Commit Graph

1011 Commits

Author SHA1 Message Date
petethegoat@gmail.com
524c2ae6a9 Comitting for Giacom.
Details here: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8960

And, to summarise:
Added a new computer, the message monitor console. It is able to access the logs on the message server.
Made PDAs dependant on the message server instead of Telecomms. This fixes PDAs not sending any messages due to no listening_freqs.

When paper is splashed with Ethanol, the contents of the paper or book disappear.
Added white coloured pens. Allows you to write hidden messages that can be revealed by highlighting the text.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3777 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 22:14:09 +00:00
baloh.matevz
e47f25ee09 - Ported cable restraints from Bay12. You make them by using a verb on cable coils. Takes 15 lengths to make, applied the same way as handcuffs, they have the same effects as handcuffs, but only take 30s to remove if you resist. They can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog

So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.

Screenshots: 
http://www.kamletos.si/wire%20colors.png
http://www.kamletos.si/cuff%20restraints.png


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 07:29:12 +00:00
petethegoat@gmail.com
4701247c9b Fix for bananium doors having the wrong icon_state. Thanks Mwahahahaha!
Fix for xray projectiles being incorrectly defined. Thanks Mwahahahaha!
Fix for the xray sprites.
Map changes! Mostly changes in maintenance, but also a xenobio change, to make the monkeys not visible from the metroid pen, for Rockdtben.
Also readded the secure storage and lockdown buttons to the CE's office. Thanks Mwahahahaha!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3765 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 14:34:36 +00:00
vageyenaman@gmail.com
bdd33e3e4e Fixes a pesky compile error in my last commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3756 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 03:28:01 +00:00
vageyenaman@gmail.com
f9ee2320fa Not a whole lot going on in this commit, just more work on preparation for the traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.

!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.

Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.

I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.

Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 02:31:09 +00:00
ericgfwong@hotmail.com
731b0f4b6a -Re-evaluated maintenance.
--Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars
--Doors have been moved around to match the new areas. 
--Several windows facing into station areas have been removed. 
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from the lockers)
-Added paperwork objects to detective's office

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3752 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 21:30:29 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
joeheinemeyer@gmail.com
b71cebee16 Optimized explosions. Courtesy of BS12.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3750 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 18:11:51 +00:00
petethegoat@gmail.com
717da7aafa Updated toilets. You can now crowbar open the cistern and hide stuff in there.
Recoded stunbatons, and put them into their own stunbaton.dm. They should function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more responsive now.

Fixed issue 475.

Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the latter by request of Cheridan. It may need balancing, or more steps to unanchor.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3749 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 13:07:51 +00:00
baloh.matevz
c1d45ea42e - Only humans can now use the toggle open and toggle lock verbs on closets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3742 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:58:39 +00:00
johnsonmt88@gmail.com
fa65c484cd Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore
- Fixes issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc)
- Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3741 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 22:56:11 +00:00
ericgfwong@hotmail.com
727d523985 -Fixed up a bunch more PDA sprites. Added a few more.
-Added a medical belt and a flash to the CMO's locker. CMOs don't have to be completely defenceless if they want to use their hypo for medicine

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3736 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 09:24:27 +00:00
baloh.matevz
4633f6a44c - Changed the drop, throw, pull icons to be 32x16 icons (Sprites by Cheri)
- Pull is no longer a persistent button but only appears when you start pulling something
- Resist added as a 32x16 persistent button
- Toggle hotkey buttons now also shows/hides the resist button
- Some unneeded text() -s removed from storage and secstorage code.

