* Adds Skrell, they have their own language which is used by typing :k
* Adds soghun language that can be used by typing :o
* Skintone of all species can now be changed.
* Eye colour of all species, except Skrell, can now be changed.
* The preview picture in setup should now be fully accurate for non-human species (excluding Tajaran ears)
* Various fixes for talking, such as talking as your real name while unknown.
* Fixes pAI's universal translator not being universal.
* Added admin update mob sprite command, which should solve any buggy transformations.
* Fixes and slightly nerfs claw attacks.
* Cosmetic fixes for alien species
to MOB_LAYER.
Fixed r501 (underwear not showing) Cause: bad indentation
A possible fix for some very odd bugs caused by restarting the MC related to the
usr variable being passed into the MC. *shrug* Very hard to test.
Removed the need for the world to be in Debug2 mode to edit ticklag as the verb
is hidden behind another proc now anyway, and it's become more of an annoyance
than a thing to stop people accidentally clicking it.
Revision: r3695
Author: elly1...@rocketmail.com
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
* They have their own channel msay, which all mods and admins can use.
* They cannot see or use asay, but they can see and respond to adminhelps and admin PM's.
* Their PM's will come up in maroon and show MOD PM.
* They have a moderator panel that shows name, ckey, IP and CID.
* They can use Set-Play, Set-Observe, Show-Skills, and can read and write Player Info.
* They can Deadmin themselves for the round.
Other Changes:
* Player info now shows the rank of who typed what.
* Admins are messages when player info is modified.
* Tweaks to prevent moderators using some commands.
- 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
which they can see when they log in. It is available to Game Admin rank and
upwards.
type "memo" to access the memo features:
>write: write a memo
>show: shows memos from all admins
>delete: delete your own. (Game Masters may delete other admins' memos)
Typing "memo write" etc works too.
Feature can be disabled by defining ENABLE_MEMOS as 0
MOTD moved to new_player/Login so peole don't see that big motd everytime they
DC
Revision: r3650
Author: elly1...@rocketmail.com
TG: - User interface updates.
Revision: r3646
Author: baloh.matevz
TG: - Added a character setup option which allows you to pick between the Midnight,
Orange and Old icon sets for the user interface.
- Deleted most of the unneeded icons from screen1_Midnight.dmi Use that as the
reference for making new icon sets.
Revision: r3647
Author: baloh.matevz
Work by Neek
- Hulk Hogan moustache fix
Work by Yvarov
- Alien Unconciousness fix (Fixes Issue 283 )
- - Also commented out alien snoring all over because aliens don't snore.
- Replacement light box fix (Fixes Issue 398 )
- Syringe gun attack logs added (Fixes Issue 465 )
Work by QualityVan
- Nettle and Death Nettle force based on potency.
Revision: r3593
Author: johnsonmt88
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.
Revision: r3481
Author: elly1...@rocketmail.com
- 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
Revision: r3433
Author: johnsonmt88
Moved delete to trial admins because they can already mass delete and that's not
particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
Revision: r3397
Author: quartz235
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
Revision: r3386
Author: VivianFoxfoot
thing, so it's now a client side var instead of being doubled in mobs.
- Made ooccolor, be_pai, be_alien, midis and ghost_ears actually properly copy
over from the preferences when observing! Incredible, isn't it?
Revision: r3087
Author: baloh.matev
moving right away, even before the next life(). Used in door crushing to
prevent people from inertiaing through. Checks for /obj/special/stop in loc
every move. Compared to the number of other checks, I don't expect this to be
an undo burden, but can be commented out in case of OH SHIT LAG under heavy
load.
Moves /area/entered to its own file.
Adds a new area var called has_gravity. Determines if floor tiles count for
movement control (planning on adding more, currently can only be badmined)
Adds a new mob var called lastarea that is updated with the area you're in every
time /area/entered is called. r2917
Moves /obj/special/stop into /obj/effect/stop.
Thunks people when gravity changes. r2918