Commit Graph

22 Commits

Author SHA1 Message Date
Erthilo
bb820f06ef TG: -Renamed RIG suits to hardsuits
-Slight remapping of atmos refilling station
-Fixed Atmos Distro Loop Monitoring computer (about time!)
-Restored security newscaster in Warden's office due to demand
Revision: r3689
Author: 	 ericgfw...@hotmail.com
2012-06-02 15:21:56 +01:00
Erthilo
9d1e9f8505 TG: (Renames and repaths engineering space suits, does not replace RIG suits)
Replaced engineering rig suits with sexy new environment suits, sprites courtesy
of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.

Added a obj/structure ex_act(), blob_act(), and meteorhit().

Made gasmasks block visibility of glasses and ears.

Fixed being able to wear plasma tanks on your back.

Fixed the gas mixer sprite not lining up with horizontal pipes correctly.

Removed a bunch of pointless text()s from a few files. I was going to get rid of
all of them, but I gave up after a while. Most of the diffs are this.
Revision: r3662
Author: 	 petethegoat
2012-05-28 23:24:55 +01:00
Erthilo
075e8730bc TG: RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly
for the sprites.
Revision: r3638
Author: 	 ericgfw...@hotmail.com
2012-05-23 17:47:25 +01:00
Ren Erthilo
2e711e992f Small description fix. 2012-04-01 07:41:36 +01:00
Ren Erthilo
b9e03234ea Added unique CE space suit to engineering. Added notice boards to many areas. Adds patient gowns to patient's closets. Fixes to chef's apron and suit names. 2012-04-01 07:30:33 +01:00
Ren Erthilo
aba0e9d8f6 Adds advanced medical kit sprites and uses. Will be in-game later. Also fixes security rig inhands. 2012-03-30 05:47:38 +01:00
Ren Erthilo
331900eb87 Fix for the fix for pulling people lying down. 2012-03-21 19:59:20 +00:00
Ren Erthilo
fd338632c5 Fix for machine messages. Fix for previous health analyser commit. Added New Engineering Space Suits. Prevented wasting resources while fixing cyborgs. 2012-03-21 19:30:48 +00:00
cib
fc0de6e366 Changes to singularity radiation and suits.
- The singularity now regularly emits radiation, making it actually dangerous to go into the PA room without protection.
- Made the hoods of suits be less effective at consuming radiation than the body of the suit.
2012-02-24 14:05:47 -08:00
Miniature
b3edc62393 Added shitty MSPaint recolour of engineering rig for security rig UI (it was using the on-mob sprites) 2011-12-13 01:37:29 +10:30
Albert Iordache
0a4ae48ca7 Fixed compile error. 2011-12-11 01:35:57 +02:00
Albert Iordache
073d160e38 Merge branch 'master' of https://github.com/SHFFLE/Baystation12 into shffle-master
Conflicts, manually merged:
	icons/mob/suit.dmi
	maps/tgstation.2.0.8.dmm
2011-12-11 01:24:42 +02:00
SHFFLE
412759a35b Added Security RIG 2011-12-10 12:48:28 -06:00
Superxpdude@gmail.com
cf62068041 THE GREAT DESCRIPTION UPDATE PART #2
Updated more clothing related descriptions.
Radiation Suits and RIG suits now have less rad protection (90% and 60% respectively)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2487 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-05 05:00:46 +00:00
mport2004@gmail.com
ec507d8277 Anything that used the updateappearance proc will no longer update hair/beards. The things that use it are DNA changes, Cloned mobs, Changlings. The proc was runtiming due code on lines 234 and 246, I looked into it a bit but don't currently know how to fix it. The proc is currently commented out so at least the skin color/body updates properly.
Thanks to Exadv1 the reagent checking code for chem got a nice performance tweak.
Minor text change to the steal ai objective.
Few runtimes/nullchecks fixed.
HoS does not spawn with a flash, Warden does not spawn with a taser, Security officers now spawn with a flash.
Wizarditis has been uncommented and nerffed quite a bit.
Moved most of the suits over to the clothing module folder.
Force 0 items won't damage humans.
The two lockboxes have been readded to the armory.
The brigs extra large power cell has been cut in half. (still twice as large as normal apcs)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2480 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-04 12:14:39 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
vageyenaman@gmail.com
92dbb05fd5 Moved around some stuff in R&D. (Change by Blaank)
Donut boxes and paper bins are now put immediately in your hand to prevent weird shit from happening when you're holding them in your hand or a backpack. Also fixed some compile error with the new special rig suits.

Added some new sprites, mostly chopped up and made by me. RESERVED FOR FUTURE SHENANIGANS.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2260 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-24 04:24:39 +00:00
tronaldnwn@hotmail.com
d069b81ccd Elite Rig, sprite by TankNut. They are about as protective as a red suit, with a bit better bio protection.
I noticed the RIG's Helmets didn't have their radiation variable anymore! I re-added the .25 protection they originally gave, I can only assume it was a mistake when moving them or revamping them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2258 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 20:22:04 +00:00
Superxpdude@gmail.com
51ec2499d9 New RIG suit sprites.
Slightly adjusted miner's RIG.
Small map bugfix.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2091 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-02 20:41:35 +00:00
tronaldnwn@hotmail.com
2566168d22 I returned the Rigs slow down to 2 points.
Went though the Autolathe and cleaned its item order up a little.

Sinks! Sinks now fill glasses/cups and beaker/buckets 10 units of water at a time. As soon as I can (given how much map update keep springing up every five seconds) I'll add a sink to hydro, and take out the water cooler in the kitchen.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2085 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-02 00:55:12 +00:00
tronaldnwn@hotmail.com
0894f61244 Ninja suit non longer has slow down (WHY IS NINJA SLOW?!).
Void suit has a slight reduction in their slow down (making their speed on par with syndicate suits).

Rig suits are now more resistant to fire, and as the captain's armor's slowdown number.

Meson scanners had a -2 modifier to dark vision, I don't know if it was on purpose or not, but I reset the night vision to a zero modifier (-2 means you can't even see what's on your own tile in the dark, 0 modifier means no change from normal human night vision).

Santa suit no longer has a slow down, suit storage can carry everything. Not a big deal, but it is handy in sandbox mode (which I'm still working on, I'm just not good at making it less shit of a mode).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2075 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-30 16:20:00 +00:00
mport2004@gmail.com
6c90edd6f6 Moved the space suits into the clothing module section, will do more later.
Forgot to add the bioprotection to the actual radiation suits.
Bedsheets actually use the bedsheet item icon now.
Tracking implant ID's work again.
Certain Critters can be harvested by the chef's knives for meat.
Renamed a few critter files.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2053 316c924e-a436-60f5-8080-3fe189b3f50e
2011-08-28 07:05:06 +00:00