Commit Graph

172 Commits

Author SHA1 Message Date
d_h2005@yahoo.com
7edcb92d08 -New sprites for lemons, oranges, and walking mushroom critters.
-Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.
-Added Invisty's new blob sprites.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3522 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-27 06:54:10 +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
d_h2005@yahoo.com
41ba8a7ae6 -Added soil to plant seeds in. Make it by crushing up sandstone. Soil does not have indicators like trays do! Watch your plants carefully!
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 05:55:33 +00:00
petethegoat@gmail.com
52f4217874 Big ol' changelog update. And by that, I mean that I trimmed it the fuck down.
Removed the javascript, but kept the fancy formatting.

All old changelog updates are in archivedchangelog.html.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3494 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-22 03:57:18 +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
baloh.matevz
f87eefbd95 - Fixed the maintenance door outside tech storage to require either maintenance OR tech storage access to open.
It used to require maintenance AND robotics. Not sure what robotics access has to do with it since you can't access tech storage without tech storage access, so I switched it to tech storage OR maintenance.

Added this to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3485 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-21 15:13:48 +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
38957e7d46 Updated the changelog with some of my recent changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3477 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-17 21:28:54 +00:00
petethegoat@gmail.com
fc50dd0303 Updated the map with a modified version of Sieve's robotics remap. http://i.imgur.com/PFVGR.png
Removed r-walls from the librarian's hiding place.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3451 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-13 18:43:29 +00:00
polyxenitopalidou@gmail.com
276db7f50f •Fixed Issue 440 and made sleep work as intended.
http://code.google.com/p/tgstation13/issues/detail?id=440

◘The problem:
People being able to move while resting/lying

◘What caused it:
When a user decided to press "rest", a single variable, resting, was switched from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw the mob resting && his weakness being 0 or less, it would just give him 2 seconds of being-weak, through Weaken(2). Later on, the proc called update_canmove() to see if the guy had the ability to move due to weakness but also due to reagents/drugs/sleep etc.

At every tick, this proc also reduced mob.weakness by 1.

The chain that led to the problem was:
○User decides to rest
○resting is set to 1, handle_regular_status_updates() runs
○Proc sees that the user's resting var == 1. Does mob.weakness = 2
○Proc handles weakness. mob.weakness -= 1. It is now 1.
○update_canmove() is blind to resting, though sees that there's weakness. Sets canmove to 0
○Proc runs again the following second
○Proc sees user is resting.
○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1.
○Proc handles weakness, mob.weakness-=1. It is now 0.
○update_canmove() now sees that there's  no weakness, and sets canmove to 1, even though the user is still resting & lying
○For a second, the user is able to roll around on his lying butt
○Proc runs again, giving Weaken(2) and disables movement again, and the circle repeats.

◘How it got fixed:
Made update_canmove() not blind to resting. I don't like this solution, as resting still equals weakening and there's wasted processing, albeit miniscule. I will try to work on something better.

◘Sleep can now go over 1 again, some dumb shit did not realise this and led to sleep being weak as hell. You can now put people to permanent sleep through anaesthetic gasses and toxins. Deciding to sleep will put you out for 20. Deciding to faint will put you out for 10.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3442 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-12 15:31:46 +00:00
VivianFoxfoot@gmail.com
af91cffbe6 Change to secret room spawning to make sure there's actually an asteroid to spawn them in
Headwear that covers the eyes now protects drop droppers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3436 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-11 15:26:50 +00:00
johnsonmt88@gmail.com
fb1a2facc3 Late-join features and bug fixes:
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab.
- Late-joiners now see round duration.
- Late-joiners are warned if the shuttle is not recallable or has already left to Centcomm.
- Added the little red X to the top corner of the late-join job list window
- Supply shuttle derp fix
- Removed duplicate mining shuttle code that was inside atmos computer stuff
- - This should fix the player seeing both the 'Shuttle has been sent' and 'The shuttle is already moving' messages.
- Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3433 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-10 20:38:16 +00:00
polyxenitopalidou@gmail.com
ca04e441f3 •Fixed small bug with poster #16's name
•Made psters actually dropped if the wall supporting them goes down
•Made the dropping stuff into a different proc, for that matter
•Some icon shit with poster #12
•Corrected changelog, I'm a fucking retard sometimes

