Commit Graph

76 Commits

Author SHA1 Message Date
cib
a61f2b1a4c Removed ticker debugging again. 2012-06-22 08:15:25 -07:00
cib
19cf03546c Master controller debugging for crashes.
Warning: This can cause up to 100 writes to a file per second, which may cause notable CPU consumption. Should remove this, or replace it with a C DLL at some point.
2012-06-22 04:18:00 -07:00
SkyMarshal
569cd2f0df Damned constants. Also: Moved more stuff into #defines. 2012-06-21 14:12:27 -07:00
Erthilo
2e8f1932a8 TG: - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object
Revision: r3739
Author: 	 baloh.matevz
2012-06-07 02:41:38 +01:00
Erthilo
d4810cb90c TG: Added href logging as a config option. Log can be viewed via "investigate
hrefs". If on, it logs every link clicked. It may be useful for 'debugging' and
spotting malicious clients.

Anti-spam delay raised to 7 ticks. A little over half a second.

Revision: r3722
Author: 	 elly1...@rocketmail.com
2012-06-06 22:20:34 +01:00
Erthilo
86feaac9c2 TG: Ban moved into IsBanned so that people whom are banned can actually see -why-
they are banned. Another perk of using IsBanned and not client/New() is that we
now disconnect potential clients before they are given a client object and start
downloading any resources...which is like a 30Mb saving per failed login (after
each server update).

Tidied up the Login and Logout procs for mobs. Moved the sandbox buildmode stuff
to mob/living/login.dm so you shouldn't have to log-out and back in to enable
build mode.

Removed the logged_in variable for mobs as it was the most pointless thing ever.

Made the multikeying checks a separate proc. People are checked the second they
get a new_player mob. Its notices are also less spammy.

Changed AllowUpload from the default. It now restricts uploads of over 1Mb to
prevent admins uploading massive .Oggs and lagging the server to hell whilst it
sends the ogg to 40+ players. Feel free to change the limit.

Moved some of the core client procs into one folder; they should really be
together and not in /modules/mob/mob.dm and various other places. I will be
giving the client stuff a belated spring-clean over the next few commits, just
got to iron out some of the kinks.
Revision: r3694
Author: 	 elly1...@rocketmail.com
2012-06-03 01:09:26 +01:00
Erthilo
218bf6643c Shortened MAX_NAME_LEN to 32. Change some MAX_MESSAGE_LEN's to MAX_NAME_LEN's 2012-06-02 22:53:19 +01:00
Erthilo
11529c1c4a TG: Fixes a derp I made with the PA in a recent commit.
Rules verb moved to the interface to make it more visible (so new players may
actually -read- it occasionally).

Minor changes to investigate singulo based on feedback. Entries are now
timestamped and the "time \ref[src] (location)" bit is in a smaller font.
Collectors note how much fuel they are loaded with.
Revision: r3687
Author: 	 elly1...@rocketmail.com
2012-06-02 01:12:34 +01:00
Mloc
fbb67b2e42 Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-29 16:26:48 +01:00
Erthilo
2cf86ef25e Changed MAX_NAME_LEN to 40. 2012-05-28 20:52:04 +02:00
Erthilo
6e289dabfc TG: Sanitized a large number of input()s.
- Hopefully this will cut down on the server spamming/crashing escapades
happening on other servers. (This wont stop that from happening, this just makes
it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.

Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short.
26's are annoying when they have to be changed and you have to hunt through over
a hundred files and tens of thousands of lines of code to find them all.

Moved uplink_kits.dm to code/game/objects/storage

Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate
dm files but this will do for now.

*********************************************************
**********************Important**************************
*********************************************************
When you create code that asks the user for an input consider whether or not it
gets shown to the user through html or the like.

If it does please sanatize() or strip_html() it. Also use copytext() to cutoff
spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
Revision: r3652
Author: 	 johnsonmt88
2012-05-26 00:09:56 +01:00
Erthilo
56db1fdff8 Adds Soghun/Tajaran whitelisting. Stick key and race into alienwhitelist.txt like so 'byondguy - Soghun' to allow soghun, etc. 2012-05-20 20:51:38 +01:00
Erthilo
3582f9cb44 Normalizes AI and MMI vers, credit to @sunfall.
Original Commit Message:
For... whatever reason, these two lists of verbs were being maintained
seperately.  @Erthilo over at BS12 made them match, but I decided to
go one further and split them out into a global list, so it only has
to be changed in a single location.

