Added Xmas and Xmas Eve holiday-features:
>If ALLOW_HOLIDAYS is in config.txt, random (harmless) wrapped presents will be placed under all xmas trees on z-level 1. :3
>Ian will start wearing a santahat
Added content for the end of the Mayan Calander.
Fixed the spelling of -invisible- pens
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5226 316c924e-a436-60f5-8080-3fe189b3f50e
-Adds weed control crates, orderable by cargo techs, for the purpose of kudzu control.
-You can now construct folders with cardboard sheets.
-Moves newspaper sprites out of weapons.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5206 316c924e-a436-60f5-8080-3fe189b3f50e
Slightly improved beartrap code while I was there, mostly standardisation and formatting stuff as usual.
Fixed the Chaplain's PDA spawn.
Reduced the chance of stealthy hulk wall smashing. All but one of the messages will attempt to go over the radio now.
Changed hulk resist text colour to red because it was barely readable in green.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5191 316c924e-a436-60f5-8080-3fe189b3f50e
Moved some mob vars to carbon:
mob/var/handcuffed -> mob/living/carbon/var/handcuffed
mob/var/legcuffed -> mob/living/carbon/var/legcuffed
As a result, I've turned some procs into pure virtual procs and moved their code into carbon.dm.
mob/proc/restrained() -> mob/living/carbon/restrained()
mob/proc/can_use_hands() -> mob/living/carbon/can_use_hands()
The hand and legcuff portion of mob/proc/u_equip() was moved into mob/living/carbon/u_equip().
The handcuffed portion of mob/proc/show_inv() was moved into mob/living/carbon/show_inv().
Fixes issue 1114.
Made parrots immune to bear traps since parrots should be flying over them anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5184 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed the focus from the high-res scanner to the regular scanner. It will simply scan the fingerprints and display them to the detective. For extra functionality, it'll store it's findings in a log and then you can print it out in a report by using attack_self().
-Detectives can now use the medical computer.
-Removed the pda forensic scanning functionality.
-Got rid of now useless high-res scanner computer. Got rid of the now useless fingerprint cards.
-Added a medical computer to the detective's office and replaced the useless medical cabinet with an empty one.
Other
-Got rid of diseases magically moving down a stage.
-Optimized playsound()
-Added an attack_self() to sprayers so that you can change the reagent use of them between 5 and 10.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5168 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1118. duplicating trashbags
Fixes issue 1117. evidence bag issues
Syndie shuttle can now travel to mining and the tcomms sat.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5152 316c924e-a436-60f5-8080-3fe189b3f50e
Removed /obj/item/weapon/camera while I was at it (unused).
New cameras are in modules/paperwork/photography.dm.
Standardised folder and paper naming a leetle bit.
Added a new gamekit sprite, also from BS12.
Path changes!
/obj/item/weapon/camera_test > /obj/item/device/camera
Updated all maps with the path changes, excepting oldstation.dmm.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5116 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a verb to empty the contents of the sprayer onto the floor.
-Admin spawnable only poisonousness apple added.
-Apples will always be eaten in one bite, to balance it, the apple can only hold 20 reagents now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5104 316c924e-a436-60f5-8080-3fe189b3f50e
-Reduced the chunks of code about minerals in door_assembly.dm
Preeeetty much this commit is just to update all the files to the new path of the minerals. From here, if I can, I'll start changing one by one to remove the huge chunks of code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5087 316c924e-a436-60f5-8080-3fe189b3f50e
Glowberries have uranium inside them now instead of radium, which caused overlap since glowshrooms also had radium.
Also tweaked cocoa pod sprites a little bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5081 316c924e-a436-60f5-8080-3fe189b3f50e
Click them inhand to make a stomp, and click them with your other hand to make a turn.
Added a cooldown to riot shield bashing, as it does actually seem to cause lag. Kor was right! Who knew?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5066 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced the vault katana with a replica.
(svn actually managed a map merge, if it's broken please just revert to r5064's map, and replace the katana in the vault with a replica)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5065 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the time between vending machine adverts from 60s to 600s = 10 minutes. In addition, I set it so a newly created vending machine assigns a random time for it's first message to be displayed to ensure that all vending machines don't say their message at the same time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4981 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
Changed the tank dispenser path from /obj/machinery/dispenser to /obj/structure/dispenser.
Fixed a bedsheet bin bug.
Updated the map and away missions.
Removed assistantChamber.dmm and desert.dmm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4906 316c924e-a436-60f5-8080-3fe189b3f50e
Standardised airlock_control.dm, and removed some useless spawn()s.
Updated a few things in paperbin.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4891 316c924e-a436-60f5-8080-3fe189b3f50e
Updated flashlight code a little.
Added inhand sprites for desk lamps.
Standardised modules/paperwork.
Decapitalised a bunch of mining items.
