Resolves issue 357 - Nodrak.
Resolves atmos problems in the freezer following it being hooked to atmos. (vent
was set to syphon) - Carn
Revision: r3265
Author: elly1...@rocketmail.com
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
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
Revision: r3168
Author: petethegoat
procs to appear AFTER the screen object is defined. They were in a random file
instead of where the objects are. If you double-click and 'screen' object in the
object browser it now takes you to the definition instead of some random file.
- Clicking a grille with a glass or r-glass sheet in your hand, when the grille
is in one of your cardinal directions (North, south, east or west) will make you
start building a window. It takes 2s to build the window, which spawns
unfastened (same as when you create one.) This should make fixing damaged
grille-window combinations easier. If you are standing on a grille and click it
with a glass / r-glass sheet in your hand, the window will face the direction
you're currently facing.
Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG
Revision: r3081
Author: baloh.matevz
- 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
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.
supposed to be committed. My bad.
Adds the ability for door buttons to both close the doors they're attached to,
and also a framework for controlling their other functions like idscan/bolts.
Adds a secure safe to the HoS's office and a new flashbang grenade!
Secure safes can now hold 8 weight units of stuff by default.
Adds a reply function to the comm. console prayers as well as a confirmation
button on BSA.
Revision: r2946
Author: VivianFoxfoot
* + 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.
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.
It will only work on a human if they are in crit/dead, if they actually have a player in them (so corpses where people
have ghosted are immune) and if the soul stone shard is empty.
Right now you can't do anything them other than capture people (and talk to them if you're near the stone)
Added a new belt variety that can only hold shards. Still needs its own sprites.
They currently do not spawn anywhere/are admin only.
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with)
Emags have a limited number of uses, between 3 and 7, and cost 5 TC
Hacktools are more useful than they were, and have a lower chance of alerting the AI
(This is unmapped ATM)
- When a human is attacked, data about the weapon is added to a special wound datum on the organ.
- This data can be extracted and processed by opening up the limb and using an autopsy scanner on it.
- Added the autopsy-scanner to the map.
-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.
- Added tramadol and oxycodone, both effective painkillers.
- Shock now takes drunkness into account.
- Added some firstaid stuff to the table in the medbay lobby, so people can do treatment when there's no doctors.