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3431 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-10 10:14:37 +00:00
petethegoat@gmail.com
78d1459075 TEMPORARY UPDATE: REMOVES ALL DETECTIVE WORK STUFF-
FINGERPRINTS ARE GONE
EVIDENCE BAGS ARE GONE
DET SCANNERS ARE GONE

THIS IS PURELY TO SEE IF REMOVING DETECTIVE WORK FIXES THE HORRIBLE CRASHING

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3424 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 23:50:05 +00:00
polyxenitopalidou@gmail.com
398a8ee6a0 •CONTRABAND UPDATE: Finalised posters. Bugless and thoroughly tested. They're so simplistic it wasn't really hard.
•How to obtain: 
1.Get the circuitboard of your supply computer
2.Multitool it and set its receiver to the appropriate spectrum
3.Put it back in. You can now order contraband
4.Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board, within logical boundaries.

Apart from that, I would like to start the small project of adding references of every on-wall object to the actual contents of the wall. I think of it as nice if we could have walls drop contents (in some unfinished form, so it actually makes a difference) once deleted so we don't have any more of those pesky hovering-over-nothing decals/machinery/whatever

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 21:44:29 +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
vageyenaman@gmail.com
575f4593c3 Updates the changelog, removes the flashing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3393 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-02 21:54:27 +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
vageyenaman@gmail.com
6224c7f6c2 View variables now properly displays the contents of an associative list (ie stuff like list("ballnumber" = 2)).
Changed around a few access levels; only jobs who need to do maintenance have access to maintenance tunnels. Also the heads and detective.

Removed the radio mode toggle verb, as telecomms has long left the "experimental" stage.

Messed with sec huds. Their readings are far more reliable. Officers can now use huds to modify humans' criminal statuses on the go. To do this, simply examine a human and at the end should be a clickable link to change the status. Uses /mob/living/carbon/human/Topic().

Added some new sprites from the forums, including those spider sprites and the new, more feline-looking cat.

Dat changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3383 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-01 07:50:48 +00:00
vageyenaman@gmail.com
af2512a26d Extra functionality for pill containers. They work like ore satchels now; click a tile full of pills to scoop them up.
Sec officers start with maintenance access now. GASP!

Properly fixed shutters/blast doors not reacting to buttons, while not destroying my optimization.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3377 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-31 01:04:42 +00:00
daniel.cf.hultgren@gmail.com
2b4f25c11f Pen & Paperbin upgrade
Added [field] tags to writing, lets you start writing from that spot, useful for forms.
Made you able to put paper back in to paper bins.
Tweaked fonts for writing, default font is now Verdana, signature font is Times New Roman and crayon is Comic Sans.
Updated photocopier to match the changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3376 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-30 17:09:37 +00:00
VivianFoxfoot@gmail.com
d31d22674f Exosuits now provide a message when someone is getting in, someone getting in must remain stationary and unstunned, and getting in takes four seconds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3372 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-30 00:39:04 +00:00
daniel.cf.hultgren@gmail.com
99d894c168 Say woo for first commit!
- The alarm needed some more userfriendlyness:
* Spelling sorted
* Turning off PANIC SYPHON now sets scrubbers to scrubbing (default) instead of off.
* Instead of the stupid timeout and VENT NOT FOUND HURRDURR they will just get removed from the list. They were clogging that vent list up as fuck
* Vents pressure settings now have an extra href which resets the vent to ONE_ATMOSPHERE kPa (101.32 or whatever it is)

- The "Outlet position is obstructed" error message when opening exofab now only appears if the turf to south is obstructed, not to east like before.

