Commit Graph

2069 Commits

Author SHA1 Message Date
Superxpdude@gmail.com
fed2ddeb54 Merged some revisions from the branch with the trunk.
List of changes:
E-Guns are now back in the armory.
Shotgun is now back in the bar.
Medical and Security HUDs can now be constructed via R&D.
Fixed the spelling in the Autolathe board on the R&D console. It used to say "Atuolathe".
Added the colourful syndicate suits into the game.
Added the colourful syndicate helmets into the game.
Added Detective's armor using the detective's armor sprite.
All tables on the map are replaced with the default instances since we have smooth tables.
Medical Anesthetic closets now spawn with medical masks instead of breath masks.
Detective's armor spawns in forensics lockers.
Finally finished the cyborg manual from a while back.
Many useless aesthetic wires removed to help reduce lag.
Two sleepers located in medbay lobby.
EVA racks now spawn with breath masks instead of medical masks.
Engineering RIG racks now spawn with breath masks instead of medical masks.
Three copies of the Cyborg Manual are located on the map. One in the RD's office, one in robotics
and one in the CE's office.
The Atmospherics mix tank now starts with no air inside. So that now you no longer have to drain the
air before mixing gases.
Added in some icons for new possible chemist, virologist, geneticist and scientist jumpsuits.
Coded in those jumpsuits, they aren't used anywhere yet though.
Added in a new lawyer's suit.
Added in a new suit jacket for the lawyer. Can be buttoned up or unbuttoned using the command under
the "objects" tab.
Added in a sprite for a Riot Helmet.
Coded in a riot helmet and riot suit. Not used anywhere though.
Lawyer now spawns wearing his new suit and suit jacket.
Orange prisoner jumpsuit now has suit sensors forced fully on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1711 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 17:19:19 +00:00
rastaf.zero@gmail.com
7107193778 Guns partially fixed:
- you can now safely put guns on balse and in containers
- you cat beat people woth gun without shooting
- detective's revolver returned to his office.
- aliens now cannot use guns.
A bit of cosmetic changes to code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1710 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 13:46:20 +00:00
uporotiy
c46d689e2b Glorious comeback update.
Object spells - fixed two minor bugs. Added the possibility of making a critical failure effect for the spells.
Singularity beacon - added to traitor spawn list. Must be screwdrivered to the floor before you can activate it.
Singularity - optimised the code a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1709 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 08:29:42 +00:00
noisomehollow@lycos.com
c1f8e47a94 Removed captain's armor from steal list.
Added a few wip icons. Most important is changeling true/combat form in case that's implemented.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1707 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-23 01:39:23 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
835118fa49 Ninjas are now a random event. They may appear in most game modes after about an hour, with an assigned objective list.
Fixed aliens :a talking while dead.
Disabled hand-tele on clown-planet z-level since people were still finding ways to abuse it.
PDA menu will close properly if detomatrix fails and explodes own PDA.
Late joiners are now added to minds. It's now possible to assassinate them, and so on, as an objective.
Added a few more objectives (capture, steal brain of, protect, and download research) and new possible items to steal (also fixed admin-added steal objectives). Mostly focused on ninjas but admins can give them to regular traitors. Only research downloading is outright impossible for regular traitors (they must wear a ninja suit).
Added a few revisions to mind/objective datums and a few other things. The game should now report any extra antagonists for most round types, excluding AI malfunction.
Added two new words to station_name.dm.
Other misc changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1698 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-20 05:22:41 +00:00
polyxenitopalidou@gmail.com
10ca44ad51 Hello, I'm back :3
Bugfixes: Paper bin and clipboard now retrievable from pocketslots
Reagent grinder could not process plasma, rending the station plasma-less. Now fixed.

I was going to add new pill sounds but I couldn't find any :<
Changelog updated, only with this entry. Gotta study.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1694 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-15 14:21:22 +00:00
tronaldnwn@hotmail.com
20a2b4375e Okay I'm done testing on the players, I've set the diseases for cold9 and spanish flu to their own disease path stuffs.
Grenades -
Quick patch because some one wanted to make an "allowed list", but rather than make the beakers loaded use the allowed list... they used a single item path (for single beakers).

