Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3168 316c924e-a436-60f5-8080-3fe189b3f50e
Made it so simple_animals with destroyer can smash tables
Reverted the detectives ammo to nonlethal
Deathsquad now spawns with loyalty implants by Deuryn's request (for IMMERSION)
Fixed a bit of border being left on the red boxing glove sprites
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3159 316c924e-a436-60f5-8080-3fe189b3f50e
Buffed the janitor's cleaning grenades.
Fixed the void jetpack not having any oxygen, fixed nuke ops starting with empty jetpacks, fixed the spacesuit admin equip.
Renamed plasteel floor tiles to just floor tiles, seeing as they're not made out of plasteel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3154 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/item/weapon/tank/jetpack/void
/obj/item/weapon/tank/jetpack/oxygen
/obj/item/weapon/tank/jetpack/carbondioxide
Updated the maps so they don't have empty jetpacks in EVA.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3151 316c924e-a436-60f5-8080-3fe189b3f50e
The /obj/item/weapon/tank/jetpack path is now an empty jetpack, and oxygen and carbon dioxide filled jetpacks are /obj/item/weapon/tank/jetpack/blue_jetpack and /obj/item/weapon/tank/jetpack/black_jetpack respectively.
Added a new kind of disposal, the deathsposal (it's not called that in game). It's the same as a normal disposal, except it has a red rim to indicate that it leads to space.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3150 316c924e-a436-60f5-8080-3fe189b3f50e
Shouldn't be any noticable difference ingame, but the chair path has changed from
/obj/structure/stool/chair
to
/obj/structure/stool/bed/chair
Electric chair path has also been changed as per the above.
New electric chair sprites! They ~won't~ make you want to cut out your eyes!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
- Added job-specific pda cartridges to the lockers of engineers, security officers, wardens, scientists, doctors, cargo techs, janitor and all 6 heads.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3142 316c924e-a436-60f5-8080-3fe189b3f50e
Sanity checks galore for simple_animals (if(list) behaviour seems to have changed lately).
Humans once again get their bodies burned into husks in fire. This only changes their appearance and name now, however, leaving their DNA intact.
WIP space worms.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3140 316c924e-a436-60f5-8080-3fe189b3f50e
Made the rapid syringe gun a subtype of the syringe gun, and reduced it's capacity to four syringes.
Fixed the examine bug on syringe guns.
Added a new sprite for the regular syringe gun.
Added a new door for research. It's also used in robotics.
Updated the air injector sprite.
Fixed some pepperspray spelling errors.
~~REMOVED~~: the energy crossbow and chemsprayer from R&D.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3138 316c924e-a436-60f5-8080-3fe189b3f50e
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles and Riot Shields.
The detectives .38 ammo now does the same damage as regular revolver bullets. If he wants to keep acting as a glorified sec officer, he can go grab a taser.
The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored objects. This should reduce the power of the item/reduce lag while I get sprites and finalize details with Urist for reworking it as the Sphere of Annihilation (as in, this is temporary)
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3132 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e
Runes are now dispelled with the null rod, not the bible.
Chaplains can no longer self heal with the bible.
Simple animals can now attack mechas and critters
Constructs no longer take extra damage from bibles.
Fueltanks now explode when shot by lasers or bullets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3125 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixes: Issue 257, Issue 346 and Issue 343
- Monkeys no longer continue to take suffocation damage after dying.
- PDAs can no longer be used while stunned or paralysed.
- Vending machines now have a delay to stop product spamming.
Note: I upped the delay a little as it was still pretty spammable when I tested it, seems to be fine now as it's way more effort than it's worth to empty a vending machine.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3107 316c924e-a436-60f5-8080-3fe189b3f50e
- Backpacks max_combined_w_class is now 21 instead of 20, meaning it can store 7 box-sized items instead of 6 box sized items + 1 small item (which the box is supposed to hold anyway)
- Added many fire alarms around the station to areas that either lacked them or where they were too rare
- Added 4 hazard vests to the atmospherics departments for atmos techs who prefer hazard vests to firesuits.
- Added these changes to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3092 316c924e-a436-60f5-8080-3fe189b3f50e
- Removed the window/north, window/east and the other dir-specific window subclasses
- Request console global announcements no longer have the leading space
- Wrenching wooden table parts now gives wood instead of metal
- Replaced the engineering singularity viewing cameras with EMP proof cameras
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3085 316c924e-a436-60f5-8080-3fe189b3f50e
6 storage slots, can only hold crayons. Icon_state is properly updated when crayons are taken out as well as when crayons are put in.
