Commit Graph

2014 Commits

Author SHA1 Message Date
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
johnsonmt88@gmail.com
7d1b47e482 Mimes can no longer whisper without breaking their vows. Mimes don't talk!
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
2012-07-27 18:31:28 +00:00
baloh.matevz
c948e15873 - Added UI buttons which appear only when you have certain items on you to make toggling some stuff easier and lessen the need to juggle a million items all the time.
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
2012-07-27 15:20:44 +00:00
johnsonmt88@gmail.com
9822174a60 Changed the dormitory area from /area/crew_quarters to /area/crew_quarters/sleep so that wizards and the like who try to teleport there wont end up in completely unrelated places like /area/crew_quarters/hor (RD's office)
Moved 'Check AI Laws' to the admin tab instead of being hidden away in the secrets window.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4188 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-27 02:10:35 +00:00
giacomand@gmail.com
296d21251f Renamed the Space Shroom to Reishi.
Fixed some mistakes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4186 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 19:04:43 +00:00
Cael_Aislinn
c214db907a layout tweaks to rust, main change is the addition of two smaller cooling arrays.
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-27 02:02:19 +10:00
sieve32@gmail.com
e8b48a8548 -Fixes a bad check for radios, and I hate myself for missing it.
Thanks Mwahahaha for the bug report.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4184 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 15:10:32 +00:00
giacomand@gmail.com
ec8a7d7bcb -Added a new mushroom, the space shroom! (Original Title Do Not Steal) It has relaxing properties with a small amount of space drugs and sleeping toxin. I added this to allow the cutlery jobs (Chef & Bartender) a secondary access to anaesthetics; instead of having to ask Chemistry all the god damn time.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4183 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 13:34:50 +00:00
johnsonmt88@gmail.com
c930622bea Attack verbs!
Instead of 'x has been attacked with y by z' it now reads 'x has been 'y.attack_verb-ed' with y by z'!
Example:
Monkeyman has been bashed in the head with a riot shield by Nodrak!
or
Monkeyman has been stabbed in the chest with an energy sword by Nodrak!

- Every obj now has a list named "attack_verbs"
- When declaring an object, just use attack_verb = list("verb1", "verb2") and so on to initialize the list for that specific item.
- I've added a bunch of these to a ton of items already, feel free to modify or add more. Just try to stay away from gimmicky verbs (clown stuff being the exception.)

clothing.dm and spawner.dm only had a single definition in each of them, so their definitins have been moved to obj.dm and their original dm files deleted. I'm not sure about spawner but clothing had all of its other definitions removed recently.

radio.dm was a completely blank file, so it was removed.

Changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4182 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 05:21:24 +00:00
ericgfwong@hotmail.com
991f921dd3 Forced command_name to always be Central Command.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4180 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:13:43 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
baloh.matevz
18b4a0e713 - Changed beartrap arming from a verb to attack_self.
- Gave two beartraps to the janitor for pest control purposes...... ... . .

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4170 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-25 06:00:46 +00:00
d_h2005@yahoo.com
b157661c3b -Sprites for beartraps!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4169 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-25 05:13:17 +00:00
Cael_Aislinn
f250b8de1b added blue tiled floors to medbay lobby, added purple tiles to areas of research and the hallway adjoining research, remapped the anomaly hallway and research dock, remapped the research outpost dock, added todo note for a future cycling airlock update
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-25 02:15:47 +10:00
baloh.matevz
af99faf4a3 - Made legcuffs a thing. At the moment the only legcuff type is the beartrap, but it needs sprites before it can get added to the map. The bear-trap triggers when you arm it and then someone runs over it. It attaches to their leg, making them unable to run until they remove it. You remove a legcuff by resisting out of it or by getting someone else to do it for you in the same way that handcuffs are removed. Resisting out of a beartrap takes
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4164 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 07:09:57 +00:00
sieve32@gmail.com
120510d4fa Replaces the special snowflake proc for save slot names with something simpler that is more compatible or something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4162 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 06:00:22 +00:00
baloh.matevz
699c4472c2 - Added wood floor tiles (made from wood planks)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4160 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 04:34:12 +00:00
sieve32@gmail.com
cf86c755d6 Made Save Slots much more robust
-Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.
-Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols
-The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).
Solves Issue 667 as well

I tested a good bit with other people's saves, so I'm pretty confident it won't bork savefiles. And before anyone asks, the icon blending didn't make any noticeable lag, since icon procs are client-side.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4159 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 04:32:07 +00:00
baloh.matevz
bee2c93441 - Chef and bartender now both have access to the bar area. Bartender has his shotgun and shaker spawn in his back room, which now has wooden floor and tables. Booze-o-mat is now bartender-access.
- Split the items in the engivend vending machine into the engivend machine, which retained the circuitboards, belts and got power cells; and the YouTool vending machine, which has tools and gloves and such.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4157 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 03:06:14 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00