* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
- Improved tracking implants
- Added parole implant (chem implant with ether)
- Added parole jumpsuit + control wand
- Added box of the above to warden's locker
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This commit does the following:
- Ports progress bars from -tg- (tgstation/-tg-station#9921)
- Refactors wall attackby code to make it 100% less insane; Instead of
manually checking every little thing, it uses do_after,
consequentially, making the new progress bars affect dealing with walls
as well.
Wall code makes a tiger sad.
This commit first adds a new helper proc labeled isAntag(), as well as
adding a check for antags for every instance of msg_admin_attack().
Goals of this commit:
- Make admin ATTACK: logs indicate if attacker is an antagonist.
Note; High probability of merge conflicts, 47 files changed.
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/modules/mob/living/living.dm
Conflicts:
code/__HELPERS/mobs.dm
code/datums/mind.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/ai/ai.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/__HELPERS/mobs.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
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
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.
!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.
Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.
I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.
Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
- 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.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
Tracking implants can now be used to message the holder.
Mini Readme update.
Explosive implants will explode when the host dies. Might try and wrap these into nuke or as a new traitor item.
Added a play local sound proc.
Fixed most of the runtimes in the latest log.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2074 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the objectives a bit and made a new "kill" one for rev.
Cleaned up implants and implanters a bit.
Cleaned up the prisoner computer a bit.
Sec Huds can be placed on security helmets (Still needs a sprite)
The beachball now has in hand sprites (Kor)
Cult:
Heads other than the Captain and HoS are now able to start as or be converted to a cultist.
Loyalty implants will block conversion but will not unconvert cultists.
Rev:
Station Heads or Head Revs who leave z1 will count as dead so long as they are off of the z level.
Loyalty implants will block conversion and will unconvert revs upon injection.
Once a mind has been unconverted it may not be reconverted
New items:
Loyalty implants, small implant that prevents reving/cult
The Captain, Warden, Officers, and Detective all start with one already implanted
Loyalty Implanter machine on the prison station that implants loyalty implants and may regen implants after a cooldown.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2049 316c924e-a436-60f5-8080-3fe189b3f50e