Commit Graph

85 Commits

Author SHA1 Message Date
Ren Erthilo
470d767369 Reverting registered_name change. Reverting area name changes. Reverts Plasma Steel and object changes. 2012-03-26 15:47:39 +01:00
Ren Erthilo
089e844be9 A large amount of groundwork for /tg/ code. Comes with some gameplay changes.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
2012-03-26 03:16:01 +01:00
Iberis
7cec890a91 Antiqua.dmm Added lots of areas. Overall major tweaking.
Added some minor areas.
2012-03-16 19:53:23 +01:00
SkyMarshal
7534154fa2 Cleaned up some code, fixed a bug with dead/sleeping people seeing you talk into headsets, reworked guncode some, readded point-blank shooting, removed disposal space cannon, hacktool works on windoors and secure closets, now. 2012-03-05 12:27:55 -07:00
Iberis
bcf81e8913 Fixed the area conflict with the tg station. 2012-03-02 06:26:26 +01:00
Iberis
fcd7274997 Added CrewQuarters. Some Areas.
Polish
2012-03-01 23:51:34 +01:00
baloh.matevz
a6389b5930 TG UPDATE: Attention! Space is now (finally) UNPOWERED.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2728 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-27 00:13:59 +00:00
Iberis
03e89a5115 Created Security from scratch.
Moved Atmos out of the way.
Tweaks on Medbay, the area around Engineering. Maintenance.
2012-02-26 05:02:24 +01:00
Melvin Melonstorm
b57f23bda4 Big toxins lab update! It's now way better, with two burn chambers and a
mixing and filtration room, along with a bigger observatory and an
'office' for plasma researchers, i.e. a table layout similar to the one
in chemistry. Instead of a chemical vendor, plasma researchers now got
their own custom vendor with assembly parts for bombastic bombs. The
maintenance tunnel's still kept between a double set of airlocks.

There is a problem with the vents and scrubbers of the office and burn
chamber room not being detected, though. (Miniature, Hawk, take a look
at it.)
2012-02-18 02:04:23 +01:00
CaelAislinn
49fcb53a8f added new engineering areas
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-01-30 04:18:08 +10:00
Albert Iordache
619afea38f Revert "water pipes base + pda support"
This reverts commit a591aef35c.
2012-01-27 10:06:12 +02:00
Tastyfish
a591aef35c water pipes base + pda support 2012-01-24 15:45:51 -05:00
SkyMarshal
0d7ce5f347 Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
We were able to restore functionality after we blew up half the radio equipment, as well.
AI satellite is now the Comms satellite.
2012-01-17 00:12:30 -07:00
cib
ca7d32ceb8 Reworked the engineering power grid, added more power monitors. 2011-12-23 21:57:57 -08:00
cib
5b349cc549 Revert "Moved the singularity and particle accelerator a bit out of the station. Added some stuff to engineering and generally organized it a bit."
This reverts commit a6e7d09620.
2011-12-08 20:47:37 -08:00
cib
a6e7d09620 Moved the singularity and particle accelerator a bit out of the station. Added some stuff to engineering and generally organized it a bit. 2011-12-06 05:24:43 -08:00
petethegoat@gmail.com
bae68c2db1 Several map changes:
fixed the disposal in the incinerator not leading to space.
restocked the chem closet- it now contains an anaesthetic closet, which might be interesting.
removed the glass windows from the front of the QM desk.
possibly a few other changes, nothing significant though.

