-Made a variation of hasvar(), creatively named has_var(), intended for objects versus datums, and the var name is case sensitive
-Clean up mech fabricator code considerably, the terrible switches are all gone, and I was able to make it more robust at the same time. Now, if a junk item is added to the mech fab then it will remove it in 1 of 2 places, either when you call for the queue to be displayed (Will throw it out then rebuild the queue) or when it is processing the queue (Will throw it out then reprocess the building), so now you won't even see the shit that finds its way in there.
-Made the add_part_to_set() useful, now instead of dumping everything in the "Exosuit Equipment" category, it checks if the design's category matches one of the part sets, then adds it to said set if it does (All others get dumped into "Misc"). Right now there isn't much through, mostly just moving MMIs, cells, etc... to the "Misc" set, but this would be easy to use with any other system that handles designs
-Little bit of OCD here, but I noticed that the cells on the map were all 'crap' cells, even though they had 1.5x the charge of a high-capacity cell, so I changed them all to high-capacity cells with the added capacity
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4395 316c924e-a436-60f5-8080-3fe189b3f50e
-Gave brains a proper gib() so they are actually gone
-Added a proc to the 'Secrets' panel, a variation of power the station that instead is MUCH faster and just powers all SMES, turns on output, and sets it to max (helpful for testing and it doesn't leave the server frozen for 60 seconds to process)
-Added maxHealth to mice, killer tomatos, and walking mushrooms (They started with 5 health but could be 'healed' up to 20)
-Made the updatehealth() actually usable outside of humans by making it use maxHealth instead of just '100'
-Fix for shield generator sprites not updating properly, caused by not all generators actually updating on powerloss, and adding an update_icon() where needed
Fixes Issue 751
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4393 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 229
-Removed the shitty almost-throwing after_attack() for grenades and replaced it with something sane. Now (Like before) when you activate a grenade, it turns throw mode on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4375 316c924e-a436-60f5-8080-3fe189b3f50e
- Syringe overlay layer is no longer above the blackout screen layer
Fixed issue 704
- Shades (and all simple animals) can no longer pick up paper bins/donut boxes with clickdragging (were there any other objects you could pick up with onmousedrop?)
Fixed issue 737
- Dead/unconscious cultists no longer count towards cultist count on rune use (such as sacrifice, nar-sie, etc)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4360 316c924e-a436-60f5-8080-3fe189b3f50e
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
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
-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
-Small change that psuedo-randomizes cult and wizard incantations. For cultists, it's just a [pick("'","`")] in place of a "'" in their incantation, and wizard invocations have a 50% chance to replace the spaces with "`".
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4307 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
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
-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
- This is a very hackish way to do it.. I don't like it, but it'll work for now. apc's could do with some recoding.
Someone seemed to mix up some indentations in cult rune examines. Fixes Issue 680.
- Cultists examining a rune will be able to read the words.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4167 316c924e-a436-60f5-8080-3fe189b3f50e
-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
-Increased the amount of lights you get from adding glass to the Light Replacer.
-Emagging the light replacer is one way.
-You can add lights to the light replacer to add uses.
-You can unload the trash bag by clicking on it.
-Vodka now heals toxin damage.
-Made light tubes the same price as light bulbs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4114 316c924e-a436-60f5-8080-3fe189b3f50e
simplified armour rune code a little bit.
Added IP and ID fields to the unban panel. because I told somebody that I'd add it for them aaaages ago but forgot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4003 316c924e-a436-60f5-8080-3fe189b3f50e
Created defines for disabilities and sdisabilities bitflags. Thos areas of code really need attention. Why are there so many blind variables/flags D= disability bitflags are located in setup.dm
Handcuff overlays now update when beepsky/ed-209s cuff you.
Resolves issue 628. Took a stab at tidying up handle_regular_hud_updates() for humans. If it's all working perfectly as it appears to be I'll start doing the same for other mobs. Whomever started 'fixing' this and then just abandoned it with redundant and heavily-broken code should be ashamed :[ It was/is in a real sorry state.
Resolves issue 617. Shades can no longer be weakened (stunbatons etc).
Fixed an issue with one of the antag deaf-sting/rune/whatever-it-was-I-forget causing nearsightedness rather than deafness :P
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3985 316c924e-a436-60f5-8080-3fe189b3f50e
- Thanks to Zekkeit/39kk9t for this fix!
Cultists now get stunned by their own stun rune again.
- Apparently this would have been game-breakingly spammable
Added WJohnston's mech toys as arcade prizes!
Made mech tool code less of a nightmare to navigate:
- Moved mech medical tools into their own .dm file
- Moved unused mech tools into their own .dm file
Fixed a major pAI exploit.
Fixed the odysseus picking up people who were buckled, causing the person to be unable to move.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3982 316c924e-a436-60f5-8080-3fe189b3f50e
The stun rune:
- Now stuns cyborgs.