Screenshots for the midnight tileset:
http://www.kamletos.si/hud%20tweak%204.PNG
http://www.kamletos.si/hud%20tweak%204b.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3735 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 18:45:03 +00:00
johnsonmt88@gmail.com
1b7142535c Just knocking a (very) quick issue report off the list before bed.
Labcoat buttons are no longer toggle-able while stunned, unconscious or dead. Fixes issue 519.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3732 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 05:50:53 +00:00
baloh.matevz
459f2891dd - You can now make coffins from wood planks. They cost 5 planks and take 1.5s to make, you can only make one per tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3731 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 05:25:08 +00:00
joeheinemeyer@gmail.com
d43396ab58 Further detective improvements.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3727 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 20:49:11 +00:00
baloh.matevz
38dd256769 - You can now light your cigarette with an energy sword :)
- Fixed the problem where suits appeared on the UI even with the inventory closed. The call to other_update() in update_clothing() must be done after all the icon slots get updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3725 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 14:45:02 +00:00
joeheinemeyer@gmail.com
461c9dac29 Made it easier to log into the Detective's computer, just click der button now, no need to have your ID in hand.
Fixed some flavor text for fire extinguishers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3718 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-02 00:43:13 +00:00
johnsonmt88@gmail.com
bb6222eec6 Added combat text to smashing windoors
Windoor construction
- You now require airlock electronics to build windoors.
- You can now completely de-construct windoor assemblies with a welder.
- Windoors built by assemblies start open. This is because Cheridan's awesome construction sprite is in the 'open' position and it doesnt make sense for a crowbar to insta-close them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3716 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 23:37:08 +00:00
joeheinemeyer@gmail.com
e0d605c2eb Readded detective work, with much bugfixing and optimizations.
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
2012-06-01 20:32:26 +00:00
daniel.cf.hultgren@gmail.com
c90048c7aa * Added pickup verb to all items
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets

* Modified the cloning computer's UI slightly, makes more sense, added a little delay when scanning to improve user feedback when trying to clone several braindead bodies.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3712 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 19:53:16 +00:00
johnsonmt88@gmail.com
91377e038f I forgot to shut down my test server before my last compile...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3711 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 17:16:04 +00:00
johnsonmt88@gmail.com
90a621e9e9 Windoors are now constructable
- Steps required to make it:
- Step 1: Use 5 r-glass sheets to make the assembly
- Step 2: Add 4 rods to the assembly to reinforce it (optional)
- Step 3: Rotate the windoor or flip the direction it opens
- Step 4: Wrench the assembly to the floor
- Step 5: Add cable to the assembly
- Step 6: Use screwdriver to adjust wires (and access)
- Step 7: Use crowbar to finish

Airlock assembly
- Replaced sleep()s with do_after()s to properly detect whether the user has moved away from the airlock or has put/throw away their tool while using it

Glass and Reinforced Glass sheets
- They now properly detect windows currently placed on the ground
- Removed unintentional (extra) for loops

Changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3710 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 16:31:23 +00:00
ericgfwong@hotmail.com
9a96b073c9 Added WJohnston's inhand sprites for tools: http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=8266
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3709 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 10:10:57 +00:00
ericgfwong@hotmail.com
4d5a7753cc -Added transparencies to goggles and medical/sec HUDs
-Split nun robe into two objects so the hood could be worn over hair

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3706 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-31 23:09:41 +00:00
ericgfwong@hotmail.com
1e888e92a7 -Lawyers can now access security records with their PDAs (read-only)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3700 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-30 09:16:58 +00:00
ericgfwong@hotmail.com
7012e583fb Forgot a file, sorry
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3698 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 20:59:49 +00:00
johnsonmt88@gmail.com
3e3c9d4739 Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible treasure.
- - There is a chance for the ripley to have a diamond drill instead of a regular drill. 

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the metal.

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3696 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 20:35:32 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- 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
2012-05-29 03:16:47 +00:00
d_h2005@yahoo.com
cb2ba1a0e3 -Adjusted balaclavas and added luchador masks. They replace the boxing gloves in the fitness room.
-Tweaked fake moustache. It shouldn't work as internals, but it disguises your identity.
-Fixed a couple flags for the sake of logic.
-Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3691 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 21:32:12 +00:00
petethegoat@gmail.com
f2f3c6bebf Updated toilets, urinals, and showers with NEW features.
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
2012-05-27 16:31:08 +00:00
elly1989@rocketmail.com
d7c9e72a29 Added a new logging system that can be used for various things in the game (such as the singularity engine, AI interactions, anything-else that may be suggested to me :P).
At the moment it only logs some singularity things. Please let me know if there are any important methods of singulo-grief which I may have missed.