Added the firing range, courtesy of vey.
Don't get too excited, it's still under construction.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2498 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-08 00:15:16 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +00:00
mport2004@gmail.com
a69a4fbc46 Fixed a rechargestation runtime.
Added a few misc areas.
Changed a number in the prefs that might help with less assistants.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2328 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-04 03:48:45 +00:00
baloh.matevz
bd73bf33d3 - Randomized light brightness for lights at round start is now no longer tied to individual lights, but to the area they start in, meaning some areas might start out darker on some rounds. Most have far too many lights tho, so they don't affect anything.
- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-24 14:14:40 +00:00
baloh.matevz
9b7afeb978 Committing the most recent version of uterus.
Edits made to it from my part:
- Added an atmos maintenance room to 7 locations: cargo, bridge, brig, medbay, science, engineering and kitchen

When piping uterus, use these rooms, get a line from atmospherics to each of the 7 atmos maintenance rooms and then to local vents from the maintenance rooms.

- http://www.kamletos.si/atmos1.JPG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2191 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:15:57 +00:00
baloh.matevz
0b2069f293 Made the alien dinghy in the abandoned mining station an actual shuttle that can be moved via the secrets admin menu. Because it processes lighting, some lighting bugs will appear if you used it with light-emitting objects in it. I would care if this was more commonly used but since it's admin-only and in an obscure part of the map, I say whatever, it's not worth it as it won't affect anything anyway.
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-03 15:53:25 +00:00
Superxpdude@gmail.com
ced0aeca99 Vault has been moved to south of the teleporter.
Added in a heads of staff meeting room.

Added myself to the admins.txt on the SVN because SVN is annoying every time I update it giving me changed files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1929 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-25 18:33:49 +00:00
Superxpdude@gmail.com
74e0001426 Added in most of the code and mapping for syndicate deathsquads, unfortunately I can't get the shuttle to work properly so for now the button is commented out.
Added in a new mech for the syndicate deathsquads, it's called the Mauler.
Added in syndicate deathsquad uniforms to the admin equip verb.
Added in the syndicate access level for the syndicate mothership.

Added the syndicate mothership, the nuke team shuttle now spawns inside it, however they cannot get into the mothership. At all. Once I get syndicate deathsquads working they will spawn on the mothership.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-24 23:50:57 +00:00
baloh.matevz
f612eac728 Additional attempts at mapping 3.0.0
- Medbay with genetics, cmo, surgery, cryo and patient rooms (missing chemistry and robotics)
- Library
- North solars

