Commit Graph

2283 Commits

Author SHA1 Message Date
giacomand@gmail.com
35c0740f22 -Added a plasma_rate and heal_rate variable for Aliens. This will make it easier to tweak balance changes.
-Made all aliens use this when determining how much to recharge/heal.
-Deleted handle_enviroments which overshadow the base alien one.
-Made maxHealth actually do something. Every alien caste had their own updatehealth which did not use maxHealth, which was very stupid.
-Fixed an issue where a player could accidentally pick a breed of alien when typing. Larva will now have to use the evolve verb in order to evolve.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4353 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 19:26:52 +00:00
elly1989@rocketmail.com
df75514318 Preparations for minds - Part3.
Replaced mob/var/original_name with datum/mind/var/name.

Halved the speak-chances of every simple-animal because that constant squeaking was insufferable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4346 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-09 12:40:17 +00:00
elly1989@rocketmail.com
81bff7c5f5 Important!
Minds part2 - Carn loses her mind.

The way datum/mind stuff works has been changed a lot. I really can't explain everything. If you have any questions it'd just be easier if you leave a comment or ask me in coderbus.
Generally, minds now represent IC characters rather than following a client around constantly. Minds can change owners, mobs, (names WIP).

Technical babble:
The var/current and var/original variables of the mind datum must always be of type mob/living (or null). Please do not mind.transfer_to(ghost_mob). If you want to ghost somebody use ghostize()! It will do all the technical stuff for you.

mob/dead/observer/var/corpse was removed. mob/dead/observer/var/mind is now used as a reference to the last mind the player had (so respawning code has something to reference), but also because mind.current is a far more useful way of tracking a corpse. If somebody triggers a mind.transfer_to() call on your corpse, your mind will be tranfered to another mob/living or something...that will then be considered your corpse. This could allow for more interesting mind_transfers. For instance, the "raise corpse" rune ghostizes any player in the corpse to be raised and selectes a random dead player to take possesion of their character! The person possesing them will have all of their memories, objectives, etc. The poor guy who was originally the owner cannot re-enter body if there is another player in his body...but if that player is ghosted he can once again return. Exorcisms anybody?

Changes to cloning and hydroponics. I will likely have to rework these later as they're hacky as hell right now.

A lot of stuff is now handled by Login/Logout rather than in hundreds of different places. One such example, mind datums get their variables updated at Login and Logout.

Fixed a few minor bugs. I'll update the issues manually in a bit because I literally cannot think atm.

TL;DR guide:
-If you want to make somebody a ghost use ghostize(). Or you will need to find a doctor to stitch your bits back on. :)
-You don't have to worry about making minds. Simply doing key="carnwennan" or whatever will either: A) make a new mind and initialise it if there isn't one or B) take possession of the mind currently attached to the mob.
-It's safe to transfer a mind even if a key isn't in-body (e.g. they are ghosted/admin-observing etc!) Minds have an active variable which tracks whether they are currently synced with a key. This is to avoid dragging ghosts back into their bodies when say, a wizard mind_transfers them.
-Transferring a mind whilst var/active=1 will cause the following: mob.key = mind.key. So no need to do that separately (in fact you'll lag things if you do, so don't)
-If you do want to initialize a mind manually, say if you don't have a client to login to the mob yet, simply do new_mob.mind_initialize(). Simple! When someody is logged into that mob they will take ownership of the mind and it will sync up.

NOTE: a lot is probably broken since this is a pretty massive change. Please let me know asap (with actual info! Shouting at me, "IT BORKED HALP", doesn't help)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4342 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 20:51:55 +00:00
johnsonmt88@gmail.com
0225ed33b7 Cleanup of proc/helpers.dm
Split a bunch of procs in helpers.dm into new files:
-helper_list
-helper_text
-helper_type2type

These files are sorted into groups internally. Hopefully people will make it easier for people to find useful procs.

I've added comments to a good chunk of these procs as well explaining what they do.

I've removed a few unused or unnecessary procs and fixed up a couple that were not working as intended.

I've also moved a mob proc 'get_equipped_items()' into mob/inventory.

