Commit Graph

206 Commits

Author SHA1 Message Date
FireFishie
9b4cdb357e Captain's cap is now a hat
-Traded the Captain's cap back for the hat, as the cap is actually not all that sensible
2012-08-06 06:50:31 -04:00
CIB
e9937050aa Merge pull request #1558 from FireFishie/closets
Some minor changes, mostly related to wardrobes and fluff text
2012-08-01 00:23:05 -07:00
FireFishie
60c962ebb8 Clipboard added to the head of personnel's wardrobes and starting items. If the quartermaster has a clipboard on him and in his wardrobe bag, then his boss should too. 2012-07-31 04:36:32 -04:00
FireFishie
eac1335607 Added the warden jacket and pepperspray to the warden's wardrobe, and added fingerless gloves to the cargo technician and shaft miner wardrobes.
The janitor spawns with a portalathe but doesn't have one in his wardrobe, so this adds that. If the librarian gets a barcode scanner in his, then the janitor's should include the portalathe.

The captain has taken a few lessons from the head of security! When joining, the captain will now start with matching gloves, a pair of jackboots, and the more sensible captain's cap. The old Napoleonic hat is still available in the captain's closet, and both the closets and wardrobes were updated to reflect this change.

The quartermaster started with brown shoes, but only had black ones available in his wardrobes. This change should make his starting equipment more consistent.

The head of personnel should no longer be so paranoid, and now spawns without wearing body armor or a helmet. Additionally, the body armor and helmet from the wardrobe closet and bag were removed. A gun, helmet, and body armor are still available in the secure locker for emergencies.

The breath mask inside the engineer box included with the ERT backpack looked terrible when worn with the ERT helmet, yet was required if any of the team were operating near a breach or anything. This change only returns the removed SWAT mask (which leaves the helmet sprite intact) to the response team's basic equipment.

Both the secure closet and the wardrobe bag have the medsci headset in it, and the chemist lab is conjoined with research, so why shouldn't the chemist start with that headset? This commit also moves the chemist to Medical on the roster because that's where the job shows up everywhere else.
2012-07-31 01:21:44 -04:00
Nerezza
b6d6dc2574 modified: code/game/jobs/job/engineering.dm
modified:   code/game/objects/closets/wardrobe.dm
2012-07-30 13:09:52 -05:00
Albert Iordache
6b2a3531df Moved magboots from fire closets to atmos wardrobes 2012-07-25 21:26:56 +03:00
Nerezza
01e18f821a modified: code/game/objects/closets/firecloset.dm 2012-07-25 03:30:53 -05:00
Erthilo
67c5e8e3a8 Medical System Updates...
* Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.
* Blood is now actually lost from the person being dragged.

* Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.
* Added an autoinjector that can only hold five units, but acts like a hypospray.
* Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.
* Health Scanners now show unsplinted fractures ONLY in arms or legs.

* People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.
* The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.

* Fixed CPR being performed at weird health levels.
2012-06-25 01:18:55 +01:00
Erthilo
8b4033c410 TG: - 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
Revision: r3770
Author: 	 baloh.matevz
2012-06-23 16:04:24 +01:00
SkyMarshal
730461840f UltraLight optimizations, and moving of access levels into a defines. (Pre-processor stuff is fun) 2012-06-21 13:35:34 -07:00
Erthilo
ed0b05ff11 TG: - Only humans can now use the toggle lock verbs on closets.
Revision: r3742
Author: 	 baloh.matevz
2012-06-07 03:31:37 +01:00
Erthilo
a2465428bd TG: -Fixed up a bunch more PDA sprites. Added a few more.
-Added a medical belt and a flash to the CMO's locker. CMOs don't have to be
completely defenceless if they want to use their hypo for medicine
Revision: r3736
Author: 	 ericgfw...@hotmail.com
2012-06-07 02:09:03 +01:00
Erthilo
808f76eaf3 TG: * Added pickup verb to all items
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets

* Modified the cloning computer's UI slightly, makes more sense, added a little
delay when scanning to improve user feedback when trying to clone several
braindead bodies.
Revision: r3712
Author: 	 daniel.cf.hultgren
2012-06-03 18:41:51 +01:00
Erthilo
225a51ce7a TG: Fixed bottom corners of the escape pod/shuttle not animating during transit
Revision: r3707
Author: 	 ericgfw...@hotmail.com