My attempt to make that list a const showed me that lists cannot
ever be const.  Which was the only reason we were still potentially
dragging around code/var/const.dm, so I nuke that here as well.

BYOND.  Sigh.
2012-05-19 23:00:28 +01:00
Erthilo
d21cbab61c TG: Fixed dust() and gib() leaving invisible overlays everywhere
Fixed deaths at the end of nuke rounds, optimised the code a little

gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns
generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.

Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have
.giverutimelog . This allows them to grant a specific client access to the
server's runtime logs. (they can grant themself access this way too). NOTE:
runtime logs can be used to meta, only grant access to coders or people you
trust. It may also be wise to ensure they do not play in the current round.

Introducing .getserverlog . It allows any admin above moderator to access ANY
archived server/attack logs. Should mkae processing forum ban requests a lot
easier since all admins with ban capabilities now have access.

getruntimelog renamed to .getruntimelog . File-request spam prevention increased
to 60seconds to discourage access serverlogs too much! They can reach sizes of
4Mb sometimes so please be responsible with them admins.

runtime logs should now be saved to /data/logs/runtime/ (you may have to create
this folder yourself)

ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff
text from the logs.
Revision: r3509
Author: 	 elly1...@rocketmail.com
2012-05-06 18:50:52 +01:00
Ren Erthilo
39f6da4c59 TG: Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.

Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: 	 elly1...@rocketmail.com
Date: 	Apr 12, 2012
2012-05-03 02:22:25 +01:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
Ren Erthilo
f7e4ab6975 TG: Adds randomlly spawning rooms to the mining asteroid that contain various
goodies.  (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again.  Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: 	 VivianFoxfoot
2012-05-02 00:21:18 +01:00
Ren Erthilo
d4d1795859 TG r3475: New Verb added for "Game Master"s: getruntimelog
This verb can only be accessed by typing it in full in the input bar down the
bottom of the gamescreen.

HOW DO I LOG RUNTIMES?
Firstly, start dreamdeamon if it isn't already running. Then select "world>Log
Session" in dreamdeamon (or press the F3 key)
navigate the popup window to the log/runtime/ folder from where your tgstation
.dmb is located.

OPTIONAL:
you can select the little checkbox down the bottom to make dreamdeamon save the
log everytime you start a world. Just remember to repeat these steps with a new
name when you update to a new revision!

Save it with the name of the revision your server uses (e.g. r3459.txt).

This will allow us to gather information on bugs across multiple servers simply
by logging on as a player and asking any Game Master to send us the logs.
Hence making maintaining our codebase for the entire community a TONNE easier :3
If you're keeping runtime logs: Thanks for your help!

~love from #coderbus
r3475
Author: 	 elly1...@rocketmail.com
Date: 	Today (3 hours ago)
Review scores: No one has yet scored this revision.

For SkyMarshal
2012-04-17 23:29:45 +01:00
Ren Erthilo
3b22ebee38 TG: Adds logging in the form of an attack log.log (now enabled by default)
You can now drag PDAs onto yourself to open the screen
Disables the fire damage causing husking.
Revision: r2926
Author: VivianFoxfoot

