Regenerate admin verb now restores limbs/lost blood
Fixes power_loss proc to actually respect the electrical channel something is on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3539 316c924e-a436-60f5-8080-3fe189b3f50e
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed like a good idea to do last night. For some reason.
Adds an afterattack to mobs that can be used. (In fairness, lots of shit in attack_hand should be in there instead, like stungloves and stuff, to minimize duplicated code)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e
FINGERPRINTS ARE GONE
EVIDENCE BAGS ARE GONE
DET SCANNERS ARE GONE
THIS IS PURELY TO SEE IF REMOVING DETECTIVE WORK FIXES THE HORRIBLE CRASHING
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3424 316c924e-a436-60f5-8080-3fe189b3f50e
Ghosts no longer hear emotes from across the map.
You can once again examine yourself.
Buildmode is back in because it is a very useful and great tool.
It is also an ADMIN TOOL and will cause runtimes like most of the other admin tools if you use it like shit.
Removed more erp bullshit
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3417 316c924e-a436-60f5-8080-3fe189b3f50e
Moved delete to trial admins because they can already mass delete and that's not particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3397 316c924e-a436-60f5-8080-3fe189b3f50e
An experimental lagfix, which removes a couple THOUSAND unnecessary machines from the machine processing list. Please report any unresponsive machinery (as result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things forever and give them infinite momentum.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3370 316c924e-a436-60f5-8080-3fe189b3f50e
Different fix to make AIs able to hear when being carried. Shouldn't be that much of a cpu burden, although if anyone has better ideas on how to do it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3318 316c924e-a436-60f5-8080-3fe189b3f50e
Bloodied icons rewritten to be overlays, not replacing the icons. Hopefully this should fix \icon[src] breaking everything.
Bloodied hands/gloves don't transfer blood to infinite amounts of touched items.
Please report any bugs!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3290 316c924e-a436-60f5-8080-3fe189b3f50e
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock them with alt+click
Adds a new wire to doors that controls the time delay before they close. If pulsed, they close like a sliding glass door. If cut, they do not close by themselves.
Borgs who have died, ghosts, and are then blown up will now have their ghosts properly transfered to their dropped MMIs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3269 316c924e-a436-60f5-8080-3fe189b3f50e
More sanity checks for DNA modification.
Updated the metal, plasteel, glass and r-glass sprites. They're a lot smaller now.
Removed that stupid knife zippo sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3145 316c924e-a436-60f5-8080-3fe189b3f50e
- Clicking on objects which have their pixel_x and pixel_y number larger than +/- 16 will now make you face in the direction they're moved to (IE wall mounted things)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3079 316c924e-a436-60f5-8080-3fe189b3f50e
Added this to the changelog.
(Also added a cigarette paper and cigarette filter sprite, not seen anywhere in-game.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3077 316c924e-a436-60f5-8080-3fe189b3f50e
▫ AI satellite replaced with Communications Satellite.
▫ Some turret tweaks. Gave "AI" turrets a variable that controls what type of lethal shots they shoot.
▫ New job access level, Telecommunications Satellite. The CE, RD, and Captain get this access level.
▫ Some icon tweaks and stuff.
▫ Faster chem machine energy regeneration rate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2959 316c924e-a436-60f5-8080-3fe189b3f50e
/atom/ShiftClick(mob)
This is called whenever someone clicks on an atom while holding shift. It is not sensitive to distance from object or anything like that. The mob parameter it contains is the mob that clicked the atom.
THIS PROC DEFAULTS TO EXAMINE, so if you shift-click something, you will examine it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2906 316c924e-a436-60f5-8080-3fe189b3f50e
-Cutting/restoring cameras now leaves a print
-building certain overly-abused griff items leaves prints
-grenade launcher no longer shoots your face if you try to backpack it
Chameleon projector movement speed is now based on temperature
Added add_hiddenprint(mob) proc
it's like add_fingerprint but only adds to fingerprintshidden isn't that neat?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2898 316c924e-a436-60f5-8080-3fe189b3f50e
Simple mobs who attempt to attack and have a max damage of 0 (which is the default) will emote a friendly gesture towards the target, the default being "nuzzles" though also editable via vars.
Added the Shade simple mob (and some temporary sprites) which is the first simple mob capable of attacking. It was mostly for test purposes, but will probably end up becoming a feature of soul stones later on.
Note: Simple animals still cannot interact with other simple animals, critters, mechs, cyborgs, aliens, monkeys etc etc, only humans at this point.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2808 316c924e-a436-60f5-8080-3fe189b3f50e
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?
New stuff:
◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
- Added an exception for the application of a delay when you're targeting an item that you are holding. So there is only a 100ms delay when putting items in your backpack, taking them out, juggling stuff in your inventory, etc. It was about 1s before.
So the delays between uses are now:
- When targeting items that you aren't holding:
- - items with USEDELAY: 2s delay
- - items with NODELAY: 0.1s delay
- - items with neither: 1s delay
- When targeting items that you are holding
- - all items: 0.1s delay
There is one more problem with pathfinding where windows don't properly block clicking. This is the last thing that needs to be addressed, then it should finally be ready.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2446 316c924e-a436-60f5-8080-3fe189b3f50e
The captains laser, aegun, and xbow recharge a bit slower now, they recharged so fast that you almost never had to stop shooting.
Cleaned up the cyborg_modules file
Medical and Security borgs have a hud item.
Medical bots bottles hold 60 of their chemical (up from 30).
Medical bots now have three syringes that are labeled "Syringe-(Inaprovaline)", "Syringe-(Anti-Toxin)", and "Syringe-(Mixed)".
Medical bots now have two kelotane/dexalin pills (up from 1/ea).
Engineering bots got a new RCD thats just like the old one but the code is cleaner and meant for borgs only.