Fixed path error.
2012-06-03 17:55:26 +01:00
Erthilo
bc803ed510 TG: -Added transparencies to goggles and medical/sec HUDs
-Split nun robe into two objects so the hood could be worn over hair
Revision: r3706
Author: 	 ericgfw...@hotmail.com
2012-06-03 17:49:48 +01:00
Erthilo
4fca7bb569 TG: -Moved engineering and bridge delivery chutes as windoors are now breakable
-Fitness equipment moved into closets
-Added a couple more syndicate shuttle spawn locations
Revision: r3697
Author: 	 ericgfw...@hotmail.com
2012-06-03 16:29:06 +01:00
Erthilo
45ee78bf44 Adds Flashkirby's ERT suits. Moved ERT's equipment to lockers so it's easier to edit in future. Edited medical ERT's loadout slightly. Added a megaphone that broadcasts a larger message than normal, gave on to each Head in their office. Changelog. 2012-06-01 22:49:01 +01:00
Erthilo
b409a84f2d Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	icons/mob/suit.dmi
	icons/obj/clothing/suits.dmi
2012-05-29 15:00:11 +01:00
Erthilo
ad382d4e6b TG: -Removed reagent scanners from scientist and RD PDAs and gave the function to
chemist and CMO PDAs
-Making Heads slightly more headlier. Head offices given more desk space and
given spare PDA carts for their department. PDA Carts are also removed from
equipment lockers.
Revision: r3677
Author: 	 ericgfw...@hotmail.com
2012-05-29 01:21:18 +01:00
Erthilo
9d1e9f8505 TG: (Renames and repaths engineering space suits, does not replace RIG suits)
Replaced engineering rig suits with sexy new environment suits, sprites courtesy
of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.

Added a obj/structure ex_act(), blob_act(), and meteorhit().

Made gasmasks block visibility of glasses and ears.

Fixed being able to wear plasma tanks on your back.

Fixed the gas mixer sprite not lining up with horizontal pipes correctly.

Removed a bunch of pointless text()s from a few files. I was going to get rid of
all of them, but I gave up after a while. Most of the diffs are this.
Revision: r3662
Author: 	 petethegoat
2012-05-28 23:24:55 +01:00
Erthilo
a7dd312b3e TG: - 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.
Revision: r3659
Author: 	 baloh.matevz
2012-05-28 22:58:57 +01:00
Aryn
6f00258376 I accidentally ALL THE THINGS! But yeah, ZAS is updated. 2012-05-26 02:01:26 -06:00
Erthilo
b7b33fc91a /obj/item/weapon/spacecash change to /obj/item/weapon/money
Can now split and stack money properly.

Fixes genetics/research access door and also money path changes.
2012-05-21 23:56:48 +01:00
Erthilo
4114e246ee Merge fixes, and spelling corrections. 2012-05-21 20:47:55 +01:00
Erthilo
7fd99c7d3a TG: -Bunch of new/updated locker sprites. Most noticeable in mining and engineering
-New wardrobe closets for several departments
Revision: r3633
Author: 	 ericgfw...@hotmail.com
2012-05-21 20:40:08 +01:00
Erthilo
7894a7e0ef TG: - PDA messaging reworked a bit. If you receive a message with your PDA somewhere
on your person (so not in a backpack), the message will be displayed to you in
the text box along with the name and rank of the sender. A reply button will be
next to this to make replying easier. The PDA beep will still appear and the PDA
must not be in silent mode for this to work.

Screenshot:
http://www.kamletos.si/PDA%20communication%203.PNG

Added this to the changelog.

Revision: r3628
Author: 	 baloh.matevz

-Added confirmation prompt when calling the shuttle as an AI
-Glass airlocks no longer super-silent

Revision: r3629
Author: 	 ericgfw...@hotmail.com
2012-05-21 17:20:23 +01:00
Erthilo
4f0763ada4 TG: - Wallets once again spawn in the satchels in the cabinets in the dorm.
- Wallets now fit in pockets
- If you are clicking on a storage item in your pocket with an empty hand it
will return that item to your hand
Revision: r3610
Author: 	 baloh.matevz
2012-05-19 01:44:24 +01:00
Erthilo
867db1876e TG: -New sprites for Cargo, HoP, and Captain's lockers
-New glass airlocks for science and supply departments
-Added more department-specific door sprites to map
Revision: r3605
Author: 	 ericgfw...@hotmail.com
2012-05-19 01:25:11 +01:00
Erthilo
fb71890c18 TG: -Added WJohnston's scrubs to Medical Doctor lockers.
-Added two new syndicate bundles
-Reduced cost of thermals to 3 telecrystals (formerly 4)
-Singularity Beacons are now spawned from a smaller, portable device.
-CMO and QM jumpsuits made more unique.
-Updated Cargo Tech jumpsuit and sprite
-Edited Warden's jumpsuit striping to match his jacket
-Added WJohnston's CMO bio hood
-Bug fixes for Nodrak's Random button (Still not actually in. - Erthilo)