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1836 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-11 22:00:02 +00:00
baloh.matevz
52c900520c - Dismantled KeelingsStuff.dm into separate files, where the stuff in it fits.
- Dismantled mining.dm into 15 or so dm files and placed it out of WIP into modules.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1827 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-10 16:49:29 +00:00
uporotiy
6d2331729d Detective's office
No longer noir anymore. The monochrome effect was lagging people who saw it for the first time in the round up due to the icon operations and it was just too high of a cost for this.
 Kitchen
Removed the chance of xenomeat being spawned.
 Hydro
I accidentally a default icon_state.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1754 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 05:06:59 +00:00
uporotiy
1a501a37e7 Teaser update: detective's office and items in it are now monochrome to suit the noir feel.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1738 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-28 20:23:49 +00:00
rastaf.zero@gmail.com
d985841a76 Minor fixes:
- after losing and restoring power air alarms had wrong icon.
- same for air vents.
- Latejoiners now get filled DNA entry in medical computer.
- Fixed rare bug with APC.
- Electrocuting while laying wires was made more consistent. Do not forget your gloves.
Borgs now can restock wires, glass and metal in recharging station.
Added logging of bagbombing.
Internal buffer in ChemMaster have volume 100 units.
Metalcrafting window improved.
Added Soviet soda vending machine to the derelict.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1705 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 15:46:53 +00:00
noisomehollow@lycos.com
3c0a76df30 Reduced deathsquad marauder number to 3 (previously 4). Added some fluff to their launch sequence.
Revisions to CentCom. CentCom now has its own access levels set, and a unique ID changing computer.
Added nasa void suit and captain armor to item steal list.
Fixed some run time errors for hand-tele from my previous commit.
Removed the remove poo and urine button from secrets.
Decoy AIs can now say stuff like regular AIs. This is useful if you need a non-player announcer for something, while taking into account talk_understand and the like. I use it for deathsquad shuttle announcements. I've placed A.L.I.C.E. on CentCom for such reasons.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1704 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-22 06:28:28 +00:00
rastaf.zero@gmail.com
d6e0f1cf22 Freaking big GAMEMODES UPDATE.
I have done lots of work to make selecting players for special roles be fair.
- New options preferences: "be traitor", "be changeling" and so on for all special roles.
- Now you can have job of AI/cyborg in preferences and do not lower your chances to become wizard/changeling/etc. And vice-versa: you do not have to select AI in your preferences to have non zero chance to play malf.
- Jobban from syndicate bans player from any special role (including malf AI, cult, etc).
- Fixed bug with changeling round not ending sometimes.
- All special roles were tuned to work better as admin-driven event.
-- All adminmade special characters will be listed at the end of round of any type.
-- All adminmade special characters are fully functional with following exceptions:
--- The ending conditions are determined at round start, i.e. you cannot end revolution by killing wizards and malf AIs (however, with nuke you can end anything).
--- The cultists cannot get their special objectives.
--- The malf AI can hack the APCs but without any profit.
--- The syndicate operatives must obtain the nuke/working code from admins.
--- As before, nuclear explosion ends round. Even if nuke was used in wrong place.
- Fixed thingy like "Not enough players for revolution game mode. Restarting world in 5 seconds."
- Changeling wont get objective "absorb X genomes" when there are less that X players in game.
- proc/equip_if_possible now has return value, procs like equip_revolutionary (giving a flash) should be more reliable.
- There are no fake wizards anymore. The research staff have to kill ALL wizards on order to win, even adminspawned ones. ("give spell" verb works as before, not making a spellcaster to actually be wizard).
- The semi-new game mode: traitor+changeling. Just like regular traitor mode plus one changeling. Round ends when the shuttle reaches centcom. Option for config.txt: "PROBABILITY TRAITORCHAN".
- Successful malf AI now have 60 seconds to choose to explode the station or not (some players still have to rejoin game to have their new verbs shown in Malfunction tab).
- Monkeys mode fixed, monkeys wouldn't randomly cure anymore.

For admins:
- New powerful mind editor oriented to mixed rounds.
-- Setting someone as special character (like wizard) does not equip him/her automatically. You have to do it it next step. Note, that in case of wizards and nuke operatives their old dress will be deleted! If you do not want it you shall use "undress" link.
-- Only operatives, head revs and cultists have their objectives set immediately.
-- You can unemad borgs!
-- You cannot unemag borgs because calling mind editor for nonhumans is blocked atm.
-- many other useful features.
-- you can fix burned out flashes from mind editor.
-- first assign the new malf AI/wizard then demalf/dewizard old one or round will immediately end.
- if delete the nuke bomb during its downcounting round will stuck. Using "edit ticker variables" set ticker.mode.explosion_in_progress = 0.

For coders:
- /datum/game_mode/malfunction/AI_Module renamed to /datum/AI_Module. Reason: What. The. Fuck.

Unrelated fixes:
- Blueprints can create areas up to 300 tiles (was 100).
- Cyborgs wont leave backpacks at spawn point anymore.
- Fixed bug in preferences causing preferences files to be huge.
- Diseases can infect again.
- The option "SQL_ENABLED 0" now works in config.txt.
- fixed critical bug on assassinate objective.