Other misc changes to logging.
2012-04-09 18:15:16 +01:00
Ren Erthilo
089e844be9 A large amount of groundwork for /tg/ code. Comes with some gameplay changes.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
2012-03-26 03:16:01 +01:00
Hawk-v3
d9e615604e Subject: [PATCH 070/285] TG UPdates: Changelog code has been fixed, when editing it please use notepad or some other text editor that wont attempt to change everything. NOPE ~HAWK
Bit of work on blob, mainly cleanup of the blob gamemode files.
2012-03-01 18:18:32 +00:00
SkyMarshal
a36982a677 DNA and chooseable disabilities! Yaaay! 2012-02-17 19:38:30 -07:00
SkyMarshal
5dba3ccf88 WIP on detective work overhaul
Give command ported, with more sanity checks (It works, now!)
Added BS12 c4 in addition to TG c4
Fixed server air alarm
Book length increased 3 fold.
Blood and gibs now maintains DNA
Fixed evidence bags
Ported the awesome BS12 handcuff stuff, with flavor text.
2012-01-31 02:01:37 -07:00
SkyMarshal
4b1359e722 Removes odd (and buggy) Z-levels 7-12 that are randomly generated on Sandbox and Extended. I put 10 dollars that this was goon code. 2012-01-29 03:49:35 -07:00
Albert Iordache
33833b9acb Merge pull request #202 from SkyMarshal/master
OHMYGOD I coded a ton.
2012-01-03 11:14:20 -08:00
SkyMarshal
411ccc4075 Shitload of stuff. 2012-01-02 21:48:42 -07:00
Miniature
806a8d1c1a First bunch of emlocker stuffs, going to fix when its not 1am and 24C 2012-01-03 01:38:01 +10:30
Tastyfish
661888ac11 made paper exploit blocker more robust. i still don't quite want to block images /yet/ 2011-12-26 06:24:13 -05:00
Mister Fox
35b68d10e1 Automatic guest kicking
Signed-off-by: Mister Fox <traitor.foxy.brown@live.com>
2011-12-19 08:30:15 -05:00
Tastyfish
8c596e5c53 added sleeping on logout, willful sleeping, custom event message, slots 2011-12-02 17:28:24 -05:00
Albert Iordache
4a4353e1fc Commented out some more forum-sql related code 2011-11-24 13:41:20 +02:00
Baystation12
c1cc954e94 Merge pull request #22 from Tastyfish/master
Merged tg's and bay12's paper code, and closed a possible exploit.
2011-11-24 03:21:07 -08:00
Tastyfish
cc14ed34a5 Merged best of tg's and bay12's paper code, and closed a possible exploit 2011-11-23 23:09:18 -05:00
Albert Iordache
028014415f Merge branch 'master' of https://github.com/Abi79/tgstation13-git
Conflicts:
	html/changelog.html
2011-11-19 10:48:17 +02:00
petethegoat@gmail.com
d49739c021 Fixes issue 178. Including placing modules into disposals.
Removed the maze button from the admin panel, no more dumb runtimes from that.

Window fix by Tobba, which lets you attack a window with a crowbar when you're unable to pry it into or out of the frame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2526 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-16 20:42:05 +00:00
Zachary Wilson
8f61d60d64 Corrected issue #8 on Baystation12/Baystation12. 2011-11-15 17:57:41 -06:00
baloh.matevz
830b28dc7f - Feedback gathering thing updated. Now it finally supports actual SQL data storage.
Use the global procs to gather feedback:

feedback_set(var_name, num)
feedback_inc(var_name, num)
feedback_dec(var_name, num)
feedback_set_details(var_name, text)

The values are saved to the database at the end of the round, if it ends properly.

Currently the following information is stored:
- Time when round starts
- Mode
- Time when round ends

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2450 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-30 04:31:49 +00:00
rockdtben
6655414f12 Modified the PowerUp Cart so that its process was local rather than global. You can now choose which Power Monitor to view.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2436 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-27 23:24:54 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-11 07:52:30 +00:00
uporotiy
ad80137505 Moving job to an external file loaded at startup (WIP as I can't test it properly here).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2332 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-06 17:32:18 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com
206c30c48a The safe plasma limit on breathing has been lowered causing plasma to actually damage you at a semi decent rate.
The force secret mode will now build the list of possible modes and make sure it can set the forced mode up before it actually picks the mode.  If the setup fails it will just use another mode from the secret list.
The R-table in medbay lobby was replaced with a normal table and medbay mostly follows the old "Can you get to the hall with next to nothing on you" map design.
Blob mode work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2185 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-12 08:57:02 +00:00
vageyenaman@gmail.com
3887ecb60c New admin feature: under the "Game Panel" verb, if the current mode is secret (or if you change it to secret) a new selection will appear underneath the Change Gamemode selection that allows you to "force" secret to be a certain game mode. This is mostly for adminfuckery where they make it wizard every single time for 10 rounds and the game mode is still secret.
Removed an unneeded metroid variable.

Added some more arcade names.