- AI Modules use attack_self instead of attack_hand

- Fixed chatspam with reverse() and made the explode function use the builtin ss13 one instead of my custom, it proved to be faster.

- Added my self to the changelog, because I can!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3367 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-28 15:27:23 +00:00
elly1989@rocketmail.com
38a9e343a6 Fixes Issue 441 (it was a typo)
Fixes Issue 424 (it was some code in turrets.dm which was setting all the turret controls in the lobby area to off...for no raisin.)
Admins can now PM people in the lobby
Admin-PM verb now uses clients instead of mobs
Removed a vulnerability in the PM system that allowed unauthorised access to a select few admin-tools.
Text changes in examine verbs for monkeys and humans (typos)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3366 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-28 10:06:32 +00:00
johnsonmt88@gmail.com
4c7d775593 Secborgs now have modified tasers:
- It holds 6 shots 
- It recharges one shot every 10 seconds automatically

Secborgs can no longer run faster then the speed of light. They have standard borg speed.

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3365 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-27 21:43:43 +00:00
vageyenaman@gmail.com
b2ccc2a286 Updooted the changelog to reflect previous changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3353 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-24 02:19:38 +00:00
VivianFoxfoot@gmail.com
1de7567433 Holodeck no longer loads at startup so there's no risk of it loading before the rest of the map and failing
Updates changelog.html

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3343 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-23 05:16:23 +00:00
kortgstation@gmail.com
2da504ad48 Added Ricotez's new lockers.
http://nanotrasen.com/phpBB3/viewtopic.php?f=3&t=7278&start=220#p97307

Updated the changelog, added Ricotez, Ausops and TankNut to be credited under "spriters" in the changelog heading.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3339 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-22 07:06:26 +00:00
kortgstation@gmail.com
8b006388f8 Added lasertag vests, guns, projectiles. Sprites for the vests and guns from Muncher.
Lasertag guns are only usable if you're wearing the appropriate team vest. Lasertag projectiles will only stun people who are wearing vests belonging to the opposing team.

Four vests and four laser tag guns are now in fitness (two sets of red, two sets of blue)

Fixed emergency storage having chem storage access, removed the R walls around it.

Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3333 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-21 02:37:26 +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
quartz235@gmail.com
16f00d1246 Medical records searching now works with DNA and not just name/id.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3323 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-18 23:50:12 +00:00
petethegoat@gmail.com
c41c62ded4 Janitor borgs have been massively upgraded.
They now clean as they roll, and have a trashbag.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3310 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-16 21:35:18 +00:00
VivianFoxfoot@gmail.com
5c60282cee Adds modular changeling. Modular changeling means changelings now purchase the powers they want. Adds a few new powers as well as a framework for easily adding new ones.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3308 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-16 19:10:42 +00:00
elly1989@rocketmail.com
70cee8922e Blood_DNA fixes.
Bloodied icons rewritten to be overlays, not replacing the icons. Hopefully this should fix \icon[src] breaking everything.
Bloodied hands/gloves don't transfer blood to infinite amounts of touched items.

Please report any bugs!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3290 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-14 17:44:47 +00:00
elly1989@rocketmail.com
784b3d8838 Committing Hair-styles from Baystation and WJohnston's detective hair.
There's now also a profile preview of your character in the character setup screen.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3288 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-14 11:47:24 +00:00
vageyenaman@gmail.com
216b3fbf29 Some work on aliens. I'll finish this up soon.
Gave riot shields a 99% chance of blocking pushers from pushing their wielders (given their wielder is not on the help intent).

Added a projectile reflection mechanic. Ablative Armor will often, when the groin or torso is struck, deflect projectiles back to the tile they came from (not back the original shooter). Deflected projectiles aren't 100% accurate, so ablative armor can result in friendly fire.