The "Investigate" verb is available to everyone of rank "Admin observer" and upwards. Just type "Investigate" and select the subject you'd like to see logs for. Typing "Investigate singulo" will also work as a shortcut.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3679 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 01:31:57 +00:00
ericgfwong@hotmail.com
6b9895ecb4 -Ported over Flashkirby99's RIG suit sprites from Bay12: http://dl.dropbox.com/u/4911780/spriting/more4/stuffz.png
-Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3678 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 23:10:14 +00:00
ericgfwong@hotmail.com
64d6f98c32 -Removed reagent scanners from scientist and RD PDAs and gave the function to chemist and CMO PDAs
-Making Heads slightly more headlier. Head offices given more desk space and given spare PDA carts for their department. PDA Carts are also removed from equipment lockers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3677 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 22:12:30 +00:00
ericgfwong@hotmail.com
95ab0ec1b5 -New PDAs for atmos, genetics, and chemistry
-New sprites for engineering and medsci PDAs
-Warden area renamed to Armory

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3676 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 11:53:55 +00:00
johnsonmt88@gmail.com
11a3b7e26d Pacman generators now accept their proper mineral sheets as fuel
Janitor Cyborgs can no longer make nuke ops auto-lose by picking up the nuke disk.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3673 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 02:29:52 +00:00
baloh.matevz@gmail.com
c2c7a3bcda - Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 19:26:36 +00:00
petethegoat@gmail.com
cfd59cf0a2 Last update to transfer valves. :s
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3670 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 17:15:11 +00:00
petethegoat@gmail.com
9df6bb5009 Added placeholder icons for jetpacks, and further simplified the transfer valve update_icon().
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3668 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 17:05:00 +00:00
petethegoat@gmail.com
0d5418df4e Added new transfer valve assembly sprites from Baystation 12, and made the transfer valve update_icon() a lot simpler and more robust.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3666 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:45:26 +00:00
baloh.matevz@gmail.com
cfa1d1ed1f - Some runtime-prevention tweaks so that impatient coders don't just break everything somewhere down the line.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3665 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 16:34:10 +00:00
baloh.matevz@gmail.com
4348d6f0cb - Fixing some code typos.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3664 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 15:35:05 +00:00
baloh.matevz@gmail.com
a30aca4327 - Standardized var definition for RND and radio code (possibly some other stuff)
- Removed all cases (that I saw anyway) of flags being defined by static numbers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3663 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:48:47 +00:00
petethegoat@gmail.com
4413e5456d Replaced engineering rig suits with sexy new environment suits, sprites courtesy of Baystation 12.
Fixed Erro's backpack derp- backpacks are wearable once again.

Added a obj/structure ex_act(), blob_act(), and meteorhit().

Made gasmasks block visibility of glasses and ears.

Fixed being able to wear plasma tanks on your back.

Fixed the gas mixer sprite not lining up with horizontal pipes correctly.

Removed a bunch of pointless text()s from a few files. I was going to get rid of all of them, but I gave up after a while. Most of the diffs are this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3662 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 14:40:43 +00:00
baloh.matevz@gmail.com
bd5985d2ce - One ONBELT use remained. Fixing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3660 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:45:34 +00:00
baloh.matevz@gmail.com
18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
johnsonmt88@gmail.com
d61feb3aae Removed the 'microphone' button from headsets. They are now fully 'press to talk'.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3655 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 00:22:01 +00:00
johnsonmt88@gmail.com
fd529891ca Sanitized a large number of input()s.
- 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**************************
*********************************************************
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
2012-05-24 19:34:04 +00:00
ericgfwong@hotmail.com
da6f5cdb71 Added Atmos glass doors.
Virology uses full airlocks now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3642 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-23 08:48:41 +00:00
ericgfwong@hotmail.com
146475ebbd RIG helmets can now be used as flashlights, just like hardhats. Credit to Sly for the sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-22 20:24:52 +00:00