Bugs:
- We have a bug with job distribution for people who haven't any available jobs in their preferences. Players tends to group by jobs.
- For example, if we have 3 players they with hight chances will got same jobs. And probability of having one engineer and one medic _exactly_ equals _zero_.
- I am not sure if my changes made that bug worse. Anyway I MUST do this commit. Bug will be fixed eventually. Maybe.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1703 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-21 21:22:23 +00:00
noisomehollow@lycos.com
3ddae57d63 Wizard will now report if they mind swapped with a person after round completion. Or in other words, if they're in a different body than round start.
Changing changelings during the round should probably work proper now.
AI will now report that people woken up from cryo sleep, when they join. The arrival shuttle changed to accomodate this.
Added poff to pAIs until TLE revises that whole process. You should be able to message them back now. 
Slighly revised the entry shuttle.
Added a holding facility to CentCom.
Made the DJ station fully unsimulated. Removed unsimulated floor from derelict. Hopefully I got all the tiles. NOTE: When simulated floor meets unsimulated floor, Atmos goes berserk. Don't do this. Also, you can't deconstruct unsimulated stuff.
A few other misc adjustment to the map.
Added a variable to Rev that tracks what heads are supposed to be assassinated. Not sure why it didn't exist before.
Added some ticker mind checking to a few procs I forgot about. Yup.
Added an option to check assassinate objectives by special role.
Some foundation for future ninja stuff. Ninjas now swap battery by clicking on their suit with the battery in hand.
Some misc icon changes for areas.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1668 316c924e-a436-60f5-8080-3fe189b3f50e
2011-06-07 03:01:43 +00:00
Superxpdude@gmail.com
8e2b4d946d Added the new Prison Station, Security and Detective's Office from this thread: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=9&t=3791
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1522 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 22:17:56 +00:00
baloh.matevz
e3da73878f slight correction to the previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1297 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 23:38:11 +00:00
baloh.matevz
f0bfd0463f AI Sat turret protected areas (on the outside) are now illuminated like the rest of space, meaning it's a bit harder to tell when you've entered one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1296 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-27 23:28:05 +00:00
baloh.matevz
4416f41093 'Minte' is now properly named 'Mint'
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1283 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-26 18:51:16 +00:00
cagerrin@gmail.com
109448c306 -Added missing icon_states for vault door.
-Added sprites for second- and third-tier portable generators.
-Changed vault area name.
-Added frame sprites for vending machines(suggested build sequence: frame, wrench, wires, circuit board, screwdriver, 2x glass sheets, screwdriver)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1255 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-23 22:19:29 +00:00
baloh.matevz
ac74a20207 Mapping:
- reverted to 2.0.5 map
- re-added vault (since some 135deg wires were used instead of 90deg ones, I'd just like to say that I'm not really worried about which set is used, just so long as the entire power-net is wired in the same way. If you want 90deg wires, please re-wire the entire station. Consistency is important in game design.)
- Fixed wiring through the vault which made the bridge and other areas loose power
- Added some generic stuff to the vault.

New access:
- fixed the ID computer to include both mint accesses, vault access and mining station access. The latter two are new. QM doesn't have mining station access (so he can't access EVA and the production areas on that station) HoP has them tho.

Other:
- Vault doors are now opaque, so you can't see through them. Hoping vey will add the missing icon states asap.
- You can now manually add coins into the money bag (also fixed poor money bag interaction window formatting)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1236 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 22:12:02 +00:00
baloh.matevz
905d89f8d8 MAPPING:
- Redesigned assembly line area
- Corrected CE's office name
- Corrected Mining shuttle area name
- More maintenance hallways

I hope i've fixed all the mapping bugs as i've spent quite a few hours debugging it but you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1184 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-14 05:39:09 +00:00
morikou@gmail.com
2ddf24bfdf Swap Meet Update:
- Both wizard and ghost teleport lists are now in alphabetical order.
- pico-manipulator now has an icon
- Ghosts can, once again, teleport to the mining station.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1141 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-27 19:41:34 +00:00
baloh.matevz
2c788fb2e4 MAPPING:
- slight change to arrival hallway

