Commit Graph

461 Commits

Author SHA1 Message Date
kortgstation@gmail.com
30cb4ae5c3 Added Ausops new cult robes, hood, armour, shoes. These now spawn from the armour talisman.
Moved the red magus robes to be a wizrobe variant, put the red robes on the wizard shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3823 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 00:01:15 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
b6a6b8614d - Added Cheri's lizard and monkey pelt sprites for tanning
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 23:13:37 +00:00
ericgfwong@hotmail.com
64b401f2c9 Clarified how spending points work in the changeling evolution menu.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3768 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 17:54:19 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
johnsonmt88@gmail.com
fa65c484cd 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
vageyenaman@gmail.com
9d154bbded Reverting traitor.dm because I didn't mean to include it in my previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3693 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:31:44 +00:00
vageyenaman@gmail.com
49647d329a 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.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +00:00
johnsonmt88@gmail.com
329c71c306 Disposal/Pipe Dispenser can no longer be used 'remotely' or while stunned or while they are unwrenched. Fixes issue 517.
Can no longer eject the nuke disk from the nuke while stunned. Fixes issue 497.

PA can now be powered down again.

Cyborg 'skull' masks now have east and west facing sprites. Fixes issue 468.
- I encourage anyone with actual spriting skills to redo them though, I just spent 5 second in photoshop whipping these up. (icons/mob/mask.dmi the icon labeled 'Death')

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3681 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 04:14:56 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
baloh.matevz@gmail.com
18ccabb33a - 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.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.


*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-24 19:34:04 +00:00
vageyenaman@gmail.com
7b6a5e8c1f - Added a middleclick function that swaps your hands.
- Some reorganization of DNA display in DNA modifiers. It's much easier to see where blocks start and end now.
- Tried to clean up some mob stuff, mostly dead humans unnecessarily grabbing their atmosphere.
- Made turret controls emaggeable.

I've also committed Invisty's new ending station animations. They're pretty cool, check them out!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3621 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-19 17:05:55 +00:00
ericgfwong@hotmail.com
b54822362a -Added WJohnston's scrubs to Medical Doctor lockers.
-Added two new syndicate bundles
-Reduced cost of thermals to 3 telecrystals (formerly 4)
-Singularity Beacons are now spawned from a smaller, portable device.
-CMO and QM jumpsuits made more unique.
-Updated Cargo Tech jumpsuit and sprite
-Edited Warden's jumpsuit striping to match his jacket
-Added WJohnston's CMO bio hood
-Bug fixes for Nodrak's Random button

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3599 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-16 06:09:32 +00:00
johnsonmt88@gmail.com
d336b65d1b Random button added to traitor uplinks.
- All traitor items are available in the random button so long as you have the crystals to purchase it.
- This means it's possible (though very unlikely) to get 5 sets of revolver ammo.
- It's RANDOM, don't expect great stuff every time.

Made startSinglo() a game-master only verb in the debug tab.
- It is incredibly useful and time saving when testing stuff out before committing.

Added borgs, AIs and dead players to the list of protected paths in the delete all verb. 
- Unless someone can give me a valid reason as to why an admin would delete all ghosts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-15 00:32:26 +00:00
ericgfwong@hotmail.com
43f93a06c5 -Defined a new area for the prison wing, so ghosts won't teleport to the admin brig by accident
-Removed prison toilet disposals
-Reduced number of blast doors in prison wing, as it was overkill
-Fixes prison break event to also affect the prison wing
-Restores geneticists' supervisor text and headsets to include the RD
-HoP now starts with full access to his departments (all Supply and Civil)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3587 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-13 23:49:12 +00:00
johnsonmt88@gmail.com
e20e769614 - Added QualityVan's fix for large glass windows not requiring 2 glass pieces.
- Took 'Evolve Greater Changeling' off the Evolution menu. It still exists, it's just hidden until it's finished (i.e. gets a sprite)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3575 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 03:33:43 +00:00
johnsonmt88@gmail.com
6951ec37ed Committed for Sieve:
Reverted dismemberment
- This is the majority of the files

Reverted the gun change
- You wont shoot yourself putting your gun away
- You don't have to fire off all of your shots before hitting someone with your gun

Reverted Tarajans
- As requested

Hotfix for the Holodeck.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-11 02:21:00 +00:00
kortgstation@gmail.com
d15ce2c40d Fixed Summon Guns spawning broken eguns. Replaced the decloner and freezegun with aegun and mateba (for list of possible guns).
Added Ausops gateway sprite.

Added placeholder structures so the people working on the map have something to mark where the recieving gate will be.

And unfinished Behemoth code because the dme needed to be updated to include Ausops stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-10 05:33:01 +00:00
petethegoat@gmail.com
e89e7acdb3 Fixed issue 411. (Thanks Yvarov- http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8651)
Added Invisty's new field generator sprites.