It is just a few OR experssion so bottles and dispenser beakers can be used in grenade assemblies.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1692 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-14 19:53:45 +00:00
rockdtben
482d0f2d95 Sped up the /proc/powernet_nextlink() proc.
Profile results (total time)
Proc Name                                                                         Self CPU    Total CPU    Real Time        Calls
-----------------------------------------------------------------------------    ---------    ---------    ---------    ---------
Before Revision
/proc/powernet_nextlink                                                              0.068       14.892       14.895         2936
/proc/powernet_nextlink                                                              0.000        0.005        0.005         2936
Before Revision
/proc/powernet_nextlink                                                              0.077       18.886       18.887         3162
/proc/powernet_nextlink                                                              0.000        0.006        0.006         3162
After Revision
/proc/powernet_nextlink                                                              0.046       15.185       15.186         3022
/proc/powernet_nextlink                                                              0.000        0.005        0.005         3022

This decreases the overhead on larger powernet_nextlink() calls and also decreases the cpu usage for the client by ~30%
For larger powernet_nextlink() calls the cpu usage serverside is decreased by a factor of ~30% also.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1691 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-14 14:13:27 +00:00
Durandanss13@gmail.com
81e133e045 Added Adamantine to mining. Currently set to not spawn naturally, as it has no purpose yet. Can be mined, smelted, made into coins, and added to the protolathe. Also changed one icon name for consistency.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1689 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-13 15:47:23 +00:00
noisomehollow@lycos.com
36e4f5c55c Fix for 1687.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1688 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-13 02:25:24 +00:00
noisomehollow@lycos.com
a14cfd6464 Added expanded piano code by HornyGranny. Instead of like 8 notes, it plays all the notes (?). Improved by me.
Admin midis should probably not screw up when played by more than one admin at the same time.
Added ninja RD hacking.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1687 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 23:51:51 +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
Daelith.Rhedynfre@gmail.com
48ad28e20c -Updated it so that the mining cameras console has its own unique sprite now. Something with the way the original console is coded will not let it use a different sprite unless it is a unique child object.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1684 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 06:14:33 +00:00
baloh.matevz
b7c67f1df1 STORAGE ITEMS UPDATE:
- All code is now standardized. No more copy-pasted code for each item individually.
- It is now possible to edit the following things with variables alone (ingame too):
  - Storage slots number: Ingame HUD support for up to 21 items.
  - Max w_class: the maximum w_class of items that the storage item can hold. Note that it will not be able to hold storage items of the same size as it is to prevent the stacking of storage items in eachother.
  - Can hold: List of items that the item can hold (old)
  - Can't hold: List of items that the item specifically can't hold. (Use in the same way as can_hold, not used at the moment)
- Syringe boxes are no longer listed as first aid kits. I don't think this will affect anything but who knows.
- The HUD interface for storage items is slightly changed. It's just the X button is positioned one tile to the right of the bottom-right-most tile. This is needed for the correct expanding of the HUD.

I THINK I applied all the changes to these settings for all the items that used copy-pasted and slightly altered code. If there are any anomalies anywhere, let me know. If you find any special attackby() procs that still remain, delete them or tell me about them. Thanks.

Also: I checked to make sure first aid bots and floorbots are constructable.

Also: Listing myself as Game Master in the svn copy of admins.txt so I don't have to do it manually every time I do a fresh checkout. I need this to access the mapping helpers and since it doesn't cause any effects to the game, I don't see any potential problems with this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1683 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 03:47:43 +00:00
panurgomatic
cc8acd41b1 - Fixed the "Who needs to include that window.dm... What lag?"
Lag should be back to normal.
- Fixed reagent grinder New()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1681 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 02:19:05 +00:00
n3ophyt3
c0bad53a84 Unless I'm doing something wrong, it doesn't want to let me create a branch without an existing folder on the svn to branch it into.
Also fixed my power armor not improving bullet protection when active.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1677 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-12 00:54:38 +00:00
panurgomatic
526703b24c - Fixed "division by 0" error in gas mixture return_pressure()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1676 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-09 23:57:30 +00:00
panurgomatic
d7653d7394 - Fixed global_iterator error log spam. Sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1675 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-09 23:29:36 +00:00
baloh.matevz
5e4ae9f56b I missed two returns which caused two warnings.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1673 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 23:22:45 +00:00
baloh.matevz
c01833b703 - The mining level is now accessible through space travel.
Whether a z-level is accessible through space travel is now defined in a variable (in code/setup.dm):

var/list/accessable_z_levels = list("1" = 10, "3" = 15, "4" = 60, "5" = 15)