All of the non-helper.dm files (besides mob/inventory.dm) are the result of fixing duplicate procs. It seems that there used to be text searching procs where one was case sensitive and one was not, and at some point someone removed the case-sensitivity of the case sensitive procs. I've re-added the case-sensitivity and as a result, I've had to go through extra files and ensure that they were calling the proper proc.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4341 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 19:32:08 +00:00
rockdtben@gmail.com
40495a6adb As Rageroro suggested I made it so the proc checks for headsets first. This will reduce lag in the cases that the player has a headset. Which is often.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4339 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 16:28:53 +00:00
rockdtben@gmail.com
6efd2ea76a Reduced a little bit of lag in the /proc/get_mobs_in_radio_ranges(var/list/obj/item/device/radio/radios) proc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4338 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-08 14:04:39 +00:00
Superxpdude@gmail.com
bb0da3e5b8 Replaced some more placeholder area sprites with proper area sprites. Specifically the Head of Security's office and the prison wing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4331 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-06 19:31:27 +00:00
Superxpdude@gmail.com
2eee57b6ed Gave the Miscellaneous Research area proper sprites instead of placeholders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4330 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-06 19:20:04 +00:00
elly1989@rocketmail.com
fb600f9bce Ok, part 1 of this huge mind datum fix. I need to run over the next part again because I've made a lot inconsistencies in it. This is sort of all the misc stuff that got tidied up whilst I was trying to get my head around how everything related to eachother.
This part focuses on:
-structuring the way silicon mobs initialise upon login (there was some hideous copypasta in Login() and New() which used spawn() to change the order of the calls so it was all jumbled up. I think I've got it sorted now.
-Borgs var/real_name was not initialising as "Cyborg". Meaning the name checks were kind of borked.
-Ghosts are now deleted at logout if they no longer have a key. This will stop unneeded ghosts being left lying around. It will not delete ghosts with keys assigned (so people can't respawn or anything). Removed all the del(ghost_ref) stuff I could find. Generally movign the key from a ghost should be the last thing you do as the ghost will be deleted by Logout. However I've put it in a spawn() to hopefully avoid coders accisentally using it in a way which causes runtimes.
-Fixed clone-plants spawning dud potato-people left, right and centre. They'll now dump seeds if it fails for whatever reason.
-Cultist and Rev status are removed at mob/living/silicon/Login() rather than having to be called on a special-case basis everywhere. This may not be necessary when this stuff is finished.
-Removed a bunch of :
-Commented mob/living/Login() with the rest of the antag-indicator code from cloning.dm and hydroponics.dm for any coders whom feel brave/suicidal to fix the related issues

Next on the agenda, replacing mob/var/original_name with datum/mind/var/name to fix the ticker runtimes
Then, fixing mind/proc/transfer_to(mob) once and for all. (There are issues with duplicate minds, role updates, inconsistent initialisation etc etc *yawn*

There's probably a few obscure bugs in there somewhere. Might want to hold off on the updates for a bit. Coderbus will likely spot them all by the end of the week.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4322 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-05 15:29:15 +00:00
Cael_Aislinn
321e8e9e21 uncommented some missing supply datums
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-05 02:21:45 +10:00
ericgfwong@hotmail.com
7fbf079a81 -Readded the changes to Space Station 13 areas.dm that was undone by r4315
-Added a req_access to the new shutter buttons in science

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4316 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 15:59:25 +00:00
baloh.matevz
e7efac9ca6 - Fixed r4301 so it actually does what it set out to do.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4315 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 14:51:46 +00:00
Albert Iordache
e685276c91 Merge pull request #1569 from FireFishie/map3
Minor map changes and a changelog
2012-08-04 04:00:04 -07:00
ericgfwong@hotmail.com
e5a2674e3a -Added Armor run to admin tomes
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 07:37:22 +00:00
Cael_Aislinn
2cb704f617 tweaks and fixes to a couple of supply crates
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 16:23:23 +10:00
Cael_Aislinn
46a450069e - simple_animals can't open doors by default
- alien larvae, mice can hide under mobs
- roaches, mice can hide under various objects
- various tweaks, including flavour and existing mechanics
- fix for ghosts not being able to spawn as mice
- added move delay of half a second to simple_animals (about the same as human walkspeed?)
- simple_animals, when talking, can only understand each other (and mobs with universal_speak)

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-04 15:47:56 +10:00
FireFishie
01765aa13d Changed name of Warden to Warden's Office
-This resolves issue 1490
2012-08-03 21:55:22 -04:00
giacomand@gmail.com
bff8bbc48d -Fixed Issue 590, the pick up verb will now use Click() instead of bypassing all the checks. This will stop people being able to pick up items that are on the other side of a window.
-Fixed Issue 391, I've added the mule bot to the get_mobs_in_view() proc. But like most other atoms that has a mob inside it's contents, the mob will be unable to see emotes such as "X has punched Y".