Added a button to check antagonists that stops the world from automatically restarting at round end.
It's toggleable, but once the round ends with it on, you'll need to reboot the world manually. (It's under check antagonists because that's where the shuttle stuff is, let me know if I should move it.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3565 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-07 13:02:42 +00:00
kortgstation@gmail.com
9eb74e104d Nuke ops spawn with an engineers internals box (extended oxytank)
Oxygen canister spawns on the nuke op shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-04 06:01:11 +00:00
kortgstation@gmail.com
e5d87a178e Sec can't be cultists again what was I thinking
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3552 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-03 20:19:42 +00:00
VivianFoxfoot@gmail.com
d54289d410 Adds to the changeling, makes greater ling possible. We'll see how it goes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3538 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-01 15:52:10 +00:00
VivianFoxfoot@gmail.com
4dfe439b1a Adds BS12 dismemberment. Not all features of it are implemented yet, but it should be equal to our previous system.
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
2012-05-01 15:33:29 +00:00
kortgstation@gmail.com
7a23c1509e Okay, NOW constructs can see cultists/update properly their minds properly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3514 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 07:08:39 +00:00
kortgstation@gmail.com
4577df235e Fixes some runtimes my last commit caused. Sets construct real_names so they don't mess up the show antagonist list.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3511 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 02:51:49 +00:00
elly1989@rocketmail.com
515d422b66 Fixed dust() and gib() leaving invisible overlays everywhere
Fixed deaths at the end of nuke rounds, optimised the code a little

gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.

Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.

Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.

getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.

runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)

ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.

PHEW


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-26 00:50:18 +00:00
kortgstation@gmail.com
6236ff0d85 Shades, Juggernauts, Wraiths, Artificers all now have minds.
If a cultist builds a construct, that construct will be a cultist. This means they can see cultists finally (and will probably count for the escape objective, so that might need changing numbers wise)

Fixed some typos in the cult runes (godamnit Urist) and the blind rune can no longer be made into a talisman, cause a handheld, instant, AoE blind that lasts 20 seconds with no counter is retarded.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3507 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 21:29:03 +00:00
petethegoat@gmail.com
21387370c9 Tonnes of stuff, please check the changelog.
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)

PROBABLY A BUNCH OF OTHER SHIT

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-25 19:28:40 +00:00
VivianFoxfoot@gmail.com
0361469168 Changes rev objectives to use the proper objective so heads being off station actually works
Changelings faking death can no longer have their brains cut out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3501 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-24 17:18:39 +00:00
kortgstation@gmail.com
d3523a3e91 Added Wjohntsons little toy mechas.
Removed restrictions for cultists, anyone can be converted now.

Bibles no longer deconvert cultists to stop the random bible smashing from ruining rounds

Soulstones can no longer capture the manifested ghosts. No more infinite constructs.

Removed the telecomm traffic control from the map until its fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3500 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-24 05:16:58 +00:00
petethegoat@gmail.com
f91dfe2e0d Updated the barman's shotgun, it acts like a double-barrel now, and he can saw it off.
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
2012-04-22 03:18:17 +00:00
VivianFoxfoot@gmail.com
1de0c187f2 Jobs are now randomized at round start to avoid people's select occupations list being randomized.
Fixes some strings in modular changeling.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3488 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-21 20:55:56 +00:00
elly1989@rocketmail.com
575654babb Rewrote the cinematic system to be centralised and controlled by the gameticker, rather than handled per mob with like, 3 loops and a seperate process for each mob.dmPlease report any bugs/derps to me asap. I've tested it as much as I can locally, but because it relates to events that require a large number of players it's very hard to test.
TODO: I was intending to use dust to kill players off on a nuclear-loss. However dust() is very very broken. So I've hardcoded everything to die until I can fix dust().

Added an adminverb for 'Game Master's. It was a debug verb so I could test cinematics but I've left it in as it might be handy for events, especially if we get more cinematics. To access it type "cinematic" in full into the input bar as a Game Master, then follow the prompts. At the moment, it only handles nuclear stuff (that's all there is anyway). You can choose where the nuke detonated 0= on station; 1= near station but in space; 2= off the z-level. You can also force a cinematic from another game-mode to play with the prompt after that one.

Note: All mobs are buckled to a bed located inside the gameticker (odd I know) whilst a cinematic is playing. The bed is deleted afterwards releasing all players. If off_station=0 then all mobs will be killed too. This is to stop people running around and doing stuff during the cinematic. I really didn't want to add more variables/checks to mobs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3481 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-19 20:33:19 +00:00
kortgstation@gmail.com
a98a1356ef The Chief Engineer, Engineers, and Atmos Techs all now have their PDAs spawn in their pocket, and their toolbelts on their belt.
Nuke gibbing now happens at the end of the cinematic now, which should prevent the runtimes it was causing.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3476 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-17 21:21:17 +00:00
elly1989@rocketmail.com
6afbbda1cd Fixes a bug reported by XSI. Nuke disks were not being deleted properly, causing infinite nukedisks to spawn everywhere.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3469 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-16 15:08:12 +00:00
kortgstation@gmail.com
0e62a55fd5 Added cult girders (sprites by Ausops).
Cult walls can now be reduced to said girders.