Hopefully stopped humans from waking up 1 second after they fall asleep.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3286 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-14 02:05:01 +00:00
elly1989@rocketmail.com
9fc0fe564f Updates handheld-flashes so that they cannot break on their first use. Their chance of breaking is directly proportional to their frequency of use (ranges from 0% to 5%, used to be a blanket 2%). Their capacitor recharges one charge every 60 seconds. Once their 6 charges are used up, they temporarily stop working whilst their capacitor recharges. This should mean that flashes will last a long time with light use (defence/rev), but not for spamming (shitcurity).
Can now job-ban people from entire departments through the jobban panel.
Can now job-ban people even if they log out.
Job-ban panel now informs you why people were banned from each job.
Runtime fixes for some old jobban code that was preventing the above stuff.
Committing some fixes Nodrak pointed out.
Credits go to Nodrak for a lot of this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3285 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-13 22:39:26 +00:00
VivianFoxfoot@gmail.com
b97447781a PDA messages now require an active messaging server.
The admin rejuvenate command now stabilizes body temperature as well.  

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3282 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-13 05:12:21 +00:00
VivianFoxfoot@gmail.com
5cf9243b20 In line with the current test of modifications to borgs, traitor borgs can no longer be blown by a robotics console if they hack themselves. Lockdowns have a mechanic to prevent meta.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3273 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 21:44:40 +00:00
vageyenaman@gmail.com
eadf904ff1 Applied Carn's Holopad requests patch. Basically allows for people to request the presence of an AI at a holopad.
Some work on porta turrets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3270 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 20:33:11 +00:00
VivianFoxfoot@gmail.com
d4eb845626 Adds a new config option called 'Tensioner'. If enabled, if the tensioner thinks the round is going too slow (Not enough deaths and explosions, pretty much, atm) it suggests adding more antagonists. Unless overriden by an admin (any holder) it automatically creates antagonists from a random round type. Feedback and round-end conditions (except for nuke team) will not (should not) function for additional antagonists.
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
Adds a new wire to doors that controls the time delay before they close.  If pulsed, they close like a sliding glass door.  If cut, they do not close by themselves.  
Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3269 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-11 20:08:31 +00:00
elly1989@rocketmail.com
1192b5a779 Resolves issue 409 - Nodrak.
Resolves issue 357 - Nodrak.
Resolves atmos problems in the freezer following it being hooked to atmos. (vent was set to syphon) - Carn

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3265 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-08 20:33:24 +00:00
petethegoat@gmail.com
f28f0fe63a Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3238 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-03 01:23:27 +00:00
elly1989@rocketmail.com
9859a0b52f Committing fixes to code for examining mobs. Burn damage wasn't showing properly on some mobs. Fixed grammar, icons and stuff.
Added some  stylesheet classes. Approved by Urist. If you're adding game text, please use the class that best describes the text. This way all the text formatting can be edited from the stylesheet rather than traipsing through the code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start climbing this mountain?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3232 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 16:07:32 +00:00
joe.heinemeyer@gmail.com
ba7ff62fb9 Buffed/bugfixed hallucinations. Uncommented the "Fake Attackers", for the lulz.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3230 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 06:37:50 +00:00
joe.heinemeyer@gmail.com
113beeb052 BS12 Detective Work port.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3229 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-02 05:23:08 +00:00
petethegoat@gmail.com
bc7517ca42 Removed revhead uplinks! See: http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=7975
Fixed a couple of spelling errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3224 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 22:21:47 +00:00
joe.heinemeyer@gmail.com
04c39436f2 BS12 port: Hallucinations and Dreaming
To take advantage of hallucinations, just have something that sets the "hallucination" var in a human mob to a positive number (The higher it is, the more crazy things are)
LSD is currently the only thing that does that, ATM.  (silicon, hydrogen, anti-toxin)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3221 316c924e-a436-60f5-8080-3fe189b3f50e
2012-03-01 04:30:16 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00