The string is the z-level number and the other one is the chance for travel.
Currently, whenever you get to the edge of the map:
10% chance of getting to SS13.
15% chance of getting to the AI sat. (Hopefully will discourage borgs from jumping out the airlock in hope of getting to the AI sat)
60% chance of getting to the derelict.
15% chance of getting to the mining level.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1672 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 22:43:31 +00:00
tronaldnwn@hotmail.com
fe4cf6e301 Disease update:
Trying to add new diseases (still working on them, need to make disease code give the "requires an immunity to another disease to cure this disease" variable)
-Ice 9 Rhinovirus
- Spanish Inquisition Flu
Flu affects monkeys now
Fake GBS affects monkeys now

Access update:
Research director no longer has hydro access, there is no "real" research going on there.
HoP doesn't start with surgery or virology access now, desk jockies should stay at the desk.

Chemistry update:
Reagent Grinder! Grinds reagents out of corn, plasma crystals, uranium, gold, and silver! Will add more later, as needed.

The mined reagents will have many chemistry uses soon, but for now they aren't very useful in a ground state right now.

Map update:
Added Reagent Grinder to chemistry.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1671 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 21:18:21 +00:00
noisomehollow@lycos.com
bbd3be907a Fixed and improved object mind transfer. It will work properly now.
Fixed teleporting randomly on clown planet z level (with hand tele). Probably won't work on extended but who cares.
Some misc improvements to code words.
Cut down on the amount of chloralhydrate in the sleepypen since it was fatal, apparently.
Fixed observing. Entry shuttle starts with less sleepers than before.
Some more wip stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1670 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-08 04:12:05 +00:00
KFFFF00
16ee275602 CHANGELOG UPDATED
Cult mode update:

Arcane tome now has a "notes" option. Set English translations for runewords which come up when scribing runes.
Attack an arcane tome with an arcane tome to copy your notes to the target tome. Totally copied the idea of minecraft maps. No syncing though.

Stun rune buffed considerably. Its a 1-use item so it deserved more power.

Tome text: Added missing description for stun rune.

I failed to implement some interface/additional check shit so you might want to check out commented parts of the code. At least it compiles and doesnt spam runtime errors.
Too frustrated and unskilled to do it on my own. Figuring the way those HTML windows work has been hard enough already.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1669 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 20:43:59 +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
noisomehollow@lycos.com
501c855aac Sight update to strike team admin proc. It should pick people as intended now. Can't really test it locally so who knows.
Admins can again spawn everyone as ninjas, including themselves. Inactive player checking is still there though.
A slightly updated stealth graphic for ninjas.
Fixed a lawsync() run time error.
Fixed station_explosion_cinematic() run time error.
Fixed copy_to() run time error.
Fixed dnainjector/attack() run time error.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1667 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-06 06:43:59 +00:00
baloh.matevz
09447bbaf1 Attack log now also logs whenever someone grabs to level 3 (when you get the disarm/kill button) and whenever someone tightens their grip (uses kill intent).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1665 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 21:43:52 +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
tronaldnwn@hotmail.com
3d77db4ead Typofix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1662 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-05 01:20:42 +00:00
rockdtben
789fbc75dc git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1661 316c924e-a436-60f5-8080-3fe189b3f50e 2011-06-04 20:20:32 +00:00
baloh.matevz
5335363c7b Hopefully fixed turfs calling making runtime errors if they got changed to space halfway through updating icons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1660 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 17:54:18 +00:00
morikou@gmail.com
8188eb5e17 Gun Code Overhaul Phase 1: (Now with 50% less wasted code!)
- Gun code condensed to make future modifications easier. Functionality should (mostly) remain the same.
- Taser guns shoot ONE WHOLE SHOT more then they do now. Yippy!
- Energy Crossbow has a slightly higher shot capacity (still automatically recharges).
- Guns that shoot projectiles (such as revolvers) now eject the ammo casings when they fire (this will be adjusted somewhat in phase 2).
- Revolvers can either be loaded one shell at a time or all at once with an ammo box.
- All guns now have a badmin var. Have fun (think shotguns).
- A few admin-only guns have been removed (for now). They'll get re-added in a future update.
- Shotguns no longer need to be pumped before firing (will change back in phase 2).
- All gunshots fired by players are now logged in both the firer's and the target's attack_log. So if someone gets shot and it doesn't show up, it's because a turret or something shot them.