Updated uterus and 2.0.8 with the new type path, which is /obj/item/weapon/storage/crayonbox
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3082 316c924e-a436-60f5-8080-3fe189b3f50e
- Clicking a grille with a glass or r-glass sheet in your hand, when the grille is in one of your cardinal directions (North, south, east or west) will make you start building a window. It takes 2s to build the window, which spawns unfastened (same as when you create one.) This should make fixing damaged grille-window combinations easier. If you are standing on a grille and click it with a glass / r-glass sheet in your hand, the window will face the direction you're currently facing.
Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3081 316c924e-a436-60f5-8080-3fe189b3f50e
A teleporter circuit board has been added to the nuke radio, and can be purchased for 20 telecrystals. This will allow them to finish the teleporter onboard their ship. This will be probably be absurdly overpowered and need to be reverted, but no harm in trying it out, right?
Moved the teleporter board out secure tech and into the RD's office. Because teleporters cannot be built from scratch, the board serves almost no purpose but to be deconstructed anyway. And having it in the RD's office will prevent nuke teams from stealing it from space to complete their machine.
Replaced the mechanical toolboxes on the nuke shuttle with syndicate toolboxes.
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3076 316c924e-a436-60f5-8080-3fe189b3f50e
New vars are as follows.
cyborg_frames_built
cyborg_birth
cyborg_mmis_filled
cyborg_ais_created
cyborg_standard
cyborg_service
cyborg_miner
cyborg_medical
cyborg_security
cyborg_engineering
cyborg_janitor
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3065 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an atmostech belt that spawns with the same tools as the engineer full belt, just the wire is replaced by an analyzer.
- Atmos techs now spawn with this belt
- Added a detective-styled personal closet, that contains a satchel, which contains a wallet, which contains one or two spacecash items and a coin.
- Slightly redesigned two of the dorm rooms so they have this new cabinet - closet with the stuff mentioned above.
- Slightly changed the spawn order of items in engineering closets so that hazard vests spawn above toolboxes. Hopefully this will spare a few fiddly clicks for engineers.
- Detective locker now spawns with the locked sprite
- Engineering now has the L2 radioactive suit lockers that contain rad suits instead of that crate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3039 316c924e-a436-60f5-8080-3fe189b3f50e
The cheap lighter can be purchased at vending machines and comes in 4 colors: green, yellow, cyan and red.
Technical info:
The path
/obj/item/weapon/zippo
was changed to
/obj/item/weapon/lighter/zippo
The new lighter is
/obj/item/weapon/lighter/random
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3033 316c924e-a436-60f5-8080-3fe189b3f50e
A diagram that displays what can hide what:
http://www.kamletos.si/inventory%20visibility%20hierarchy.png
Note that not all suits and helmets hide stuff.
Added this to the changelog.
Technical information:
Renamed gimmick.dm to z_gimmick.dm because whenever I doubleclicked on any piece of clothing in the object tree it always pointed me to some random gimmick item instead of the root definition. Now the file is at the bottom of the folder and so everything else is looked up first.
Created a bitflag variable which is used to determine which piece of clothing hides another. The variable is flags_inv and the flags it contains are:
#define HIDEGLOVES 1 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESUITSTORAGE 2 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEJUMPSUIT 4 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDESHOES 8 //APPLIES ONLY TO THE EXTERIOR SUIT!!
#define HIDEMASK 1 //APPLIES ONLY TO HELMETS!!
#define HIDEEARS 2 //APPLIES ONLY TO HELMETS!!
#define HIDEEYES 4 //APPLIES ONLY TO HELMETS!!
The first 4 only apply to exterior suits and the last 3 only to helmets, so they can use the same numbers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3031 316c924e-a436-60f5-8080-3fe189b3f50e
- Boxes can now be collapsed down into cardboard sheets.
- Cardboard sheets are stackable (like glass and metal).
- Cardboard sheets can be made back into boxes when needed.
- Cardboard sheets can also be made into a cardboard cyborg costume.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3028 316c924e-a436-60f5-8080-3fe189b3f50e
- The first makes it so floor tiles are actually used up when placed on lattice.
- The second fixes the pepperspray so it isn't blocked by cigarettes/cigars/etc...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3022 316c924e-a436-60f5-8080-3fe189b3f50e
- Readded the pepper-spray dispensers to the Armoury and to Sec.
- Readded the pepper-spray to Sec Lockers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3011 316c924e-a436-60f5-8080-3fe189b3f50e
Some ambient code work.
Made a distinction between binary translator radios and syndicate/traitor radios. Nuke Ops start with traitor radios, traitor uplinks spawn binary translator radios.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2998 316c924e-a436-60f5-8080-3fe189b3f50e
Monkeys now take damage in crit, and cyborgs now have a supervisor defined, from Nodrak.
Removed borg RCD sparks, as per Donkieyo's suggestion.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2988 316c924e-a436-60f5-8080-3fe189b3f50e