Fixes issue 699 - in-hands for pipes are removed when placing a pipe back in the dispenser.
Fixes issue 684 - Evidence bag code simplified a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4213 316c924e-a436-60f5-8080-3fe189b3f50e
Stopped attacking patient during head surgery with hemostat.
Was caused by try_bone_surgery called twice in code.
Removed one redunant call.
Fixed runtimes during face surgery.
Null organ was caused by not being 'mouth' organ there.
Made it select 'head' as affected organ.
Fix for a runtime due to an attack_verb being a string instead of a list. (You can once again robust people with toolboxes!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4210 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed putting ammo in RCDs, resolves issue 696. Removed a little spam-text from RCDs too.
Removed some dyslexia from spesscash.
added an undef for LEGCUFF_LAYER
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4209 316c924e-a436-60f5-8080-3fe189b3f50e
Power Control Module supplies are now called APC and Airlock Electronics crate, as you get one box each of power control modules and airlock circuit boards. It also ought to be under the engineering heading, so I moved it there.
Also, someone had incompletely removed the collectible hat crate. You could still order it but nothing would arrive, so I finished commenting it out.
Instead of the subblock picking a random value far from the current value, the player can select a 'target' value to aim for and subblock will try to zero-in on that target.
This affects UI's only, SE's don't do this. This will not be added to SE's because superpowers don't need to be made easier to obtain.
Hitting the arrows to change blocks/subblocks will now loop around once you've hit a limit.
- For example if you're on SE block 14, clicking higher will bring you back around to block 1.
Commented out the scan console process() as it was just doing meaningless checks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4204 316c924e-a436-60f5-8080-3fe189b3f50e
Alright, added in list stuff to the alien's New() to handle it, and while I was at it I reworked add_to_mob_list() to actually be useful and used that in some places instead (It just takes into account everything for the lists, so that should be a bit more robust.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4203 316c924e-a436-60f5-8080-3fe189b3f50e
Trash is now the path for the trash-item prototype (the thing it will spawn when you finish eating). This removes the need for a switch. Only obj/item/ paths may be trash.
You can also set var/trash to any obj/item to dump that item as trash. This is now used by the fortune-cookie rather than giving it its own proc for no reason.
This resolves issue 687
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4201 316c924e-a436-60f5-8080-3fe189b3f50e
Lockers and crates now holy a maximum of 20 objects.
This is to prevent players from dragging a locker into a populated area and opening it; resulting in clients with a weaker connection to lock up and crash. I realize this is an inconvenience for botanists but players being able to intentionally crash other players takes priority.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4195 316c924e-a436-60f5-8080-3fe189b3f50e
Screenshot: (Upper left)
http://www.kamletos.si/object%20ui%20action%20buttons.png
There can be a maximum of 5 of these buttons shown at any one time.
Currently the following items have a UI button associated with them:
- Flashlights
- Hardhat
- RIG suits
- Welding masks
- Jetpacks
To add more buttons, add a button icon_state to icons/mob/screen1_action.dmi, then set the variable icon_action_button to the icon state of the icon you just added. This is all you need to do if you want the default action to be taken when the button is clicked, which is attack_self(). If you don't want the default, you can redefine the ui_action_click() proc. A call of ..() will call attack_self(), so mind when you use that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4193 316c924e-a436-60f5-8080-3fe189b3f50e
- The 'check laws' secret panel button now outputs AI laws, cyborg laws and also pai laws. It used to just be AI laws.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4190 316c924e-a436-60f5-8080-3fe189b3f50e
While I was at it, implemented the attack sounds for simple animals, most importantly constructs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4189 316c924e-a436-60f5-8080-3fe189b3f50e