-Added missing door to chemistry
-Added missing welding goggles to R&D
-Fixed piping error that caused toxins mixing to bug out
-Added more biohazard shutters to Science
-Reversed direction of toxins mixing pipes
-Re-enabled reagent scanner function in toxins PDAs
-Added missing disposal pipe under Mining Dock door
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5308 316c924e-a436-60f5-8080-3fe189b3f50e
-General improvements to the flare and I decreased the flare fuel. I keep under-estimating how long it lasts and I'm sorry for always changing it. I tested it in game and I'm happy with the duration.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5219 316c924e-a436-60f5-8080-3fe189b3f50e
Gave the high level symptoms their own preset diseases and added them to the virus crate, along with a bottle of mutagen.
Several disease fixes, such as disease stages going below 0. Diseases which spread by blood will longer spread when you touch someone (i.e: click on someone)
I also did some cleaning up with comments.
Made handheld radios broadcast if their messages aren't sent on the same level as they're on, meaning that turning off the relay to the station will not make it impossible to communicate with others with radios.
Made some events only effect people on the station Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5192 316c924e-a436-60f5-8080-3fe189b3f50e
Updated all maps. (and updated stationCollision.dmm to have new hivebots, cmon kor)
Removed the action button from the flare, as you only ever turn it on once.
Removed a bunch of unused sprites in items.dmi.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5190 316c924e-a436-60f5-8080-3fe189b3f50e
Added an issilicon() check to the PDA's remove id/pen verbs so that the AI can no longer be rendered helpless if they happen to click the 'Remove Pen' verb. Fixes issue 1124.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5186 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
Improvements to Telecomms. I wasn't happy with my relays and having telecomms send several messages on different Z levels was not effecient. I decided to overcome this by removing the need to attach Broadcasters and Transmitters to relays. Then I made relays just add to the signal data which z levels the message will be broadcasted on, instead of sending the message several times. It's a bit hard to explain but basically it should be better then ever, and adding more relays will not create serious performance issues. Since you can't control whether the Z level could only receive messages or only send them, I added options on the relay itself so you can set it. I then made an additional feature, which Nodrak gave me the idea for, which is that busses can change the frequency of a signal. It's an option on the Bus and you can set it to change the signal's frequency, which can create hilarious situations such as the command channel being redirected to the general channel. No way to duplicate a signal with a different frequency at the moment.
Since relays earlier depended on a stupid system in order to become a off-site relay, I instead just made it limited to the satellite Z level, which makes more sense.
Broadcasters and Receivers are linked to the HUB, but it's still possible to create a simple telecommunication system with a "Receiver -> Bus -> Processer -> Broadcaster" (though it will be slow)
OTHER
Smartfridge limit was lowered to 999, just below the infinite loop check limit. This is to prevent further issues that may occure.
Moved creating some icon datums above the SQL procs, just to make sure that the SQL itself isn't sleeping and causing issues with the datums being used before being loaded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5183 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
Toggling these preferences in-game will update your savefile. Meaning that your preferences will persist between rounds.
Added some savefile_version updating stuff. It's pretty crude. If you're changing any of the savefile stuff just ask and I can change it/help.
Removed some unused client vars
Ghosts no longer hear ambience. Simplified ambience code.
Simplified lobby music code. It will no longer cause a massive queue of events (which would eventually balloon in memory use)
Moved ooccolor and sound_adminhelp back to prefs. It's easier and allowed me to remove the setupclient() stuff completely.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5143 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 526. MMI-Mech issues
MMIs can now change intent. There's no feedback, but they can at least function properly now in mechs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5098 316c924e-a436-60f5-8080-3fe189b3f50e
Integrated the sql and standard admin_rank stuff a little. Still needs some work.
Permissions Panel has a sexy floating search bar. The scripts and stylesheets are external files which will be sent to every client at connect, so they can be used in any panel you wish with no additional overheads.
If there are any bugs with the permissions panel (particularly the search bar) please let me know. thanks.
rights2text now has a seperator argument. It defaults to "", but can be any string, for instance "<br>"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5080 316c924e-a436-60f5-8080-3fe189b3f50e
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
>dd_replacetext and dd_replacetext_case are now replacetext and replacetextEx respectively.
>replacetext and replacetextEx works using strings only; it doesn't convert it into a list and then back into a string.
Fixes some dumb-dumbs in textlist and text2listEx
> "<" where there should be a "<="
> no else case for when the separator is longer than the text (causing empty lists to be returned)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4971 316c924e-a436-60f5-8080-3fe189b3f50e
-Atmos delay is now based on active players, to help fight lag for massive player rounds.