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4303 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 17:34:45 +00:00
ericgfwong@hotmail.com
c37cce0fb8 -The AI Upload area now all share the AI's SMES unit
-Cloneloss inflicted on fresh clones is now randomized between 0-25 instead of a constant 10

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4302 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 17:27:06 +00:00
Cael_Aislinn
d8782639da replaced adv first aid in medical supply crates, upped cost to 20
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-03 20:11:56 +10:00
Cael_Aislinn
d734754763 emergency supplies are a bit more cost-effective
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-03 20:07:13 +10:00
Cael_Aislinn
6caa6c62cc remove adv first aid kit from medical crates and upped cost to 15, upped cost of electrical crates to 20, increased cost of all engine crates at 10 to 15
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-03 15:17:24 +10:00
giacomand@gmail.com
c97004bef2 -Fixed issue 726, not the best fix but I could find no other solution.
-Added the unused alien resin door. Only aliens can open it, it will also auto-close after 10 seconds.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4294 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 21:42:43 +00:00
baloh.matevz
49f3db9954 - F12 now properly hides the action buttons
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off. 

(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 08:25:34 +00:00
Cael_Aislinn
1e9d218e16 fix indentation errors, etc
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 15:22:40 +10:00
Cael_Aislinn
3b3a41053e new supply packs, modified existing ones slightly (http://baystation12.net/forums/viewtopic.php?f=5&t=5056&p=97631)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 15:16:58 +10:00
giacomand@gmail.com
4b239afe76 Fixed issue 724 - I've also tried to fix the unreported bug where a person cannot hear their radio messages while in the dark. Instead I'll make an issue report and try to work on it more later. I'm assuming it has something to do with BYOND thinking that the user cannot see dark tiles in the viewer proc.
Cleaned up a bit of the broadcasting code.
Made everything use turf's z levels as I find them more reliable, sometimes an item's loc can be null or the z level can be entirely wrong. I hope the high usage of get_turf() will not create problems.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4275 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 22:55:14 +00:00
elly1989@rocketmail.com
187ecee177 Added global lists for chemistry datums.
chemical_reactions_list for storing /datum/chemical_reaction so we don't have to spawn them all everytime two reagents get mixed together.

chemical_reagents_list, unlike reactions it is indexed by id so we can have fast lookup of reagent data. Again, without spawning everytype of that datum everytime we add a reagent to something 

It was making all subtypes of this datum everytime it filled any reagent_container with a single reagent. Considering how many reagent containers there are that's a lot of wastage. Now it only does this once, thank goodness.

Unfortunately I had to stick the initialisation inside the datum/reagents holder object's New() proc, since New() for map ojects gets called before world/New()

Fixed clean_blood() yet again *sigh*. It's probably as good as I'm gonna get it without changing loadsa stuff needlessly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4273 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 19:27:09 +00:00
sieve32@gmail.com
7d418a1bb7 -Completely removes new_players from the dead_mob_list because it was decided that they shouldn't be there
-MMIs will no longer hear binary chat.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4271 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 16:54:30 +00:00
elly1989@rocketmail.com
a9eabb0561 Created global lists for hair and facial_hair datums since they are referenced frequently. This means those datums are only ever created once. Also, the list is indexed by hairstyle name. This means means we only need to store one variable to find the hair datum. It also means admins can change h_style and f_style to the name of the hair and use the Regenerate Icons function in viewvars to update a human's hair icon. If an incorrect f_style or h_style is input it won't affect anything adversely (besides hair not showing for that mob).
The hub will no longer report admins who are stealthminning.

Added a server byond_version check. All it does is tell you if your byond_version is below RECOMMENDED_VERSION and encourages you to update BYOND.

Underwear and bag lists are now a single global list rather than creating the same list for every new player.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4268 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 13:40:43 +00:00
giacomand@gmail.com
dce315dc64 -Added a potato battery sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4266 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 12:49:56 +00:00
ericgfwong@hotmail.com
ac026993ae Swapped Medical Storage with the Sleeper Room
-Sleepers are closer to the front now
-MD-restricted areas are next to each other

>https://dl.dropbox.com/u/831776/honkbay.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4259 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 05:48:26 +00:00
petethegoat@gmail.com
f295c3ab33 Updated space carp, walking mushrooms and killer tomatos to use simple_animal instead of critter code.
Notify me if any issues with them, or any simple_animal arise.

Fixed a few issues with space bears.

Slightly improved teleporter code, and did a few misc runtime fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4258 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 21:22:42 +00:00
giacomand@gmail.com
059df7ef65 -Renamed "acid" to "sacid"
-Sorted the dispensable chemicals list alphabetically.
-Made the chemical dispenser use process() instead of calling itself in a spawn()
-Made the receiver and broadcaster easier to build (less parts)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4256 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 20:38:06 +00:00
ericgfwong@hotmail.com
ccb6589e20 A couple of mapping stuff for Giacom
-AI Upload Foyer is now Secure Tech Access, and the outer door only requires Bridge access
-Attached to it are two new rooms: The messaging server room and the communications relay.
-The comms relay room runs off its own SMES unit like the AI, so it won't be affected by powersinks
-Reduced the number of recievers/broadcasters. Only presets now. Giacom will finish them. He also needs to fix the password paper not generating.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4246 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 09:55:57 +00:00
FireFishie
8c7592fa00 Changed all entries of "Nanotrasen" to "NanoTrasen" and corrected the misspelling of "apologize" in the gravity toggle messages. 2012-07-31 01:14:14 -04:00
sieve32@gmail.com
8658a64dc3 -Redid admin_list to be based off clients rather than mobs (Why I did it with mobs first, I'll never know). This fixes AdminWho and Asay and such not working pre-game.
-Added in the proper list stuff for changeling stasis
-Added a verb to the debug list (Game Admin+) to check the mob lists instead of requiring the item (Works the same way)
Fixes Issue 708


