They also added extra checks to
-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)
Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
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
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
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
This fixes a fuckload of runtimes and makes structures and machinery being able to cause damage on attackby procs, for example, using TK.
I'm not entirely happy of doing this, adding another var to a base class, but it's better than leaving a lot of hasvar() procs and it's easier than moving obj/machinery, obj/structure, etc, to obj/object/machinery, obj/object/structure, etc.
Also it doesn't break the entire game.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5457 316c924e-a436-60f5-8080-3fe189b3f50e
Moved helper for checking if mob is down on some operable surface to unsorted helpers.
Checking for tool type now will properly work with subtypes (istype instead of comparing type var)/
Runtime fix for being hit by something without there being a usr. This was most likely due to explosions or possibly mass drivers.
Runtime fix for simple animals using department channels. Only parrots can use them now as they are the only simple animal with the 'ears' variable.
Runtime fix for the mech's energy relay process() when there is no battery in the mech.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5405 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new gun/projectile which deals brainloss as well as causes hallucinations.
Replaced the pulse rifle in stationCollision with the new gun.
Gave the HoS gateway access so he can banish people.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5201 316c924e-a436-60f5-8080-3fe189b3f50e
This will only trigger in surgery for now - That is when you cut someone open in surgery, you'd better wash your hands before, or otherwise you'll get infected wounds.
This is simply not acceptable:
- http://www.kamletos.si/screen%20overlay%20reduced%20size.png
- http://www.kamletos.si/screen%20overlay%20reduced%20size2.png- Made being in an area with extremely low pressure cause some damage (2 per tick)
- Reduced the amounts of oxy damage per tick from 1/ 2 / 4 to 0.5 / 1.5 / 3, depending on your body temperature.
- Reduced the maximum amount of high pressure damage per tick from 7 to 4. Slightly reduced the damage coefficient for pressure damage. This is to prevent insta-kills in high pressure areas. I still can't believe poly originally set it to 20 per tick...
- Added a maximum amount to how much your body temperature can change in each tick. It can go up or down by, at most, 30K per tick.
- Space suits and the captain's armor now protect against pressure damage
- Fixed some more of poly's awful code. The STOPSPRESSUREDMAGE flag now defines whether you take damage or not. You still need to have both a helmet and suit with that flag on to be fully protected from pressure damage. This will make the pressure damage indicator actually show what kind of pressure is affecting you and not just pretend like you're not taking damage, even if you are, while in a space suit:
//Poly code<TM>
if(istype(wear_suit, /obj/item/clothing/suit/space)||istype(wear_suit, /obj/item/clothing/suit/armor/captain))
--pressure.icon_state = "pressure0"
else
--...
- Standardized /obj/item/examine().
- Added the important stuff to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5004 316c924e-a436-60f5-8080-3fe189b3f50e
Item's attack_hand proc wasn't calling the item to be picked up if it was in your inventory, which meant that the lights couldn't update properly. By calling pickup, even if the mob was taking it from their own inventory, I was able to get the lights to update properly. I've tested all items that used /pickup and they all worked correctly, apart from tray which never worked correctly as I then tested it on the online servers. I'll create an issue report for that later.
-The crew monitor will now detect mobs that are inside a content of an object, such as a locker. I also made it so that it only detected mobs on the same z level as the computer itself, so people on the away missions and what not will not be able to see the crew member's on the station.
-Updated the changelog about my last commit, before this one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4999 316c924e-a436-60f5-8080-3fe189b3f50e
The path has changed from /obj/item/weapon/mousetrap to /obj/item/device/assembly/mousetrap
Deleted mousetraps.dm, and removed the original define from weapon.dm
Added a new /obj/item proc, on_found(). It's called when pockets are emptied, and whenever someone looks in a storage item. Currently used only by mousetraps and facehuggers~
Updated the map with path changes.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4969 316c924e-a436-60f5-8080-3fe189b3f50e
Pretty much finished surgery system.
-working appendectomy, bone surgery, eye surgery, face surgery, brain surgery (humans only) and metroid core surgery.
-moved operation stages tracking vars to one op_stage datum. Left brain opstage var alone because way too many things reference it.
-added bone gel and bone setter.
-added check for surgery tools, so new doctors won't beat shit out of patients on optable too often.
-pretty much emptied surgery_tols.dm, it was unneeded by this point.
Still need to test it more, slap sanity checks everyfuckingwhere.
Also more literate messages written with help of trained monkey (faux).
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.
*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!
Again, that stuff is now located in code/world.dm
*******************
The tester list has been removed as it is not in use.
/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places
A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm:
- - The world stuff is in world.dm.
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm
- atom_procs.dm was split into atom.dm and atom_movable.dm
- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm
- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)
- Landmarks.dm was moved into /objects/effects/landmarks.dm
- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/
- status.dm and topic.dm code were moved into world.dm
- step_triggers.dm are now in objects/effects/step_triggers.dm
- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)
- vote.dm is now in code/datums
/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game
and finally...
modules/mob/organs files are now in code/datums/organs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
- Bomb admin logs now tell what type of device (if any) was attached to the bomb
Fixes issue 873
- Fat people can now use their slots properly (thanks to erro for pointing out the cause of the bug)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4630 316c924e-a436-60f5-8080-3fe189b3f50e
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.
I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.
I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate
I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.
There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.
Next up: Finish the files in the weapon folder, then start moving defines down.
My god I hope I havent broken everything.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
Removed some pointless, unused objects. (i'm looking at you, rubber chicken without a sprite)
Added a few new "features"- lighting cigs with igniters, and toggle-able bedsheets.
Slightly improved the cow gib sprite because if I don't commit it now I'll revert it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4517 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
The main problem is: if a mind is transferred to a ghost, objectives that have that mind as a target will treat the ghost as the target mob. Which is clearly a problem. This should fix exploits where people could force people to win/lose objectives via ghosting, gibbing, etc.
It should also eliminate any other weird bugs like the one Nodrak fixed a while ago where pais would keep their mind....meaning they were like, a cultist pai or something and could rat antags out to its owner using the HUD.
Removed some conditions from objectives (like those pertaining to the thunderdome) as they were bait for meta. >ghost >teleport to thunderdome >antag fails the objective she completed
Resolves issue 662
Fixes a few instances of original_name becomming null (there's still loads)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4214 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
Breaking bottles over people's heads!
- The bottle will be destroyed and a broken bottle will replace the old bottle
- There is a chance for a glass shard to be created
- The regents of the bottle get splashed onto the mob who got hit
- This affects alcoholic bottles, not to be confused with pill bottles or chemistry bottles.
- - Technically milk cartons and lime juice cartons, so they break as if they're glass.
Names in the PDA list are now ordered alphabetically.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3998 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
- 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.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
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