Hopefully I didn't miss anything.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1659 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:39:20 +00:00
n3ophyt3
02c951575d Chucking my powered armor onto the SVN
It could use a fair amount of refinement and/or additional features yet, but it is functional. It is currently adminbus only, until I get some non-placeholder sprites. Already have some on the way from a pretty decent spriter, but don't let that discourage you, more types of power armor are always welcome.

Current model is fueled by processed plasma ore from the mine. Each unit of plasma provides roughly 2 minutes of power, the tank holds 2 units worth of fuel at a time, and can be refilled while the suit is active. I'll probably include a powercell and self-sustaining version when I add in the code to make this sucker buildable via R&D

While unpowered, the suit slows you waaaaaay down, is not spaceworthy, and is inferior to regular armor. While powered, it is between regular and syndicate spacesuits in speed, can be worn in space, and has much better armor. Also, while powered it cannot be unequipped, much like an initialized ninja suit. The helmet is required for the suit to be able to power up, and if the suit powers down for any reason other than the user initiating the powerdown sequence, the suit does NOT unlock, so you're stuck in a crappy slow metal suit until you can get it powered up to properly power it down.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1658 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 03:26:01 +00:00
baloh.matevz
8a7e1e95eb Chief engineer now starts with a full toolbelt in his hand, like regular engineers.
The detective and chief engineers now start with a lit cigarette in their mouth instead of one that isn't lit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1657 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-04 01:10:10 +00:00
only.lurking@gmail.com
eae5eb169e pAI suicide verb renamed to avoid conflicts with existing suicide verb - should function for non-admins now.
Admins playing pAIs should no longer have their pAI interface appear every time they send or receive an Admin-PM.
pAIs are now affected by EMP bursts. pAIs hit with a burst will be silenced (no speech or PDA messaging) for two minutes and may have their directives or master modified. A sufficiently powerful EMP burst will have a 20% chance of killing a pAI.
The Player Panel now lists pAIs below humans.
Added a new admin command : Make pAI. Allows admins to manually spawn a specific player as a pAI at a given location.
PDAs and pAI devices pass emp_act()s into their contents list, largely to allow pAIs contained within to respond properly to EMP bursts.
pAI now understand brain/MMI speech without the aid of a Universal Translator.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1656 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 23:12:55 +00:00
noisomehollow@lycos.com
321b26e39c #Huge code overhaul and cleanup for ninjas. Basically, the suit is about as modular now as I probably care to make it. Admins, read the commented text under Admin Notes, in space_ninja.dm. Tell your friends.
#Ninja suit now supports pAIs. Further functionality will probably come from their development.
#Ninja suit can now replenish chemicals from beakers. Simply use a beaker on the suit and it will do the rest, if the beaker contains the right combination of chemicals.
#Draining from a wire is now done through clicking instead of a verb. There is no more delay to it.
#Ninja stars cost a bit more energy than before.
#Ninja suit will start initializing automatically (and quickly) when ninja spawned.
#Minor sprite fix for female ninja suit.
#Note: AI-related verbs for the ninja suit will be bugged until BYOND 484 comes out. Not a huge deal but worth noting.

#The has_reagent() proc will now return the reagent being checked for, instead of 1. Will return 0 if reagent is not found (or the amount does not match). Removed a duplicate arithrazine entry.
#AIs should now properly camera_cancel() when carded/physically transfered.
#Fixed a small menu display bug for AI cards. AI cards should now properly auto close their window when appropriate.
#AI holograms should now project above everything.
#Mal AIs can now choose to display an alternative (and awesome) sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1655 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-03 04:53:55 +00:00
tronaldnwn@hotmail.com
6691236237 Tech Origin update:
-Various item have had their tech origins updated or added to.
-Items that just use metal or glass have their materials origin lowered
-Items that use more advance materials have their materials tech origin raised to equal the uncommon material.