-Fixed misaligned downed sprites for HoS's coat and medical scrubs
-Reduced number of scrubs in medical lockers, randomized their colours

Revision: r3599 &  r3601
Author: 	 ericgfw...@hotmail.com
2012-05-17 22:13:44 +01:00
Erthilo
7023d9f79d TG: -Added security backpacks in Warden and HoS lockers
-Added spare Warden's jacket in his locker
-Some re-sorting of items in security lockers for convenience
-Removed leather gloves from hydro lockers
Revision: r3598
Author: 	 ericgfw...@hotmail.com
2012-05-16 00:11:45 +01:00
Erthilo
1443df2beb TG: Updated fire extinguisher cabinets- mini extinguishers now fit in them, and the
path has changed!
/obj/structure/closet/extinguisher to /obj/structure/extinguisher_cabinet

Added Invisty's dragon dildo sprite
Updated the husk icons for carn

Revision: r3584
Author: 	 petethegoat

-New sound effects for circular saws and surgical drills.
-New sprites for mass-spectrometers and advanced mass-spectrometers.
-Sprites for empty bookshelves and book overlays added to library.dmi.

Revision: r3585
Author: 	 d_h2...@yahoo.com
2012-05-13 02:19:36 +01:00
Erthilo
ab552e20d1 TG: Renamed access_medlab to access_genetics.
Gave the RD his genetics access back.

Added Invisty's hyperspace tiles.
Added Icarus's map updates (Sec, gateway room, genetics/RD access) ((this is a
big overhaul to sec)).
Added Flashkirby99's SMES sprites.

Updated the changelog.
Revision: r3576
Author: 	 petethegoat
2012-05-13 00:24:34 +01:00
unknown
9efafd39bd Police tape overhaul
General purge of copypaste code

Framework for easier adding of new tape types
Now you only need two sprites of roll and sprites of tape length (H and V)
Define them in police_tape.dm

To show it off, engineering tape added, passable by engineers and atmos techs

Last but not least - ability to lift the tape, allowing passage for pretty much everything.
Done by those with access, attack by empty hand on help intent.
2012-05-12 22:16:23 +03:00
Erthilo
026074d6c5 TG: (Might very possibly be broken. Didn't port most of the stuff due to it having been rewritten. - Erthilo)
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)
Revision: r3537
Author: 	 VivianFoxfoot
2012-05-06 22:53:39 +01:00
Erthilo
65f1bcdcd4 TG: -Rotated coffin sprites 90 degrees so that corpses actually lay properly in
them.
-Added sprites/defines for a hydroponics supply closet. Fix for
medical/CMO/RD/scientist lockers not having the proper graphic when emagged.
Revision: r3523
Author: 	 d_h2...@yahoo.com
2012-05-06 19:13:12 +01:00
Ren Erthilo
a4e04d2915 TG: Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()

runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")

Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm

Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.

All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.

Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: 	 elly1...@rocketmail.com
2012-05-02 23:09:19 +01:00
Ren Erthilo
7ad3a77a43 TG: Added Ricotez's new lockers.
http://nanotrasen.com/phpBB3/viewtopic.php?f=3&t=7278&start=220#p97307

Updated the changelog, added Ricotez, Ausops and TankNut to be credited under
"spriters" in the changelog heading.
Revision: r3339
Author: 	 kortgstation
2012-04-29 22:51:28 +01:00
unknown
cf65337150 Added welder backpacks to the welder closets 2012-04-28 04:35:09 +03:00
Ren Erthilo
1fa9b6a848 TG: Committing fixes to code for examining mobs. Burn damage wasn't showing properly
on some mobs. Fixed grammar, icons and stuff.
Added some  stylesheet classes. Approved by Urist. If you're adding game text,
please use the class that best describes the text. This way all the text
formatting can be edited from the stylesheet rather than traipsing through the
code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the
item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start
climbing this mountain?
 Revision: r3232
Author: 	 elly1...@rocketmail.com
Date: 	Mar 2, 2012
2012-04-25 02:06:30 +01:00
Ren Erthilo
aa07f387af TG: - Syndicate personal closets now spawn with a FULL high capacity cell
- Added job-specific pda cartridges to the lockers of engineers, security
officers, wardens, scientists, doctors, cargo techs, janitor and all 6 heads.
2012-04-23 21:59:04 +01:00
Ren Erthilo
e174e7ca76 TG: (Does not actually remove c20r) Desert Eagles now use magazines, .50AE ammo, and only have 7 shots. They're basically revolvers that use magazines.
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles
and Riot Shields.

