Commit Graph
45 Commits
Author SHA1 Message Date
Albert Iordache b94b57e04c Partially fixed the double definition of BROKEN, renamed organ definitions 2012-07-13 23:42:05 +03:00
SkyMarshal 62c3d1d11d De-retarded wound system. 2012-06-23 16:35:58 -07:00
Erthilo e7e1b8f9e8 More compile stuff. 2012-06-23 16:14:00 +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
Erthilo eb7ae97624 TG: 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.
Revision: r3741
Author: 	 johnsonmt88
2012-06-07 03:30:13 +01:00
Erthilo 1efb32e76a TG: Added WJohnston's inhand sprites for tools:
http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=8266
Revision: r3709
Author: 	 ericgfw...@hotmail.com
2012-06-03 18:05:02 +01:00
Erthilo 36effbacc2 TG: 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.
Revision: r3692
Author: 	 vageyenaman
2012-06-02 19:46:18 +01:00
Erthilo 8e72965077 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/items/weapons/grenades.dm
	code/game/objects/items/weapons/implants/implant.dm
	code/game/objects/radio/headset.dm
	code/game/objects/radio/radio.dm
	code/modules/assembly/assembly.dm
	code/modules/assembly/holder.dm
	code/modules/clothing/glasses.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/paperwork/paper.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/protolathe.dm
	icons/mob/suit.dmi
2012-05-31 15:09:35 +01:00
Mloc fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +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
Erthilo b2f098c39b Small fix for making cable restraints with exactly 15 lengths. Added using a wirecutter on a restrained person to quickly release them. 2012-05-15 23:31:44 +01:00
SkyMarshal be6368b71c Bugfixes for some temperature sharing, added variable editing by reference, fixed up some wound stuff. 2012-05-13 23:18:02 -07:00
Erthilo afd33125ab TG: - hand tools now fit on your belt slot
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: 	 baloh.matevz
2012-05-05 21:34:34 +01:00
Ren Erthilo c5a7bdc907 Fixes welding healing shortsightedness. Fixes changing rank on Security Records. 2012-04-25 21:06:07 +01:00
SkyMarshal d03228bc6e Adds in limb replacement surgery, robolimbs, and all the crap for them. They can take more damage, require wires and welder to repair, but malfunction when they get more damaged, and explode when destroyed. 2012-04-11 15:42:54 -07:00
SkyMarshal f64dcf2e31 Added a missing icon, fixed a wardrobe/evidence bag interaction bug, fixed a nuke radio bug, added another update_clothing() call. 2012-02-27 11:09:07 -07:00
SkyMarshal a36982a677 DNA and chooseable disabilities! Yaaay! 2012-02-17 19:38:30 -07:00
baloh.matevz@gmail.com cb19629c18 Wrenches no longer spawn with a random pixel offset to the right.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2628 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-06 14:39:19 +00:00
mport2004@gmail.com 46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
mport2004@gmail.com 17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com 6c54ced90d Recoded flashes a bit
Lowered the break prob
Added eyescrewdrivering, debraining to the attacklog
Added BoH blackholes to the gamelog and admin messages

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2005 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-12 06:23:13 +00:00
mport2004@gmail.com 6980602e24 General:
Flamethrower construction code cleaned up.
Signalers on doors should work fine now.
Changelog Updated.

Weapons:
Xbow radiation has been lowered from 100 to 20 and it has a 5% chance to do no rad damage

Admin:
Attempted to clean up the code a bit
Commands Removed/CommentedOut:
air_status,  radio_report,  toggletintedweldhelmets, modifytemperature, givetestverbs, restartcontroller, fix_next_move, Cell
Renamed: 
edit_memory - show_traitor_panel
un\stealthadmin - show/hide_verbs

Cargo:
Engineering crates cost 10 and contain: 1 mechanical toolbox, 1 electrical toolbox, 1 glove, 1 toolbelt, 1 vest, and 1 hard hat.
PowerCell crates cost 10 and contain: 1 electrical toolbox, 2 wire coils, 2 power cells, and 1 high power cell.
Water/Fuel tank crates cost 15 and contain: 1 water tank and 1 fuel tank.