Slightly reverted update_icons.dm, so we're not looping through mutations more than we need to. Also, skeletons can now wear lipstick!
A few other things which aren't worth listing individually.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4855 316c924e-a436-60f5-8080-3fe189b3f50e
-Adds some recipes for cherries and cherry jelly
-Standardizes the vendor's seed count to 3 for all (though the plants that make you high starting with more seeds than everything else was a humorous commentary).
-New sprites for eggplants/seeds!!!
-Making ambrosia salads removes the toxin from them now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4841 316c924e-a436-60f5-8080-3fe189b3f50e
-Aliens now take damage when they are in a hot environment.
-Aliens now take more damage from fire damage. ( * 1.5 the amount)
-Alien facehuggers are always active and they'll latch onto people who walk by them, and not just walk on them. Commented out "activate facehuggers".
-Eggs will now open to nearby possible hosts. If they're still nearby, the facehugger will latch onto them. New icons by WJohnston.
-Aliens will now see the shuttle ETA.
-Drones can't evolve into queens/princesses if there's already an alive queen.
-Made queen heal a little bit faster (5 to 10). The queen was regenerating at the same rate as her underlings, and the queen is much more important now.
-Moved some copy+pasted stuff into the "mob/living/carbon/alien" class, so larva and humanoids shared stuff.
-Disarming a cyborg stuns them a little longer.
Added a piece of paper on the DJ station that helps people setup the telecommunication machines there and listen onto private frequencies.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4810 316c924e-a436-60f5-8080-3fe189b3f50e
Adds Cheri trees, sprites by Pewter. They're not in the vending machines yet, until we get some foods for them going.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4789 316c924e-a436-60f5-8080-3fe189b3f50e
-Changed airlocks to use the environmental power channel.
-Changed all airlock controlling devices to use the environmental power channel.
-Changed shutters to use the environmental power channel.
-Changed pipe meters to use the environmental power channel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4784 316c924e-a436-60f5-8080-3fe189b3f50e
YouTool is now all access so assistants can use it.
You can no longer ride office chairs under flaps to become unpullable/ungrabbable etc.
Updated the changelog with some of Aranclanos's recent fixes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4764 316c924e-a436-60f5-8080-3fe189b3f50e
- Tested with various damtypes/locations/mobs but if i'm a dumbass and overlooked a problem feel free to punch me and revert this
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4762 316c924e-a436-60f5-8080-3fe189b3f50e
This includes:
- Individual wounds
- Dismemberment
- Bone breaking
It also adds configuration values to config/game_options.txt to control the point at which bones break and limbs are cut off.
Does not include surgery or bleeding yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4720 316c924e-a436-60f5-8080-3fe189b3f50e
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.
The closet folder has been re-organized a little.
supplypacks.dm has been moved into the datums folder since that's what it is.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.
To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.
Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3
Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)
Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!
TODO:
Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..
OTHER:
With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.
Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586
Some runtime fixes.
Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
Supply_packs ow use paths rather than strings. This is because paths for some of the items have changed with recent updates which was causing the strings to become invalid, but the compiler does not check them. Now that they are paths, the compiler will warn you. Fixes a number of runtimes with supply_packs/shuttle. A number of items that were meant to spawn in supply crates that were affected by this now spawn again. (stuff like grenades, spray bottles, etc)
Added a damp rag to the janitorial closet.
Added ammonia to the hydro crate (removed 2 bottles of pest-spray and increased cost slightly to offset)
Moved explosion2.dm to WIP/carn/Explosion2.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4601 316c924e-a436-60f5-8080-3fe189b3f50e
-Updated Xeno's 'stalking' stance, courtesy of WJohnston
-Small change to the security console animation, so instead of being 44 individual frames, it's just 7 with appropriate delays
-Extra sanity check for mech fabs, hopefully that would clear up runtimes from parts disappearing while building
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4600 316c924e-a436-60f5-8080-3fe189b3f50e
Glass shard
Broken bottle
Sord/Claymore/Katana
Cult blade
Kitchen knife/Butcher's cleaver
Nettle/Death nettle
Hatchet
Thank you carn for testing this for me :)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4580 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.
Fixes issue 366.
Fixes issue 317.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 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
Comments for lighting:
Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
by using the var/tag variable and moving turfs into the contents list of the correct sub-area.
Unlike sd_DAL however it uses a queueing system. Everytime we call a change to opacity or luminosity
(through SetOpacity() or SetLuminosity()) we are simply updating variables and scheduling certain lights/turfs for an
update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
turning it back on with lighting_controller.processing = 1.
Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
at runtime)
Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
costs.
Known Issues/TODO:
admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
No directional lighting support. Fairly easy to add this and the code is ready.
When opening airlocks etc, lighting does not always update to account for the change in opacity.
Explosions now cause lighting to cease processing temporarily.
Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e