screen_x.dmi
- Removed screen1.dmi, screen_gen.dmi now handles generic icons.
This commit modifies metastation to actually be playable on our code
Squashed Commits:
- [META] Fixes emergency shuttle being stuck
- Toxins Mixing fix: chamber floor > engine
- Adds research outpost + Chem lab to routpost
- Add vox raider ship, fix pods and a few shuttle zones.
- Remove step_x so TRAVIS likes it
- Finish spawn points, add telepad.
- Replace showroom with NT-rep/Blueshield Office
Don't worry, the nuke keg is in the meeting room.
- Convert art storage to barber shop, place artvend in tool storage
- Buncha medbay tweaks, 2nd surgery table, body scanners, fixed sleepers,
minor balance changes.
- Add Mr. Changs to dorms
- Update meta to latest paracode
- Fix punpun
- Atmos volume pumps, atmos control console
- Add chicken statue to Mr. Chang's (*cry), Bar smartfridge
- Fix mr. changs statue and chairs
- Add togglable polarized windows to surgery, so surgeons can prevent seeing
other surgery procedures if necessary
- Actually add atmos control comp
- Hydro trays are no longer dirt
- Fix brig windoors
- Fix escape shuttle sleepers
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
Things left to do mainly involves stuff interacting with Z8 - counting people as dead, making sure teleports don't work, etc.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4661 316c924e-a436-60f5-8080-3fe189b3f50e