- No longer stuns cultists.
Stun talismans no longer permanently mute or stun cyborgs. Fixes issue 618.
Removed 'charges', 'maximum_charges' and 'status' variables from the chain of command as they did nothing anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3979 316c924e-a436-60f5-8080-3fe189b3f50e
I'm currently working on moving all of the vars in mob_defines.dm and some procs in mob.dm into more fitting places. For example, ghosts and simple animals can not be cloned, so they do not need a cloneloss var. Cloneloss would be better fitting to /mob/living or even /mob/living/carbon.
By moving these defines into proper children of /mob we lower the amount of resources that must be set aside every time a mob is created and we lower the amount of data that gets transfered between mobs when we combine, transfer or transform them. In theory, this should help free up some resources and combat lag.
Due to how integrated some of these defines are in the rest of the code, I'm going to be committing this cleanup in small batches. Doing it this way instead of one massive commit means that bugs will be easier to locate and identify. It is also less likely to overwhelm players with bugs, and if it still does, it will make it easier for us to revert only the section that is causing problems. Smaller commits also means merging with existing code will be less of a nightmare and has less potential for merging mistakes.
One of my goals in this cleanup is to add a description to every single variable in mob defines. While some of them are self explanatory, there are some there that are used in horribly obscure ways on top of having no comment to describe their use.
-----------------------
Mob defines moved to living:
- last_special*
- bruteloss
- oxyloss
- toxloss
- fireloss
- cloneloss
- brainloss
- halloss
- hallucination
- hallucinations(list)
*Note: I believe this variable is not needed, but the code it is used in (the resist verb) is cluttered and messy. That chunk of code probably use a re-write. I'll put it on my TODO list and if I survive mob_defines I'll try to get around to it but if anyone wants to do it for me, that would certainly help!
-----------------------
Mob procs moved to living:
- getBruteLoss()
- adjustBruteLoss()
- getOxyLoss()
- adjustOxyLoss()
- setOxyLoss()
- getToxLoss()
- adjustToxLoss()
- setToxLoss()
- getFireLoss()
- adjustFireLoss()
- getCloneLoss()
- adjustCloneLoss()
- setCloneLoss()
- getHalLoss()
- adjustHalLoss()
- setHalLoss()
- getBrainLoss()
- adjustBrainLoss()
- setBrainLoss
Mob procs moved to carbon:
getDNA()
setDNA()
-----------------------
Mob verbs moved to carbon:
- Sleep
- Lay down / Get up
-----------------------
The : operator...
The thing that has been killing me through this whole cleanup is people using or copy/pasting the : operator everywhere.
*** Please use obj.var_or_procname. Do not use obj:var_or_procname ***
Using obj:procname will not throw a compiler error if obj does not have that specific var or proc. This means that the coder making changes will NOT be informed of an error which will result in a proc failing, potentially being completely unusable and definatly causing a runtime error.
With that said, I fully anticipate that most bugs (if any) caused by this mob define cleanup to be the result of : operators.
I've been replacing many : operators in favour of the . operator as I've been going, most noteably I went out of my way to remove almost every : operator from the 4000+ line Chemistry-Regents.dm
Exceptions:
- Water: Turf and Atmos related vars. I'm not familiar with the members and methods in those class' hierarchy.
- Silicate: because it's commented out and I honestly dont see it returning.
- Thermite: Turf and Atmos related vars.
- Corn Oil: Turf and Atmos related vars.
Final note: While this may be the source of some mob-related bugs, there are two other revisions that have been committed between now and the last time either of the the two tgstation servers have been updated. These revisions both touch mob-related files. I'm not blaming these other revisions for anything, especially since one of them is mine anyway, I'm just listing them here for refrence to help quickly identify any problems.
- My human/life() changes in r3925
- Carn's life() standardizations in r3933
Stuff unrelated to mob defines:
- Fixed borgs and such being able to go into DNA modifiers.
- Changelog updated and I added Sieve to the list of coders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3934 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a library problem which prevented you from ordering books by their SS13ID.
- You can now once again properly retitle books and change their authors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3924 316c924e-a436-60f5-8080-3fe189b3f50e
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.
Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy
mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.
Weakening was made instantaneous.
Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.
umm... bunch of overlays related fixes... I think that's everything. :/
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
- Item declarations have no place in mob code. MMI and pAI code being the exception.
Removed a cyborg upgrade that made them immune to flashes
- An item that removes one of the very few weaknesses a borg has? No thanks.
Removed mob\living\silicon\robot\robot_defense.dm
- It was an empty file.
Removed uplink.dm and uplink_kits.dm from WorkInProgress
- Duplicate files: they're already in the main chunk of the code.
- They are no longer a work in progress.