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4240 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 02:02:30 +00:00
baloh.matevz
1873aa6607 - Categorized invisibility stuff into #defines. If any errors appear - let me know.
- Hopefully addressed the concerns about the ultra-darkness. Night vision, mesons, thermals and material scanners now make you see through darkness. (Lighting code does not affect you)
- Ghosts get a "toggle darkness" verb, which changes their see_invisibility. When the toggle is enabled, ghosts cannot see other ghosts. This is due to invisibility.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4235 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 16:24:45 +00:00
baloh.matevz
a2d11cf5c7 - Ported some stuff from baystation 12. Mostly sprites.
- Added pajama closets which contain 2 red and 2 blue pj's with 4 pairs of white shoes - for use in medbay and crew quarters. (pj sprites by baystation 12)
- Added the cart, plasma research, engineering and robotics vending machines from baystation 12 - Mostly for the sprites.
- Added science airlocks (sprites by baystation 12), made them work with our door construction / deconstruction mechanic. (those sprites are by me~)
- Added hazard doors, sprites by baystation 12. They're reskinned firedoors.
- Added two more styles of filing cabinets, all sprites from baystation 12.
- Changed the space law book's sprite to the one baystation 12 uses.
- Added a few floor sprites from baystation 12
- Added critter crates, sprites from baystation 12
- Added some surgery sprites from baystation 12
- Added plant sprites from baystation 12

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4229 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 06:50:26 +00:00
mport2004@gmail.com
49adc107d5 Mulebots will once again leave visible bloody tracks on the floor when they run people over.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4219 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 16:33:48 +00:00
TurboCamel
6abb7b6e8d Finished commenting out collectible hat crate
Sorry, my previous submission left an undefined variable because the collectible hat crate *still* wasn't completely commented out. This should fix the problem.
2012-07-29 10:30:21 -05:00
elly1989@rocketmail.com
4fcbd6e169 Removes some seriously confused code regarding transferral of minds to ghosts upon death/gibbing.
The main problem is: if a mind is transferred to a ghost, objectives that have that mind as a target will treat the ghost as the target mob. Which is clearly a problem. This should fix exploits where people could force people to win/lose objectives via ghosting, gibbing, etc.

It should also eliminate any other weird bugs like the one Nodrak fixed a while ago where pais would keep their mind....meaning they were like, a cultist pai or something and could rat antags out to its owner using the HUD.

Removed some conditions from objectives (like those pertaining to the thunderdome) as they were bait for meta. >ghost >teleport to thunderdome >antag fails the objective she completed

Resolves issue 662

Fixes a few instances of original_name becomming null (there's still loads)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4214 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 09:21:57 +00:00
johnsonmt88@gmail.com
cfd5cff352 The 'Check AI Laws' verb now shows which AI (if any) the cyborgs are synced to.
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
2012-07-29 04:09:40 +00:00
elly1989@rocketmail.com
919677e2d5 Finally fixed those clean_blood() calls so they update mob-overlays properly. Resolves issue 681. Fixes space-cleaner grenades/splashing/spraying, Soap (work-around), Showers (again) and Janitor-borgs.
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
2012-07-29 04:04:24 +00:00
TurboCamel
5734a2df15 Fix PCM supplies, finished removing hat crate
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.
2012-07-28 17:07:39 -05:00
TurboCamel
b40704a2fe Added airlock electronics box 2012-07-28 16:41:57 -05:00
rockdtben@gmail.com
affab1467d Fixed almost all of the Atmos lag. Testing for this was done by the following: Sieve, flazeo25, QualityVan, and trubble_bass
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4205 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-28 20:11:02 +00:00
sieve32@gmail.com
096a419443 Fixes Issue 697
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
2012-07-28 18:33:31 +00:00
elly1989@rocketmail.com
92dd10f892 Tidied up on_consume() and the trash code for snacks.
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
2012-07-28 13:05:46 +00:00
giacomand@gmail.com
b026ada41f Fixed a typo which caused Reishi to not produce seeds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4200 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-28 04:48:05 +00:00