Merge branch 'dev' into ofResearchAndPrototypes

Conflicts:
	baystation12.dme
	code/defines/obj/weapon.dm
	code/game/mecha/equipment/tools/medical_tools.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/mecha.dm
	code/game/mecha/mecha_parts.dm
	code/game/objects/items/devices/flash.dm
	code/game/objects/items/devices/powersink.dm
	code/game/objects/items/devices/scanners.dm
	code/game/objects/items/stacks/sheets/glass.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/items/weapons/RCD.dm
	code/game/objects/items/weapons/circuitboards/machinery/biogenerator.dm
	code/game/objects/items/weapons/circuitboards/machinery/cloning.dm
	code/game/objects/items/weapons/circuitboards/machinery/mining_drill.dm
	code/game/objects/items/weapons/circuitboards/machinery/pacman.dm
	code/game/objects/items/weapons/circuitboards/machinery/power.dm
	code/game/objects/items/weapons/circuitboards/machinery/recharge_station.dm
	code/game/objects/items/weapons/circuitboards/machinery/research.dm
	code/game/objects/items/weapons/circuitboards/machinery/shieldgen.dm
	code/game/objects/items/weapons/circuitboards/machinery/telecomms.dm
	code/game/objects/items/weapons/circuitboards/machinery/unary_atmos.dm
	code/game/objects/items/weapons/flamethrower.dm
	code/game/objects/items/weapons/handcuffs.dm
	code/game/objects/items/weapons/kitchen.dm
	code/game/objects/items/weapons/shields.dm
	code/game/objects/items/weapons/storage/backpack.dm
	code/game/objects/items/weapons/surgery_tools.dm
	code/game/objects/items/weapons/teleportation.dm
	code/game/objects/items/weapons/tools.dm
	code/modules/assembly/igniter.dm
	code/modules/assembly/infrared.dm
	code/modules/assembly/mousetrap.dm
	code/modules/assembly/proximity.dm
	code/modules/assembly/signaler.dm
	code/modules/assembly/timer.dm
	code/modules/assembly/voice.dm
	code/modules/clothing/glasses/glasses.dm
	code/modules/hydroponics/trays/tray_tools.dm
	code/modules/mining/drilling/scanner.dm
	code/modules/mining/mine_items.dm
	code/modules/mining/ore.dm
	code/modules/mob/living/silicon/robot/analyzer.dm
	code/modules/power/rust/circuits_and_design.dm
	code/modules/projectiles/ammunition/boxes.dm
	code/modules/projectiles/guns/energy/laser.dm
	code/modules/projectiles/guns/energy/special.dm
	code/modules/projectiles/guns/energy/stun.dm
	code/modules/research/circuitprinter.dm
	code/modules/research/designs.dm
	code/modules/research/destructive_analyzer.dm
	code/modules/research/protolathe.dm
	code/modules/research/rdconsole.dm
	code/modules/research/research.dm
	code/modules/research/server.dm
	code/modules/research/xenoarchaeology/genetics/reconstitutor.dm
This commit is contained in:
Kelenius
2015-05-20 11:50:28 +03:00
1262 changed files with 43709 additions and 43535 deletions
+1 -1
View File
@@ -5,7 +5,7 @@
icon_state = ""
flags = CONDUCT
w_class = 2.0
matter = list("metal" = 100)
matter = list(DEFAULT_WALL_MATERIAL = 100)
throwforce = 2
throw_speed = 3
throw_range = 10
+3 -3
View File
@@ -39,7 +39,7 @@
bombtank.master = null
bombtank = null
del(src)
qdel(src)
return
if((istype(W, /obj/item/weapon/weldingtool) && W:welding))
if(!status)
@@ -144,8 +144,8 @@
ground_zero.hotspot_expose(1000, 125)
if(master)
del(master)
del(src)
qdel(master)
qdel(src)
/obj/item/weapon/tank/proc/release() //This happens when the bomb is not welded. Tank contents are just spat out.
var/datum/gas_mixture/removed = air_contents.remove(air_contents.total_moles)
+1 -1
View File
@@ -190,7 +190,7 @@
a_right:holder = null
a_right.loc = T
spawn(0)
del(src)
qdel(src)
return
+2 -2
View File
@@ -2,8 +2,8 @@
name = "igniter"
desc = "A small electronic device able to ignite combustable substances."
icon_state = "igniter"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
origin_tech = list(TECH_MAGNET = 1)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
secured = 1
wires = WIRE_RECEIVE
+18 -15
View File
@@ -4,8 +4,8 @@
name = "infrared emitter"
desc = "Emits a visible or invisible beam and is triggered when the beam is interrupted."