Here's hoping I dont break anything with this commit...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3890 316c924e-a436-60f5-8080-3fe189b3f50e
- No longer able to be cultists because their objectives completely contradicts robotic laws. Fixes issue 510.
- No longer able to be revolutionaries.
- - There was existing code for this already, but it should function properly now.
- - It now takes into account admin's borging players.
pAI's can no longer see revolutionaries or cultists.
- pAI's get a brand new mind instead of wiping their previous antag status.
- This way it prevents players exploiting the cult/rev hud icons and it does not affect the end-round scores and statistics.
Piano's 'repeat' has a limit of 10.
- This will stop byond from thinking playsong() is an infinite loop and crashing the server.
- Added a check so that players can not bypass the limit without stopping the song first.
- 10 is just an arbitrary number I chose, feel free to change it but keep it within reason... and byond's limits.
Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.
Fixed a bunch of 'emergancy' misspellings.
- Commit log worthy material right here.
Changelog updated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3878 316c924e-a436-60f5-8080-3fe189b3f50e
Changes to windoors.
- Secure windoors now require 2 plasteel sheets instead of 4 rods
- Windoors and secure windoors have reduced health.
Added checks for proximity, canmove and death on:
- Library scanner
- Library computer
- Library public computer
- Bookcases (Fixes issue 564.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3824 316c924e-a436-60f5-8080-3fe189b3f50e
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
The shower path has changed!
From /obj/structure/shower to /obj/machinery/shower
Made bookcases appear empty if they have no books, and fill up as more books are placed in them.
Updated do_after() to have an extra var that determines if the user is required to keep the item in the active hand. This is only used in swirlies at the moment.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3684 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully this will cut down on the server spamming/crashing escapades happening on other servers. (This wont stop that from happening, this just makes it less severe)
- Some of the sanitizes were probably unnecessary, but better safe then sorry.
Added MAX_NAME_LEN constant which is initialized to 26.
- Please use MAX_NAME_LEN instead of typing in 26 when cutting inputs short. 26's are annoying when they have to be changed and you have to hunt through over a hundred files and tens of thousands of lines of code to find them all.
Moved uplink_kits.dm to code/game/objects/storage
Moved uplinks.dm to code/game/objects
- The stuff inside uplinks.dm could really be chopped up and split into separate dm files but this will do for now.
*********************************************************
**********************Important**************************
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When you create code that asks the user for an input consider whether or not it gets shown to the user through html or the like.
If it does please sanatize() or strip_html() it. Also use copytext() to cutoff spam by using MAX_NAME_LEN and MAX_MESSAGE_LEN as the cutoff var.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3652 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.
PHEW
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e
If a cultist builds a construct, that construct will be a cultist. This means they can see cultists finally (and will probably count for the escape objective, so that might need changing numbers wise)
Fixed some typos in the cult runes (godamnit Urist) and the blind rune can no longer be made into a talisman, cause a handheld, instant, AoE blind that lasts 20 seconds with no counter is retarded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3507 316c924e-a436-60f5-8080-3fe189b3f50e
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
Commented out the authentication system. It was the remnants of the old goon authentication stuff (or maybe even older) and wasn't actually used in our code at all (at least not in any useful way, it was merely called and short-circuited to 1, so all those if(authenticated) were totally pointless. This has removed 3 unused variables from every client, a bunch of unused variables from the config and two empty text files!
Committed (as a config option) a feature requested by Apoc station. It causes a 'reply to' window to popup when an admin PMs a non-admin player. It's meant to grab their attention so they can't say "I didn't see your PM". It defaults to off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt
Fixed a derp in isday where it was fetching the month instead of the day.
Removed medal references from Gib()
Removed the medal_hub global variables because they aren't used in any way shape or form.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3444 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
Runes are now dispelled with the null rod, not the bible.
Chaplains can no longer self heal with the bible.
Simple animals can now attack mechas and critters
Constructs no longer take extra damage from bibles.
Fueltanks now explode when shot by lasers or bullets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3125 316c924e-a436-60f5-8080-3fe189b3f50e
Added the Wraith construct, a faster, more fragile construct which has a lesser version of Ethereal Jaunt. It too is vulnerable to bibles.
The Chaplain is now immune to blood boil, stun talismans, and cult blind/deafen
Constructs are finally creatable by using a full soulstone on an empty construct shell. The creator will be able to choose which kind of construct is created.
Cultists can get construct shells from their supply talisman
Wizards now get the spell "Artificer" which allows them to create construct shells for free when they select the soulstone belt.
Medical Borgs are now relentless to prevent them losing hold of incapacitated patients.
Added the Artificer (conjure construct shell), Phase Shift (lesser jaunt), and Shield (lesser forcewall) spells
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3054 316c924e-a436-60f5-8080-3fe189b3f50e