Fixed the grammars.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2182 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-12 03:11:42 +00:00
mport2004@gmail.com
e95d16da16 Lawyer now has a purple suit and the job has two slots.
Lowered the number of spare jumpsuits in most of the lockers from 6 to 3.
The old arrival message is now back in.
Finished the Ion Rifle and added one to the armory.  Might need to change it up a bit depending on how well it works.
Bullet_act worked on a bit, EMP effects should work now.
Cyborgs are stunned by EMPs.
Raised the changelings required genome number for multichan at the request of Urist. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2175 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-11 11:39:44 +00:00
vageyenaman@gmail.com
c18a576136 There's quite a bit in this revision.
Admin changes:
     Admin attack logs now have a timestamps. Basically, before each log entry there is something that displays [hour:minute:second]. I plan on expanding this functionality to all kinds of logs, as well as creating a global attack log, but this will do for now.


Gloves:
     You can still electrify any gloves with a power cell, however you have to use wires on non-insulated (yellow) gloves to create a "ghetto-insulation" system. I might make these gloves' stun effects more watered-down than normal insulated gloves, but that will probably be for later on.


Bugfixes:
     Fixed some miscellaneous runtime errors, and more importantly, the shotgun. You can dry-pump it by clicking on it, which will eject any used shots or just make that badass "chuck-chick" sound to let everyone know you mean business. Combat shotguns can now shoot twice without the need to pump.

     I also possibly fixed the issue with metroids' AI process locking up. Someone's going to have to PM me on the forums to tell me if this worked or not, because I have not been able to reproduce the bug (although I do know where it's happening in the code).


Chemistry:
     Alright, so this is where the meat of this update is. In a previous revision (r1905) I mentioned the addition of a new "color" variable. This variable now has a use. When you use a spray cleaner, or a chem sprayer which now is significantly more powerful, the color combination of all the reagents inside the sprayer will be displayed instead of the plain old blue-white color. This will allow for people to easily distinguish reagents and colors, for instance, if you see some chemist running around spraying orange or purple stuff chances are that's acid he's spraying, so you should probably subdue him! 

     In addition, you will now be able to see beakers (large ones too) fill up visually. The color of the reagents inside the beaker is overlayed on top of the beaker. The colors may be subject to change to make them brighter or more easily identifiable by "category". Currently, most pharmaceuticals have a light pinkish color. Polytrinic acid has a distinct purple color, etc. However, with due time I can picture chemists mixing other, benign-ish reagents with harmful reagents so passerbys think that a chemist is spraying someone with something harmless, but in reality is spraying them with a bunch of PAcid. There are some consequences, for instance, concentrated acid is more powerful than watered-down acid.


Have fun with that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1922 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 03:37:21 +00:00
noisomehollow@lycos.com
1dfe1cda8e #Fixed Chaplain hoodie sprite.
#Respawn_character() now properly respawns aliens and monkeys if specified to do so.
#Added more options in admin quick panel (for players) to get, send, check if traitor, narrate, and subtle message mob.
#Admins can now click an X by admin name, in asay, to jump to that admin. Makes things easier.
#Moved admin transform verbs into fun tab.
#Removed boom boom shake the room since not even hosts are allowed to use it.
#Pierrot's throat now has a 35% chance of being cured by eating bananas. Up from 5.
#Fixed AI cards.
#ed209 and Beepsky now properly figure in deafness when speaking. Doesn't affect voice files.
#Fixed Syndicate PDA not triggering door.
#Aliens can no longer magically crawl to the prison station and back.
#Aliens can now quickly (5 seconds) break out of cuffs by resisting. No change to buckled.
#Facehuggers will now properly set the alien_egg_flag if the target was infected or not. Curing the alien egg should also reset the flag. I think it will be best to get rid of the flag entirely in the future.
#Added isalienadult(mob) proc to check for humanoid aliens.
#Probably fixed death squad spawning. They pick by key now, instead of mob name.
#Spawning xenos now uses the client match method so you can specify who you want to respawn if wanted.

#Ninjas now tell admins what their set mission is. If given objectives by admin, it should report them at round end for certain rounds.
#Spawning ninjas now uses the same method as respawn character (typing in key/ckey).
#Added a ninjify admnin verb. Possible to right click.
#Can now resize spiderOS window.
#Misc fixes and adjustments. Minor map change to CentCom holding facility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1685 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 18:10:53 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
uporotiy
790f16f3d6 Cyborgs
Reduced amount of round-start cyborgs to 1.
Removed cyborg latejoining.
Added a 7 ds delay on cyborg laser guns.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1489 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-23 08:26:25 +00:00