The detectives .38 ammo now does the same damage as regular revolver bullets. If
he wants to keep acting as a glorified sec officer, he can go grab a taser.

The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored
objects. This should reduce the power of the item/reduce lag while I get sprites
and finalize details with Urist for reworking it as the Sphere of Annihilation
(as in, this is temporary)

Updated the changelog
2012-04-23 21:24:13 +01:00
SkyMarshal
169ee52065 Merge pull request #904 from Erthilo/TGUpdates
TG Updates up to r3077
2012-04-21 21:26:20 -07:00
Ren Erthilo
d823d5ef0d Clean up Syringe and Notebook code. 2012-04-22 02:29:21 +01:00
Ren Erthilo
52ee45859a TG: - CE's locker spawns the hazard vest above the toolbox
- CE's locker spawns with an industrial backpack at the bottom
- Sec locker spawns with a sec backpack at the bottom
- HoS locker spawns with the injectors lockbox above the flashbang box
- HoS locker spawns with an armor vest at the bottom for the convenience of HoS' who want to play with regular armor.
- Added this to the changelog, I used the old format because the new one is just too tedious to do by hand, sorry.
 Revision: r3062
Author: 	 baloh.matevz
2012-04-21 23:48:57 +01:00
Ren Erthilo
bcebd2b7c4 TG: - Brought 2.0.8 and uterus up to date with the new type paths.
- Added an atmostech belt that spawns with the same tools as the engineer full
belt, just the wire is replaced by an analyzer.
- Atmos techs now spawn with this belt
- Added a detective-styled personal closet, that contains a satchel, which
contains a wallet, which contains one or two spacecash items and a coin.
- Slightly redesigned two of the dorm rooms so they have this new cabinet -
closet with the stuff mentioned above.
- Slightly changed the spawn order of items in engineering closets so that
hazard vests spawn above toolboxes. Hopefully this will spare a few fiddly
clicks for engineers.
- Detective locker now spawns with the locked sprite
- Engineering now has the L2 radioactive suit lockers that contain rad suits
instead of that crate.
Revision: r3039
Author: 	 baloh.matevz
Date: 	Feb 5, 2012
2012-04-21 20:04:31 +01:00
Ren Erthilo
69dea97b26 TG: Added a cheap lighter so that zippos will have some company.
The cheap lighter can be purchased at vending machines and comes in 4 colors:
green, yellow, cyan and red.

Technical info:

The path
/obj/item/weapon/zippo

was changed to
/obj/item/weapon/lighter/zippo

The new lighter is
/obj/item/weapon/lighter/random
Revision: r3033
Author: 	 baloh.matevz
Date: 	Feb 4, 2012
Review scores: No one has yet scored this revision.
2012-04-20 00:02:00 +01:00
Ren Erthilo
2749475bcc TG: moving all the git stuff over to this so people who don't want to spend 8 years
figuring out the bass ackward git system can actually run our server code
Revision: r2983
Author: 	 quartz235
2012-04-16 23:13:06 +01:00
Ren Erthilo
02ecc3da75 TG: Added in stationary, super-high-capacity scrubbers. Currently two are located in
the toxins gas storage room and one in the incinerator. They are controlled by
an area air control computer, so you can turn them on at a distance.

Added into code a legacy emergency closet which contains one oxygen tank and one
gas mask, committing my version of oldstation. It still needs lighting and wires
added as well as room wall-mounted things like air alarms, fire alarms, light
switches and lights.
Revision: r2955
Author: 	 baloh.matevz
2012-04-15 18:41:41 +01:00
Ren Erthilo
3ed248197a TG: Added the new security locker sprites by Ricotez (well mostly, he forgot to make
the emag sparking set, but that was just copypasting anyway)
 Revision: r2930
Author: 	 kortgstation
2012-04-15 15:58:24 +01:00
SkyMarshal
80158164dc Fixed organ based damage. Added a variable to hold the children organs of an organ, to simplify damage spread and droppage. Fixed DNA proc stuff for monkey transforms. Removed Bartender's closet o' armor. 2012-04-10 22:32:24 -07:00