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)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e
-Added sprites/defines for a hydroponics supply closet. Fix for medical/CMO/RD/scientist lockers not having the proper graphic when emagged.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3523 316c924e-a436-60f5-8080-3fe189b3f50e
Added Khodoque's new shotgun sprites.
Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is non-existent.
Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical
Removed the define for HALFMASK, as it was completely unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3493 316c924e-a436-60f5-8080-3fe189b3f50e
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)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e
FINGERPRINTS ARE GONE
EVIDENCE BAGS ARE GONE
DET SCANNERS ARE GONE
THIS IS PURELY TO SEE IF REMOVING DETECTIVE WORK FIXES THE HORRIBLE CRASHING
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3424 316c924e-a436-60f5-8080-3fe189b3f50e
Commented out bloody footprints until someone can figure out a sane way to prevent there being hundreds if not thousands of decals a round.
Reverted Doohl's riot armour/ablative armour changes (the code for reflection is just commented out, neat stuff)
Fixed the typo on the CE's request console
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3304 316c924e-a436-60f5-8080-3fe189b3f50e
Reconnected the freezer room to station atmos, removed its miniature freezing loop thing, starts at a normal temperature, etc.
Moved meat back off the floor and into a fridge.
Reasoning for all this being the game has been laggy enough as of late, we don't need meat and closets processing, and we certainly do not need the chef putting strain on the atmos system every single time he opens the door to his freezer room, especially not for such a trivial thing as rotting meat. REMOVAL APPROVED BY MUSKETS COME AT ME BRO
Also re-added Lamaar to the RD's office.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3261 316c924e-a436-60f5-8080-3fe189b3f50e
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?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed. Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
Buffed the janitor's cleaning grenades.
Fixed the void jetpack not having any oxygen, fixed nuke ops starting with empty jetpacks, fixed the spacesuit admin equip.
Renamed plasteel floor tiles to just floor tiles, seeing as they're not made out of plasteel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3154 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/item/weapon/tank/jetpack/void
/obj/item/weapon/tank/jetpack/oxygen
/obj/item/weapon/tank/jetpack/carbondioxide
Updated the maps so they don't have empty jetpacks in EVA.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3151 316c924e-a436-60f5-8080-3fe189b3f50e
- Added job-specific pda cartridges to the lockers of engineers, security officers, wardens, scientists, doctors, cargo techs, janitor and all 6 heads.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3142 316c924e-a436-60f5-8080-3fe189b3f50e
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
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
- 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.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3039 316c924e-a436-60f5-8080-3fe189b3f50e
- Readded the pepper-spray dispensers to the Armoury and to Sec.
- Readded the pepper-spray to Sec Lockers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3011 316c924e-a436-60f5-8080-3fe189b3f50e
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.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2955 316c924e-a436-60f5-8080-3fe189b3f50e
(authourised by head-coder peoples)
- Remapped the firing-range a little to help keep the armoury a little more secure.
- Removed the bar-stool that was spawning under the disposal in the bar.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2944 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed issue 308
Singularity engine parts are now unanchored by default. However those on the map have been edited to all be anchored.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2937 316c924e-a436-60f5-8080-3fe189b3f50e
The PA can no longer be remotely controlled by humans and cyborgs can only control it if they are nearby.
The spawn PA can now be taken apart.
FireAx/Extinguisher closets got their own files.
Food closets are now with their defines.
Freezer closet/crates override return_air() to cooldown the contents.
The var isinfreezer has been eliminated.
The old player panel has been readded as an alt for the new one, it may be found under the Player Panel verb.
The new player panel may be accessed by the Player Panel-New verb.
Crates.dm moved from the storage folder as it is not a storage object.
Fixed Issue 227 about the PA shooting when it should not be.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2851 316c924e-a436-60f5-8080-3fe189b3f50e
Kitchen cold room tweaked a bit more.
Cold room added to Uterus.
Changelog updated to indicate new freezer crate/refrigerator functionality.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2832 316c924e-a436-60f5-8080-3fe189b3f50e
A bunch of fixes for various stuff that's been broken about the bag of holding. It should work as intended, now.
Made wet floor signs fit in boxes.
Cleaned up the janitor's closet a bit.
Optimised the vault wiring a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2580 316c924e-a436-60f5-8080-3fe189b3f50e
Old trashbag was buggy as fuck and useless. Didn't touch it's code, but replaced it's spawn in the janitors locker with a 20 slot, tiny item only storage object (new trashbag)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2577 316c924e-a436-60f5-8080-3fe189b3f50e
Thanks to Exadv1 the reagent checking code for chem got a nice performance tweak.
Minor text change to the steal ai objective.
Few runtimes/nullchecks fixed.
HoS does not spawn with a flash, Warden does not spawn with a taser, Security officers now spawn with a flash.
Wizarditis has been uncommented and nerffed quite a bit.
Moved most of the suits over to the clothing module folder.
Force 0 items won't damage humans.
The two lockboxes have been readded to the armory.
The brigs extra large power cell has been cut in half. (still twice as large as normal apcs)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2480 316c924e-a436-60f5-8080-3fe189b3f50e
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting.
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the shotgun pump proc a bit, should work better now and not teleport old shells around.
Added a config option for the jobs to be loaded from the jobs.txt rather than use the defaults.
Loyalty implanter removed. The Limplanter was designed to be on the prison station as it took more time and was a pain to get people up there to implant them. No prison station, no Limplanter.
Implanter lockbox moved to the armory from the HoS' locker.
Security room's table once again shrunk so people can walk around in there.
Brig lockers are now anchored to the inside of the cells and once again have their IDs set.
Warden's locker moved to his office.
Cell controls Names/IDs/Access fixed as well as once again working with the brig lockers.
Removed a few of the blast doors from the inside of the brig.
The three secure cells have blast doors controlled from a button outside of the cell.
The play admin midis toggle should be working properly now.
Morgue trays will no longer teleport anything from anywhere.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2413 316c924e-a436-60f5-8080-3fe189b3f50e
Dead mobs can no longer emote. (except for *deathgasp)
Changed the path of /obj/effect/securearea to /obj/effect/sign/securearea for consistency.
Slight map updates to the kitchen and brig.
Prisoner closets only have one set of clothing in them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2403 316c924e-a436-60f5-8080-3fe189b3f50e
The loyalty implant box now spawn in the HoS' locker and not in nullspace.
Gave the HoS' locker a secbelt.
The revolver now use the proper bullet.
Robotics spawn with their labcoat/toolbox.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2346 316c924e-a436-60f5-8080-3fe189b3f50e
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
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e