icon_state = "infrared"
matter = list("metal" = 1000, "glass" = 500, "waste" = 100)
origin_tech = list(TECH_MAGNET = 2)
origin_tech = list(TECH_MAGNET = 2)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 500, "waste" = 100)
wires = WIRE_PULSE
@@ -32,7 +32,7 @@
processing_objects.Add(src)
else
on = 0
if(first) del(first)
if(first) qdel(first)
processing_objects.Remove(src)
update_icon()
return secured
@@ -53,7 +53,7 @@
process()//Old code
if(!on)
if(first)
del(first)
qdel(first)
return
if((!(first) && (secured && (istype(loc, /turf) || (holder && istype(holder.loc, /turf))))))
@@ -77,7 +77,7 @@
attack_hand()
del(first)
qdel(first)
..()
return
@@ -86,14 +86,14 @@
var/t = dir
..()
set_dir(t)
del(first)
qdel(first)
return
holder_movement()
if(!holder) return 0
// set_dir(holder.dir)
del(first)
qdel(first)
return 1
@@ -175,7 +175,7 @@
if(master)
//world << "beam hit \ref[src]: calling master \ref[master].hit"
master.trigger_beam()
del(src)
qdel(src)
return
/obj/effect/beam/i_beam/proc/vis_spread(v)
@@ -193,7 +193,7 @@
if((loc.density || !(master)))
// world << "beam hit loc [loc] or no master [master], deleting"
del(src)
qdel(src)
return
//world << "proccess: [src.left] left"
@@ -233,17 +233,17 @@
return
else
//world << "is a next: \ref[next], deleting beam \ref[I]"
del(I)
qdel(I)
else
//world << "step failed, deleting \ref[next]"
del(next)
qdel(next)
spawn(10)
process()
return
return
/obj/effect/beam/i_beam/Bump()
del(src)
qdel(src)
return
/obj/effect/beam/i_beam/Bumped()
@@ -258,7 +258,10 @@
return
return
/obj/effect/beam/i_beam/Del()
del(next)
/obj/effect/beam/i_beam/Destroy()
if(master.first == src)
master.first = null
if(next)
qdel(next)
next = null
..()
return
+2 -2
View File
@@ -2,8 +2,8 @@
name = "mousetrap"
desc = "A handy little spring-loaded trap for catching pesty rodents."
icon_state = "mousetrap"
matter = list("metal" = 100, "waste" = 10)
origin_tech = list(TECH_COMBAT = 1)
origin_tech = list(TECH_COMBAT = 1)
matter = list(DEFAULT_WALL_MATERIAL = 100, "waste" = 10)
var/armed = 0
+2 -2
View File
@@ -2,8 +2,8 @@
name = "proximity sensor"
desc = "Used for scanning and alerting when someone enters a certain proximity."
icon_state = "prox"
matter = list("metal" = 800, "glass" = 200, "waste" = 50)
origin_tech = list(TECH_MAGNET = 1)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 800, "glass" = 200, "waste" = 50)
wires = WIRE_PULSE
+4 -4
View File
@@ -8,9 +8,9 @@
w_class = 5.0
flags = CONDUCT
/obj/item/assembly/shock_kit/Del()
del(part1)
del(part2)
/obj/item/assembly/shock_kit/Destroy()
qdel(part1)
qdel(part2)
..()
return
@@ -25,7 +25,7 @@
part2.master = null
part1 = null
part2 = null
del(src)
qdel(src)
return
if(istype(W, /obj/item/weapon/screwdriver))
status = !status
+11 -2
View File
@@ -3,8 +3,8 @@
desc = "Used to remotely activate devices."
icon_state = "signaller"
item_state = "signaler"
matter = list("metal" = 1000, "glass" = 200, "waste" = 100)
origin_tech = list(TECH_MAGNET = 1)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 1000, "glass" = 200, "waste" = 100)
wires = WIRE_RECEIVE | WIRE_PULSE | WIRE_RADIO_PULSE | WIRE_RADIO_RECEIVE
secured = 1
@@ -141,6 +141,8 @@
proc/set_frequency(new_frequency)
if(!frequency)
return
if(!radio_controller)
sleep(20)
if(!radio_controller)
@@ -169,4 +171,11 @@
set desc = "BOOOOM!"
deadman = 1
processing_objects.Add(src)
log_and_message_admins("is threatening to trigger a signaler deadman's switch")
usr.visible_message("\red [usr] moves their finger over [src]'s signal button...")
/obj/item/device/assembly/signaler/Destroy()
if(radio_controller)
radio_controller.remove_object(src,frequency)
frequency = 0
..()
+2 -2
View File
@@ -2,8 +2,8 @@
name = "timer"
desc = "Used to time things. Works well with contraptions which has to count down. Tick tock."
icon_state = "timer"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
origin_tech = list(TECH_MAGNET = 1)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
wires = WIRE_PULSE
+1 -1
View File
@@ -2,8 +2,8 @@
name = "voice analyzer"
desc = "A small electronic device able to record a voice sample, and send a signal when that sample is repeated."
icon_state = "voice"
matter = list("metal" = 500, "glass" = 50, "waste" = 10)
origin_tech = list(TECH_MAGNET = 1)
matter = list(DEFAULT_WALL_MATERIAL = 500, "glass" = 50, "waste" = 10)
var/listening = 0
var/recorded //the activation message