ADMIN COMMANDS:
- Added 3 commands to 'secrets': Move mining shuttle, move administration shuttle and move ferry. Each of these moves their respective shuttle. This is only intended for admin events. The mining shuttle still takes the 15-ish seconds to arrive, the other two are instantanious. All generate admin logs and admin-log-spam to prevent abuse.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1124 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-24 23:57:14 +00:00
Atso.Sariola@gmail.com
c85f20f54f git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1057 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-18 03:23:40 +00:00
Atso.Sariola@gmail.com
a832aad09c Added a new construction zone for an upcoming update.
(just reserving the area so no-one else puts something there)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1028 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-12 18:59:25 +00:00
mport2004@gmail.com
706ad091cd The AI/bots now leave hidden fingerprints on things they touch.
The game will not load the empty goon and beta tester files on startup.
Moved modes that are broken/unfinished into the unused section.
Powersinks will eat more power
Firedoors should be fixed now.
Engineering solars moved away from engineering.(there is currently an empty room where one was. I dont have any good ideas for things to put in there atm so if you want to add something go ahead)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1017 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 23:16:47 +00:00
mport2004@gmail.com
54b1d50b25 The crew monitoring computer should work better now
North solars expanded slightly
Cargo can now order engine parts
Power computer wont update every second so you can actually use the thing now
Rotate verb for the emitters and Particle Accelerator
Solar tracker does not use "in world" anymore

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-10 11:20:52 +00:00
cagerrin@gmail.com
132bb93112 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@980 316c924e-a436-60f5-8080-3fe189b3f50e 2011-02-07 08:41:08 +00:00
baloh.matevz
a05867438f NEW AI SATELITE PROTOTYPE
- On the clown planet z-level
- Take a look at it and comment. 
- As many will likely get at me for placing the teleporter where it is, i don't think the AI can do much about it, seeing as it's wired to the AI's own APC.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@959 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 10:18:30 +00:00
baloh.matevz
cad7f87a16 MINING UPDATES:
- Fixed the mint
- Please report any additional bugs
- Added money bag item which can hold coins. Can't remove them at the moment tho.. whoops... forgot that

MAP UPDATES:
- added mint between crew quarters and detective's
- moved mining shuttle dock a step forward
- Removed the mint from mining outpost
- Added cammeras to mining outpost, CE's office and mining shuttle dock

ICONS:
- Added new smelter icon (it's a WIP but still better than the old one... SPRITERS!!!)
- Added mining console icons. I like these ones to be honest...
- Changed a tile to a floor in maintenance between mechbay and toxins
- REMOVED DOUBLE LOCKING DOORS TO ENGINEERING
- Made the flashlight in right main solars spawn above the air scrubber... (i only found the flashlight was there a few days ago)
- Moved the location of the ships for the shipbuilder to the clown z-level

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@958 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-04 07:50:24 +00:00
mport2004@gmail.com
cd79ae951d Updated:
Singularity Engine
-Recoded some parts, still works mostly the same
Welders
-Recoded, it works mostly the same but is easier to use in code
-Cyborgs have a larger fuel tank
-Brought most if not all of the areas that use welders upto spec
Moved the changeling chem recharge code into the human life proc
New players who log out before spawning in are now deleted
New minor Common event
Machines around the station use more power, system might need some changes later
Likely few other minor changes that I just cant think of atm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@945 316c924e-a436-60f5-8080-3fe189b3f50e
2011-02-03 08:15:17 +00:00
baloh.matevz
f6d380fc76 AIRLOCK update:
- fixed shock code (code by barhander)
- made them spark even if you're wearing insulated gloves. does no damage to you tho.
- fixed them sparking if no power is available

MAP updates:
- Slightly expanded mining dock's construction site. added an area for it and an APC. named it 
- Completed the turfwork for the engineering construction site, gave it an area, an APC and connected it to the scrubber and vent pipeworks.

I've been moslty doing 15 minute projects the past week due to schoolwork. this one wasn't such a project, but i felt i owed to put more teme into it, as it was my map update which exposed the coding error for airlocks. (altho the error was not really my fault, it was still my update which exposed it.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@916 316c924e-a436-60f5-8080-3fe189b3f50e
2011-01-26 20:45:39 +00:00