Cyborg:
Fixed the open cover icons
To override a cyborg's laws you must emag it when the cover is open
Emags can now unlock the cover

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1995 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-09 06:21:57 +00:00
tronaldnwn@hotmail.com 6691236237 Tech Origin update:
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.

Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.

Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.

Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.

Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 04:05:42 +00:00
uporotiy 678238a0a1 Changed all the magic numbers for mutations to PORTALS, COLD_RESISTANCE, XRAY, HULK, CLOWN, FAT and HUSK constants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1545 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 18:29:23 +00:00
baloh.matevz 8b2be74d09 - Wirecutters have a 50% chance of changing to the yellow sprite
- Upon spawn, the screwdriver picks between 7 colors
- Electrical toolboxes now have a 5% chance of spawning with insulated gloves in them. (I did my maths, there are 12 electrical toolboxes on the station, this means only one of them will contain the gloves about once every two rounds) Most of these toolboxes are in protected areas anyway. (Part of DangerCon 2011)

Mapping:
- Tech storage now contains a pair of insulated gloves. (DangerCon 2011)
- There is now an oxygen canister near disposal, in emergency storage and the CE's office. Toxins has a toxin canister near the maintenance access, the incinerator has two toxin canisters and two oxygen canisters again, the construction site north of robotics has a small plasma tank. (All part of DangerCon 2011)
- Notices about financial cuts (announcing the removal of tools, equipment and supplies as determined by Dangercom 2011) now spawn on all heads' desks
- Wooden tables now look nicer
- 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1455 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-16 23:27:18 +00:00
rastaf.zero@gmail.com b58e465bbe Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/.
Also, done some clean up and rearranging.
Results:
-admin rejuvenating now works again;
-people screams if getting creamated while still alive;
-diseases actually loose your health;
-monkeys wearing masks receive protection from acids as humans did;
-and other minor fixes and improvements.
Bugfix for imbuing a talisman.
RD now spawns with only 2 pens instead of 3.
Audible emotions can be heard by people outside of locker/other container.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-15 07:41:19 +00:00
n3ophyt3 f6620d08b1 Tweaked welding:
Welders that are on but not in use use fuel more slowly than before, when actively welding, fuel use rate increases to roughly 4 times what the previous rate was. This allows for an average of 4 regular walls to be cut through before refueling is needed, based on my testing. Shorter-length welding tasks will allow for more uses between refuels.

Also cleaned up a few things that still used the "click welder at thing, lose x units of fuel" code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1403 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-07 01:30:39 +00:00
rastaf.zero@gmail.com e074166845 Added sanitize() to verb/me().
Enabled adminlogging of using robotic console.
Some admin messages are duplicated to log file now.
Fixed bug with ghosts sometimes not hearing people.
WIP stuff from Nikie:
a sprite for detective's armor
an alternative sprite for SWAT armor


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1391 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-06 08:47:51 +00:00
tronaldnwn@hotmail.com 95587aad0d WELDING UPDATE:
- Welders no longer double charge for time AND work.
If anyone wants to fight about it I'll take you all on and beat you up with a tool box.
- Large Tank Industrial Welders now spawn in the weld closet, and can be hacked out of autolathes, they hold 40 units of fuel.
- Two new welders, the HUGE one that'll be in the prolathe construction later, and the experimental one that'll have regenerating fuel.

MONKEY BUG FIX:
- Monkey modules code changed so monkeys's back packs appear properly. Like people do, without me committing a billion duplicate back sprites.
- Monkeys have more masks to wear.
- Monkey gas masks have a north facing sprite now.
- Monkey Module code changed so MASKS will always work proper.

