-Got rid of a magic number in implants.
-Robots cannot hide their items in food anymore.
-Updated changelog with disease naming.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5077 316c924e-a436-60f5-8080-3fe189b3f50e
Deleted beach.dm and moved the code to floor_types.dm, the turf/simulated/beach is now turf/simulated/floor/beach.
Changed the turfs in the holodeck beach to the new type.
Falsewalls and walls have the right descriptions and names now.
'bananium' and 'sand' falsewalls are deleted, we already have 'honk' and 'sandstone', that are the same thing
Deleted a bunch of code that does the same thing in girders.dm (This still needs a lot of work, I'm unhappy of how it ended up)
I'll keep working with sheets of minerals, they are really messy, I think some of them are defined twice (!) and there are large chunks of code that does the same thing when they are used. But, as always, to be continued~
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5073 316c924e-a436-60f5-8080-3fe189b3f50e
-Made mutagen a catalyst instead of an ingredient. Fixes Issue 1100.
-Spellbook and Teleport Scroll doesn't show up for other players now.
-Added a syndicate intercom in the wizard's den.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5072 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed the mutagen requirement from a metroid recipe so it does not conflict with the mix_virus recipe.
-When deaf, you'll get a notice when you see someone talking but you don't hear them. Being blind and deaf will give you no message, because you won't be able to tell. Talking while deaf will give you a message, even while blind.
-Diseases can't be cured by having a high body temperature now.
-I cut down the copy+paste on the meter code.
-Advance diseases now have a limit of 3 in a single mob, increased the amount of symptoms you can have to compensate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5069 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced the vault katana with a replica.
(svn actually managed a map merge, if it's broken please just revert to r5064's map, and replace the katana in the vault with a replica)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5065 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed mineral walls, they have their own type by mineral instead of a variable
- Now you can spawn the different mineral walls with the game panel
- Fixed the examining in walls, they will now show the text on the 'desc' var
There are still some stuff out there with mineral walls, ugly chunks of code that does the same thing, two vars that have the same value and stuff like that. All of that will be purged, but, as always, to be continued~
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5061 316c924e-a436-60f5-8080-3fe189b3f50e
Wizards can no longer cast spells when muzzled. Fixes issue 843.
You can no longer take bags of holding or mechs to the clown planet. Fixes issue 1061.
Removed the infared sensor from the autolathe construct list. Fixes issue 1092.
- The infared sensor already does nothing, the code for it seems to have been removed ages ago, so there's no harm in doing this.
- Commenting out the define caused a few problems that I couldn't quite figure out. I'll leave it for now with a warning.
Removed the ability for pAI's to set arrest status. Dead players really shouldn't be allowed to grief people like that. Fixes issue 1093.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5060 316c924e-a436-60f5-8080-3fe189b3f50e
-After using the wish granter it will update your mutation icons.
-Rejuv will now heal clone damage and brain damage.
-Changed the order of possible directions the singularity can go in so that it won't go south too often (in theory).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5057 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs
Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
Carp are slightly faster (in testing, I walked away from one as a borg, this seems a bit silly). This might not work well in practice though what with lag on a live server, so I'm guessing I might have to change this back.
Carp/syndicate also keep chasing their target as long as they're within 10 tiles, to compensate for them being slower than humans.
Removed the restriction on debraining changelings, this was a terrible "fix" to half-changelings and just lets you metagame.
Added a mineral var (metal) to floors to stop runtimes when you hit them with mining tools.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5052 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed advance diseases using the same reference in mobs.
Fixed advance diseases referencing other advance diseases' symptoms, instead of just copying it.
I tested it more thoroughly this time and I can't find any issues but if you do please add them to the bug tracker and or contact me on #coderbus.
Added a new reaction which will remove symptoms from a disease. Needs blood and synaptizine.
Added a new symptom, shivering will make you cold.
Tweaked and balanced some symptoms.
Removed the "flex" emote that hulks will do randomly.
Reduced the change to speak for hulks and brain damaged mobs. ( 7% -> 3% chance)
Please let me know if anything is out of place or wrong.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5048 316c924e-a436-60f5-8080-3fe189b3f50e
Humans breath out same gas mix datum they breathed in.
Works fine because in processing oxygen and CO2 levels in mix are adjusted.
But trace gases remained untouched.
So sedated patient just breathed out N20 at surgeon.