Artificers can now create cult floors with a new 

Added the damaged cult floor sprites by Ausops.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3466 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-16 06:11:41 +00:00
kortgstation@gmail.com
4863c83dd0 Added a newscaster to the Ruskie DJ Station by Gustav Gun's request.
Added cult structure icons by Ausops/Utilitas and objects for them which are (for now) purely decorative.

The nuke going off now gibs everyone on Z level 1 (station).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3455 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-14 09:18:24 +00:00
petethegoat@gmail.com
9c7bc90ee3 removed asteroids
added apron lying sprite

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3453 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-14 00:51:55 +00:00
elly1989@rocketmail.com
1d4b40d915 Added the foundations of a special-day events system. It's a bit more robust, tidy and efficient than calling isDay everywhere. It defaults to disabled. It can be enabled by uncommenting ALLOW_HOLIDAYS in config/config.txt
I've added no content just the foundations. All it does is give the station a holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.

Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it for now (there's not much point as there's no content yet anyway). It's mainly for bugtesting.

Foundations are there to create holiday random events and round-start stuff so we can keep everything together. Check out code/game/gamemodes/events/holidays !


NOTE: This is intended for easter eggs! Little trinkets and such to make these days special. It IS NOT for spawning grief items and game-changing stuff. If you REALLY want to add stuff like that, please speak to the project heads. If it's used for spawning bullshit like poop or grief items I'll just remove my code. Thanks.

Happy Friday 13th :)

Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only happens for the person holding them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3450 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-13 16:58:03 +00:00
elly1989@rocketmail.com
94c4a469fa Damnit, forgot to remove the debugging stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3445 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-12 22:02:51 +00:00
elly1989@rocketmail.com
04f0a79866 Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise them a little. If you have any concerns about how I've done so just give me a shout and I'll either rework them or revert my changes back. Wormholes especially seem a bit faster on my laptop. Smoke has temporarily been removed from the blackhole event until I get time to investigate why the hell effect_systems are using so much memory ( spark effects were using 40% of my processor a second ago D: ). To compensate this I made them a new sprite.
Commented out the authentication system. It was the remnants of the old goon authentication stuff (or maybe even older) and wasn't actually used in our code at all (at least not in any useful way, it was merely called and short-circuited to 1, so all those if(authenticated) were totally pointless. This has removed 3 unused variables from every client, a bunch of unused variables from the config and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a 'reply to' window to popup when an admin PMs a non-admin player. It's meant to grab their attention so they can't say "I didn't see your PM". It defaults to off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape or form.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3444 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-12 21:54:51 +00:00
elly1989@rocketmail.com
d775e1ac80 Runtime fixes for:
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
2012-04-11 05:01:44 +00:00
VivianFoxfoot@gmail.com
454b4b4b6d Minor bugfix to an artifact and its objective
Adds to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3416 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 02:56:16 +00:00
VivianFoxfoot@gmail.com
3385621585 Adds randomlly spawning rooms to the mining asteroid that contain various goodies. (Among them are a modified traitor beacon, a cloaking device and a closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways, so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that allows the borg to choose their module again.  Adds some support code to borgs to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is hardcoded) and a command to break the local air group.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3415 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 02:19:28 +00:00
elly1989@rocketmail.com
4dd42be997 r-walls now use smoothwall.dm stuff properly.
fixed a shit-tonne of runtimes and bugs related to sleeps being used for build delays without adequate sanity checks. Should fix the "runtime error: undefined proc or verb /turf/simulated/floor/plating/dismantle wall()" that have been around forever.
A bunch of minor fixes like repairing walls not using more  metal than it should.
Can now repair the first stage of deconstruction with metal rods.
Tidied up those HUGE elseif chains a little bit.
Tested all seems fine, please let me know if I derped anywhere.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3410 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-08 05:58:50 +00:00
quartz235@gmail.com
1f2e67f9ff Runtime fixes
Moved delete to trial admins because they can already mass delete and that's not particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3397 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-03 00:09:44 +00:00
VivianFoxfoot@gmail.com
dd4a4a5b7f Minor fixes to the tensioner, changes to the borg deathsquad from 6->3 and fixes their cell
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system!  In time, we can make SS13 as realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes.  This is included in the savefile.
Adds code support for a parrot in!  Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works.  I don't see how it could have ever worked before.
Preferences are now attached to a mob



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3386 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-01 15:27:21 +00:00
VivianFoxfoot@gmail.com
2cdb2d9225 Apparently the lsd sting was, in its inception, slight overkill.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3329 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-20 02:57:59 +00:00
VivianFoxfoot@gmail.com
42f0df5bca Adds LSD sting by popular demand.
Tensioner will no longer target dead people to be killed.
Silence sting no longer provides a message to the silenced.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3326 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-20 01:44:54 +00:00