Mining Update:
- Plasma Cutter and sprites. It cuts at a delay of 0. meaning it is the best of the best of the best in the mining of ores. SIR! Thanks to VtecJumper, who happened to have it on his signature! It is robust as fuck looking.
- Belt sprites for all pickaxes and the jack hammer.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1309 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-29 18:02:27 +00:00
n3ophyt3@gmail.com c1a76d63d1 Helps if I add the code where a flipped-up weldingmask actually fails to protect your eyes from shit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1228 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-21 23:58:59 +00:00
baloh.matevz f82dbfe28d WELDER fixed
- Now hurts your eyes again if you use it unprotected.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1011 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-09 23:54:18 +00:00
mport2004@gmail.com cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
noisomehollow@lycos.com d2bb7d63ba Alien fixes/changes:
Alien stun chance on harm decreased.
Alien stab intent changed to stun intent which deals light damage. It does have a very high chance of knock down and an even higher chance of disarming the target.
Hud icon changed to reflect this.
Upped the chance aliens stunning cyborgs with stun intent.
Updated aliens attacking monkeys code.
Aliens can now directly attack the AI.
General code cleanup for alien attacks and others attacking aliens (hand to hand).
Humanoid aliens may no longer run on tables.
Fixed a typo in the Corrode ability.
Increased the amount of abuse resin walls can take. Changed how damaging them works (as windows). Hulks may now smash straight through resin walls. Aliens may now destroy them without acid (and can no longer use acid on them).
Spit now produces a message when used.
Fixed aliens not being stunned by stun batons.
Aliens can now attack/destroy turrets.
Removed alien vision loss from being shot by lasors.
Aliens are not deterred by flash now (flashbangs should still work).
You can no-longer stab aliens in their nonexistent eyes with screwdrivers or forks.
Changing a mob into an alien now properly sets their intent (help).
Minor, misc alien code adjustments.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@762 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 23:32:18 +00:00
rastaf.zero@gmail.com 09e0bcf987 Stackable items redo. Many improvements, massive code clean up.
Metal and related materials now noticeable more user-friendly.
Added new canister color: yellow "CAUTION". Used for newly created from metal canisters. Can be relabeled once.
Some typos were fixed.
dsay verb now uses fakekey in stealth mode.
AI cannot remove the cell from the charger.
Added alientalk chat prefix: ":a" by Barhandar. Also added keyboard layout independent russian prefixes.
Binary translator done by more convenient may by Barhandar.
Is possible now to wash bloody hands in sink.
Probably fixed bug causes gibbed revheads be not counted as dead.
Some other fixes.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@752 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-03 01:26:01 +00:00
musketstgstation@gmail.com b9d888c4f9 Added logging to fueltank explosions. Removed debug code from gib(). Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@373 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-05 19:50:34 +00:00
musketstgstation@gmail.com c53ece134d Added changeling mode handling to the 'list current traitors' secret. Wizard mode handling is commented out because it doesn't work at the moment. Reduced the damage radius when using a lit welder on a fueltank.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@335 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-20 20:29:18 +00:00
uporotiy 99fc3ea068 Fixing fuel tanks so they don't autogib.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@332 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-20 13:53:21 +00:00
uporotiy c970a7301f Further tweaking because miscalculations.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@316 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-18 20:23:59 +00:00
uporotiy b7e9dd1355 Fixed fuel tank.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@315 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-18 20:05:31 +00:00
uporotiy 50b8c9dd35 Added a new disease.
Removed GBS.
Fixed mime invisiwall.
Removed the red stripe on HoS's suit AGAIN.
Added metroid jam.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@314 316c924e-a436-60f5-8080-3fe189b3f50e
2010-10-18 18:29:59 +00:00
n3ophyt3@gmail.com 81b0fdea10 More runtime errors squashed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@231 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-30 18:30:49 +00:00
Skiedrake 456a9d6da6 Added hydroponics crates, graphics and crates themselves into the code.
Added Weed-B-Gone into crates at hydro, also Weed-B-Gone functionality. 
Changed map accordingly. 
Added weedbgone as a reagent and a recipe for it.
Added new spray sound effects and updated/changed those that were used before for fire extinguisher, refueling/refilling, using cleaner and using weed-b-gone.
Removed thumbs.db added by TLE as I saw it unnecessary.
Added buzzing sound to be used later with Fly Amanitas.
Changed some fertilizer graphics in chemical.dmi to be prettier.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@42 316c924e-a436-60f5-8080-3fe189b3f50e
2010-09-01 17:54:19 +00:00
only.lurking 662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00