Engineering Tech research:
-Engineering tech origin, because Materials tech origin is just for being able to manipulate rare/ new materials for production.
-Engineering tech field focuses on various engineering items, and will increase in scale as time goes on.
-Various items (especially tools and mech parts) use the engineering tech origin.

Mining tools update:
- Drills can dig up sand.
- Plasma cutters can cut down walls and girders, and set fire to thermite, and be used in the reinforced wall deconstruction stages in place of the welder.
- Diamond drills can drill though walls, and girders, and can drill through the plating of reinforced walls.

Tech Origin changes and Circuit boards:
-If it requires a special material to make, it now have a materials origin equal to that special material. General glass circuit boards do not require materials research.
-Engineering research should be applied (reasonably) to the board if it is a machine, computers should stick to programing (even if the computer is related to an engineering field).
-Still a work in progress, as always.

Last update:
-Shovel sprite is back to being a digging shovel in style, a scooping shovel is terrible at digging. I should know, I've dug many holes in my days, and a scooping shovel is terrible, and a spade head is much better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1654 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 04:05:42 +00:00
only.lurking@gmail.com
f7f5c8ecab Wiped/suicided pAIs should be eligible for being candidates again (5 minute cooldown between prompts.)
pAIs should ghost properly in all circumstances, now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1653 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 03:43:56 +00:00
n3ophyt3
0ab86fbe99 Nar-sie is now a more vengeful eldritch being. When summoned into our world, he first rewards his loyal cultists by chasing down and eating them first, then turns his attention to any remaining humans.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1652 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-02 00:59:26 +00:00
baloh.matevz
ac7f4ca33d Added the vertical 2 and 4 tile pod doors, sprites by veyveyr. (Also fixed the deletion of the horizontal 4 tile pod door)
Please note that whether or not you will see the actual object sprite is dependent on whether you can see the bottom or left tile. So you should test whether you can see it from all positions before you actually place it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1651 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 21:09:30 +00:00
uporotiy
9ea9ed4b98 Small tweak to the spell system. Conjured objects can now have their vars changed when they're conjured.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1650 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 17:06:53 +00:00
baloh.matevz
b6d5f1db02 Multi-tile horizontal pod doors have been added. (2 tile and 4 tile width)
Note for veyveyr: The vertical dmi-s are not made properly, they're 64x32 when they should be 32x64 and 32x128. Since you have the originals somewhere on your computer, I'd request that you make the dmi have vertical sprites as it's probably much easier to do for you than it is for me without the originals... cutting everything out by hand, ugh...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1647 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 14:54:07 +00:00
baloh.matevz
b08e631a55 - Hitting the resist button while handcuffed and buckled will now make you attempt to unbuckle yourself. This process will take 2 minutes and you will emerge unbuckled but still handcuffed if you're successful.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1646 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-01 13:59:42 +00:00
baloh.matevz
71904f8441 Atmospherics' misc gases tank now starts with 2000 x 9 moles of n20. Prepare to fall asleep more often.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1645 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 13:13:34 +00:00
baloh.matevz
cdb45b08ce Mining station tweaked:
- The mine entrance made less hallway-y with the removal of the walls, the floor there remains, 
- Cameras added and fixed
- Windows added around the station
- All internal walls are now regular walls, all the exterior walls remain reinforced tho.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1644 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 11:49:18 +00:00
Daelith.Rhedynfre@gmail.com
45960ad350 -Fixed meteors so that they properly come from multiple directions
-Added a new malf AI sprite, courtesy of the d2k5 server.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1643 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 09:02:02 +00:00
only.lurking@gmail.com
dd63a1ce4f Neglected to remove some debug text. Also general housekeeping.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1642 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-31 06:37:57 +00:00
only.lurking@gmail.com
ff7e4e5b09 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1641 316c924e-a436-60f5-8080-3fe189b3f50e 2011-05-31 06:20:08 +00:00