-Changed some for(blah in world) loops to use the correct lists.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
>Replaced dd_text2list, dd_text2listcase, tg_text2listcase and tg_text2list with text2list and text2listEx. text2list will return a list of each and every character in the string if you set separator=""
>added return_file_text(filepath) which returns text from a file after doing some checks: does the file exist? is the file empty? It prints helpful error messages to the world.log if it runs into problems
>Replaced dd_file2list(filepath, seperator) with file2list(filepath, seperator). It just calls text2list(return_file_text(filepath), seperator). rather than copypasta
>Replaced time_stamp() so it's not as retarded
>Lots of the world setup stuff uses file2list now, rather than file2text -> sanity -> text2list
>Added error() warning() testing() procs. These print messages to world.log with a prefix. e.g. ## ERROR: msg.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4948 316c924e-a436-60f5-8080-3fe189b3f50e
-Reduced the duration of the flare. I think putting it in process() made it last longer.
-Added some null checks in camera chunks.
-Large NarSie now force calls the shuttle and displays a threatening warning message.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4915 316c924e-a436-60f5-8080-3fe189b3f50e
Hive Channel/Hive Absorb. Allows you to share your DNA with other changelings, very expensive chemical wise to absorb (download), not so much to channel (upload)! You cannot achieve your objective by sharing DNA.
Mimic Voice! You can form your voice of a name you enter. You won't look like them but when you talk, people will hear the name of who you selected. While you're mimicing, you can't regenerate chemicals.
Extract DNA! A power that allows you to silently sting someone and take their DNA! Meaning you do not have to absorb someone to become them. Extracting their DNA doesn't count towards completing your objectives.
Misc:
New livingmob proc GetVoice(), used by changeling mimicing and voice changers. Will return the name of the voice that should be heard by people.
Got rid of the chance to "feel" like someone isn't who they are.
Commented the check for someone's gender being incorrect in life. Looks like the bug hasn't re-occured since it was put in place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4890 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
-The firedoor wasn't updating the freelook camera. When I looked at it I couldn't figure out why it was using it's own "rebuild" code, supposedly it only updates the air that it set in the dir variable but the current map doesn't utilize it at all (firelocks with a dir of 8 which are lined horizontalally), and you would have to have two thick wide firelocks to make it effective. I've commented it out and I'll put it back in if we have problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4832 316c924e-a436-60f5-8080-3fe189b3f50e
-Now when examining someone you can tell if their brain is missing, and it doesn't give the 'catatonic' part (Because the player is in a different mob and it's kind of misleading)
-Committed Lugar223's patch for the temperature gun, preventing the window from re-opening as it heats up/cools down
Fixes Issue 900
-Fixed the issue where dead players could use pAI carts if they left the window open
Fixes Issue 967
-Changed how the Destructive Analyzer handles sheets, now it will only deconstruct 1 sheet out of the stack at a time. Also found a bug where it would destroy its own components, so that is fixed as well.
Fixes Issue 989
-Secborgs can no longer put their stun baton or energy gun in rechargers, added a check for /mob/living/silicon
Fixes Issue 972
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4807 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
FEA_gas_mixture.dm: Removed comments that documented a removal of useless variables. I will let the SVN handle documenting that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4752 316c924e-a436-60f5-8080-3fe189b3f50e
Also, larva moving sprites, by Sly.
Added the violin to the map, and fixed a floating lightbulb in the execution room.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4743 316c924e-a436-60f5-8080-3fe189b3f50e
-Buffed paralyse sting to 20 weaken. I made this change due to the new choking, as it was nearly impossible for the changeling to have enough time to sting their victim and get them into the killing grab, while before it would be extremely easy.
-When editing someone's memory and making them antags, it will display a warning message to admins to notify them of your action.
-Fixed EMP'ed lockers not updating their icons when they're unlocked.
-Lowered the cost of the agent card to 2 Telecrystals.
-When vent crawling, welded vents won't show up in the list.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4740 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 957. (Sexy mime costume causes incorrectly coloured cleavage)
Adds lipstick~
There are four colours to choose from, and they can be found in contraband crates. You can wipe off lipstick with paper.
Adds some feedback for when the invisimin verb is used.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4739 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
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.
-NarSie won't follow mobs in another Z level.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
Added a little bar for nuke ops to relax in, following a job well done.
Updated pod control computers to only show time controls if a mass driver is attached. Doors don't need to be on a timer.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4703 316c924e-a436-60f5-8080-3fe189b3f50e
Changed nuke ops to use buffed C20Rs again, hurray!
Cleaned up the nuke shuttle code in preparation for fixing issue 854, and renamed var/derp.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4701 316c924e-a436-60f5-8080-3fe189b3f50e
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 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
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
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
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 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