Husks brains can no longer be cut out.
Healing hands code has been removed till whoever wants to finish it adds it to a place that is NOT the base click procs.
Added veyveyr's nuke team weapon. Its more or less the Uzi with a new icon.
Nuke teams also got a bit of extra ammo and a few more pinpointers/eguns in their locker.
Glass doors will not set opacity to 1 after they close.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2431 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.
Effects contains objects which are either landmarks, triggers, spawners or decal.
Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG
I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
- attackby uses a 1s delay,
- attack_hand and varieties and attack_self use a 0.2 second delay,
- clicking the HUD has a 0.2 second delay,
Items with the USEDELAY flag set the attackby delay to 2s.
Items with the NODELAY flag set the attackby delay to 0.2s.
Items without either of the two flags (most) use the standard 1s delay.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2262 316c924e-a436-60f5-8080-3fe189b3f50e
- The following procs have been added: ismetroid() ispAI()
- Using the new click proc adds support for the following new procs: attack_robot(), attack_ghost(), attack_admin(), hanr_r(), hand_m()
Proc description:
- attack_robot() is the proc that gets called when a cyborg clicks on any atom without having a module selected. It defaults to attack_ai() and for the moment always calls the default as there is no separation.
- attack_ghost() is the proc that gets called when a ghost clicks on any atom. It defaults to examine()
- attack_admin() is the proc that gets called when a ghost with admin status clicks on any atom. It defaults to attack_ghost()
- hand_r() is the proc that gets called when a restrained cyborg clicks on any atom. It defaults to hand_a(), which is the the proc for a restrained AI, whatever that means.
- hand_m() is for when a restrained metroid clicks on an item.
Please note that the new click proc drops support for the HEAL mutation. Let me know if this mutation is important. All I can tell you is that it doesn't belong in this proc.
- Moved the mob/Delete() proc to mob.dm. Doubleclicking /mob in the object tree will now throw you to mob.dm instead of some random datumvars.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2256 316c924e-a436-60f5-8080-3fe189b3f50e
- Removed all effect of wizarditis. The disease still exists but has absolutely no effect on anything. And no, this is not a removal only from the game world, it's a removal, period. Admins don't have it either. As I said however, the disease exists so you might see wizarditis as a diagnosis on your medical scanner, it won't have any effect tho.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2252 316c924e-a436-60f5-8080-3fe189b3f50e
DblClick() is the proc which determines what proc will be called when you click on the screen. (Single clicking also calls this proc btw, in case you're confused.)
So DblClick() is the proc which then calls attack_hand(), attack_ai(), attack_paw(), attackby(), afterattack() and the hand_h(), hand_ai() and simmilar proc for when you're restrained.
In case you noticed one common proc missing, attack() is called in a mob's attackby() proc, which originates from here. So the cascade for that is
Click() > DblClick() > attackby() > attack()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2251 316c924e-a436-60f5-8080-3fe189b3f50e
Screenshot: http://www.kamletos.si/ss13-dim%20lights.PNG (Note that in this screenshot, tubes were set to a flat 6, this is not the case in the commit tho. So only look at lights with bulbs, most of which are in maintenance shafts)
- Space kudzu added (Original code and sprites donated by I Said No). Currently admin-only. Spawn the spacevine_controller to start the spreading of kudzu
Screenshot: http://www.kamletos.si/kudzu2.png (This was after 15 minutes of unattended growth.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2226 316c924e-a436-60f5-8080-3fe189b3f50e
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
- isanimal() and iscorgi() procs have been added
- attack_animal() added for all atoms, called when an animal attacks (clicks on) an object within range.
- attack_animal() proc added to food. Simple animals don't process reagents, meaning they can eat anything whatsoever. Corgis can take 5 bites out of any type of food. Ian will chase the food himself, regular corgis won't due to lag concerns.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2183 316c924e-a436-60f5-8080-3fe189b3f50e
- Retrovirus is now curable. However, unlike most viruses, when it infects a host it generates a random cure. This cure can be either Ryetalyn or rest. For good measure, a doctor should prescribe Ryetalyn AND send them to the recovery room for rest.
- Fixed a crash in the seeds crate that would result in the crate only having berry seeds. A small typo.
- Fixed some grammar.
- Cloning people should now transfer their UI preferences onto the clones.
- Portable Artificial Intelligences should now properly be able to use the messaging software. They generated some odd runtimes caused by normal PDAs not recognizing pAIs in the PDAs list.
- Hopefully, I made equipping and dropping items a bit more responsive.
- As a result of the fix above, the item duplication bug (two people pick an item up at the same time) should theoretically not happen anymore. When I mean theoretically, I mean I have no way of testing this for sure.
- Cleaned up some of Deuryn's code in a previous revision.
Miscellaneous:
- The Cold can now be cured if you're just laying down, although actually sleeping will greatly increase your odds of curing it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2016 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed some spelling and grammar errors.
Tweaked the cost of Large Energy Crossbow designs.
Fixed a bug where people would generate two manifest entries when they late-joined. Annoying as fuck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1966 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
--------------------------------------------
Pete
Changelog:
Appendicitis!
It's a new disease which must be cured surgically- instructions are available on the wiki:
http://tgstation13.pretentiousfool.com/wiki/index.php/Surgery
Tell Petethegoat either on the forums or on IRC if you find any problems.
------------------------------------------------
Trubble has fixed a bug with the hat crates. They can now be correctly opened.
-----------------------------------------------
Derp has added the Medborg. YES!!!
Service borg has also recieved some minor tweaks. It can now use the Booze-o-mat. it can also extrude enzymes.
------------------------------------------------
Report any problems to them via Forums or IRC. Thankyou.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1866 316c924e-a436-60f5-8080-3fe189b3f50e