Commit Graph

3 Commits

Author SHA1 Message Date
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
noisomehollow@lycos.com
fe889a3e8d Addendum to: r1655
#Added an icon helper procs library by Lummox Jr.
#Added more icon+overlay functionality by DarkCampainger. Both can be found under icon_procs.dm.
#Added continuous beam code by Gunbuddy to atom.dm. You can now create continuous beams of energy/magic/monkeys/whatever. For instance, pAI cords. It's really awesome.
#Like optical camo? Well I have good news. New stealth "graphic." May need some fine tuning depending on player/coder preference. It's also a little slow to change (due to update_clothing()). With that said, it's a lot cooler than what we had before. Check it out.
#Added the getIconMask() and AddCamoOverlay() procs for the above.
#Added animated satic filter icons by Koil to icons.
#New force wall and shield icons. Shield icons moved to effects.dmi.
#Changed up the abandoned mining station.
#Moved a few carp spawn points closer to the station. Added a few more.

Ninjas:
No longer spawn whoknowswhere like they did at times before.
Get a unique stealth graphic. Yup. Also, small chance of failure.
New energy net icon and effects. Energy net now uses the beam code mentioned above. It will now check for stealth.
Fixed some graphical icon issues with ninja suit. Added a female black jumpsuit to icons for this reason. Added icon directions to ninja effects.
Some more general code cleanup.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1664 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 09:25:15 +00:00