- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e
- Fix for retaliating hostile mobs to not attack itself.
- Grammar fix for goats and cows.
- Fix for malfunction and continuous rounds; which doesn't stop the count down timer when the AI dies.
- Spiderlings won't grow inside vents and spiderlings are much easier to kill, can be shot with a projectile and display a message after dying.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5548 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new syndicate bundle option, the smooth operator. Includes a pistol, silencer, clean up gear, and the ever essential suit and new formal shoes, with sprites by Flashkirby.
Currently the shoes are only used by smooth operators, but I'm gonna ask Ikarrus to put some on the latest map when he's done with it.
Changed the 9mm casing to use midbullet2, as weakbullet is just pathetic.
Removed /obj/item/weapon/glass, on account of it being awful and unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5543 316c924e-a436-60f5-8080-3fe189b3f50e
= Giant Spiders =
- Nurses spin webs which impede progress, bundle items and mobs up in cocoons, lay eggs to create spiderlings
- Nurses are slow and weak, but their bite has a chance to paralyse the victim
- Spiderlings skitter about and eventually grow into giant spiders.
- Spiderlings will ventcrawl, so they can spread over the station pretty fast.
- Hunters are fast, have decent health and the most effective poison
- Guards are medium speed but the health and direct damage
- The poison of hunters and guards can cause hallucinations if they bite you
= Farm animals =
- Cows can be milked or butchered for a large supply of meat. Sadists can also tip them over (with intent_help).
- Goats can also be milked, but have a nasty temperament.
- Chicks grow up to be chickens, who lay eggs and continue the cycle. But where did it start? (they're very noisy).
- All three are orderable via QM.
My changes:
- Added a spider infestation event.
- Optimized code with spiders and simple_animals.
- Made a /hostile/retaliate type which will only fight back when hurt. Based on Cael's code.
- Added some farm animals on the map.
- Changed events, added a setup() proc which can let you setup variables or the event. Made the event only kill itself when it has called, announce(), start() and end().
- Brainrot will only need alkysine as a cure.
- Communication blackout will always be silent.
- Changed some admin buttons to use the new event system.
- Added a forceEvent proc which you can use when you enable debug verbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5525 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 1183
-Most game-specific messages now print to all non-new_player mobs instead of the world, round-end reports are unchanged but request consoles and other announcements will not be heard by people in the lobby any more
Fixes Issue 1158
-Tweaked the temperature resistance of mechs to be more inline with current fires. Most mechs protect almost as well as a full fire suit, and the firefighter mech is just over 2x more effective
Fixes Issue 1027
-False-walls can no longer be fixed when on top of a dense turfs
Fixes Issue 1196
-Tweaked how damage was read for CPR and self-examining so you can't perform CPR on yourself at 100 damage
Fixes Issue 1202
-Made stun-glove construction use the cable/Use() instead of just amount-2, so you can no longer get 0 amount coils
Fixes Issue 1206
-Glass reagent containers and droppers now log attacks like syringes do, with the list of reagents
Fixes Issue 1234
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5508 316c924e-a436-60f5-8080-3fe189b3f50e
Owl mask is now a gasmask.
Adds the missing icons for the arrest statuses of Parolled and Released, as well as a little blinking icon for chemical implants to hud.dmi
And adds them to hud.dm so they show in game also.
Updated the changelog.
Path change:
/obj/item/clothing/mask/owl_mask > /obj/item/clothing/mask/gas/owl_mask
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5501 316c924e-a436-60f5-8080-3fe189b3f50e
Added an intercom and air alarm to xenobiology.
Fixed a bug which allowed aliens to take and use fire extinguishers from cabinets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5496 316c924e-a436-60f5-8080-3fe189b3f50e
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.
Updated all maps.
I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.
Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit > /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box > /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit > /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit > /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit > /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit > /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket > /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps > /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox > /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit > /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed > /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit > /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox > /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes > /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit > /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox > /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit > /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit > /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs > /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag > /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel > /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag > /obj/item/weapon/storage/bag/trash
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
- Xenos suit and helm (completely obscuring, and almost indistinguishable from drones) (admin spawned only for now).
- Facehuggers now have different icon states for being thrown and after impregnation.
- New death, unconscious and sleeping icons for aliens.
- New icon (and projectile type) for neuroxotin.
- New infection overlay images for telling aliens about pregnant humans (3 icons, showing the progression of the infestation).
- New system for handling alien impregnation (alien embryos are an object inside the mob, instead of a disease).
- Players can be operated surgically to remove the alien embryos (targetting the chest: scalpel, surgical saw, hemostat, retractors. If the embryo is nearly fully developed, it might come out alive though.
- Corgis can now get impregnated.
- There is a short animated overlay of a chestburster when it comes time to burst chests.
- Alien larva now have three different icon sets, depending on their growth (25% they are bloody and pale, 25% - 75% they are pale, 75% onwards they are deep red).
Fixed up table smashing, and added rack smashing in the same way.
Added new north/south facing for the large alien queen.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5493 316c924e-a436-60f5-8080-3fe189b3f50e
If you fail the step, has small chance of activating implant.
Gives you a sound and ~15 ticks to run away like hell.
Changes I did to other parts to make this possible:
-Implants are now organ-based, not mob-based
-Part of implant working code is moved to appropriate activate() procs
Made slimes emote less often.
Found a better way to fix the runtimes I'd been getting, most cores delete on being used again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5474 316c924e-a436-60f5-8080-3fe189b3f50e
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.
The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.
To any coder wanting to add items to this:
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.
Parrots can now see which item they are holding onto in the stat panel.
The toy crossbow should once again work properly. Fixes Issue 1227.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e