Commit Graph

55 Commits

Author SHA1 Message Date
Firecage
2ae0380fef Does some code standardization/consistency 2017-10-05 11:13:47 +02:00
Jordan Brown
af4d9a85c9 Repaths /obj/item/weapon to /obj/item (#29929) 2017-08-16 10:38:51 -03:00
ShizCalev
45d3d52af7 Made some object lists less terrible to read (#29304)
* spaces

* more spaces

* last ones
2017-07-18 10:44:29 -04:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00
kevinz000
64ccf5ce4b Update h_sandbox.dm 2017-07-06 00:34:05 -07:00
Robustin
7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00
Cyberboss
9e1ef0ffe2 Global variable wrappers (#25325)
* Add the system for managed global variables

* Travis ban old globals

* So you CAN inline proccall, that's neat

* Fix that

* master.dm

* Remove the hack procs

* Move InitGlobals to the proper spot

* configuration.dm

* Fix the missing pre-slash

* clockcult.dm

* This is probably for the best

* Doy

* Fix shit

* Rest of the DEFINES tree

* Fix

* Use global. for access

* Update find_references_in_globals

Always hated that proc

Whoever made it must've bee a r e a l idiot...

* __HELPERS tree

* Move global initialization to master.

Fix the declaration

* database.dm

* Dat newline

* I said DECLARATIVE order!

* Here's something you can chew on @Iamgoofball

* game_modes.dm

* Fix this

* genetics.dm

* flavor_misc.dm

* More stuff

* Do it mso's way. Keep the controllers as global

* Make master actually see it

* Fix

* Finish _globalvars/lists

* Finish the rest of the _globalvars tree

* This is weird

* Migrate the controllers

* SLOTH -> GLOB

* Lighting globals

* round_start_time -> ticker

* PAI card list -> pai SS

* record_id_num -> static

* Diseases list -> SSdisease

* More disease globals to the SS

* More disease stuff

* Emote list

* Better and better

* Bluh

* So much stuff

* Ahh

* Wires

* dview

* station_areas

* Teleportlocs

* blood_splatter_icons

* Stuff and such

* More stuff

* RAD IO

* More stuff and such

* Blob shit

* Changeling stuff

* Add "Balance" to changelogs

* Balance for changelog compiler + Auto Tagging

* Update the PR template

* hivemind_bank

* Bip

* sacrificed

* Good shit

* Better define

* More cult shit

* Devil shit

* Gang shit

* > borers

Fix shit

* Rename the define

* Nuke

* Objectives

* Sandbox

* Multiverse sword

* Announce systems

* Stuff and such

* TC con

* Airlock

* doppllllerrrrrr

* holopads

* Shut up byond you inconsistent fuck

* Sneaky fuck

* Burp

* Bip

* Fixnshit

* Port without regard

* askdlfjs;

* asdfjasoidojfi

* Protected globals and more

* SO MANY

* ajsimkvahsaoisd

* akfdsiaopwimfeoiwafaw

* gsdfigjosidjfgiosdg

* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!

* facerolll

* ASDFASDFASDF

* Removes the unused parts of dmm_suite

* WIP

* Fix quote

* asdfjauwfnkjs

* afwlunhskjfda

* asfjlaiwuefhaf

* SO CLOSE

* wwwweeeeeewwwww

* agdgmoewranwg

* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?

* Fix syntax errors

* 100 errors

* Another 100

* So many...

* Ugh

* More shit

* kilme

* Stuuuuuufffff

* ajrgmrlshio;djfa;sdkl

* jkbhkhjbmjvjmh

* soi soi soi

* butt

* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING

* lllllllllllllllllllllllllllllllllllllllllll

* afsdijfiawhnflnjhnwsdfs

* yugykihlugk,kj

* time to go

* STUFFF!!!

* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!

* ngoaijdjlfkamsdlkf

* Break time

* aufjsdklfalsjfi

* CONTROL KAY AND PRAY

* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

* Goteem

* Fix testing mode

* This does not belong in this PR

* Convert it to a controller

* Eh, fuck this option

* Revert controllerization Ill do it some other time

* Fix

* Working controllerization

* FOR THE LOVE OF CHRIST PROTECT THE LOGS

* Protect admins and deadmins

* Use the inbuilt proc
2017-04-06 23:26:13 -06:00
Lzimann
5a618297ce Replaces the default output with the to_chat wrapper. 2017-03-10 01:32:05 -03:00
vcordie
f25a5d674e Makes the srm-8 rocket pods have a bit more oomph (#23390)
So, this really changes the way the rocket pods work now. So now they're proper projectiles, which means they keep going until they hit something, then they go boom. Downside of this, the sprite looks really silly now, as rockets spin about like a discoball in flight. I have no idea how to fix that. When they hit a non living target, they explode with 0 1 2, if it hits a living target, it explodes with 0 0 2. and the projectile now does 30 brute damage as well, meaning direct hits on mobs do 60 brute damage, plus a 50% chance to knock out and 7% chance to sever a limb. Should actually buff that considering you can only fire a rocket once every 2 seconds it seems like. But, this is good for now.

🆑 vcordie
tweak: The SRM-8 Rocket Pods have been loaded with new explosives designed to do maximum damage to terrain. These explosives are less effective on people, however.
/🆑
2017-01-30 10:25:02 +13:00
bgobandit
3e9395a0cd Forcing secret mode to be sandbox actually makes it sandbox. 2017-01-05 19:28:58 -05:00
Mervill
417c50efa2 These comments where removed by me.exe, just now 2016-12-08 01:48:46 -08:00
MrPerson
5047dd7145 Plane master handling + new chemical Rotatium (#20707)
* Plane master handling + new chemical Rotatium

A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.

Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20

Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.

No pictures right now, I'll get some later. Sorry.

* Pay no attention to the commit behind the curtain

* Updates travis to 1346, the stable version for 510 for linux
2016-10-18 11:41:23 +02:00
Joan Lung
2cfb2d8eed Layers are now defines (#17949)
* Layers are now defines

* this looks better

* GAS_phil_LAYER

* no message

* remove the three unneeded defines

* no message
2016-05-27 22:16:21 +02:00
phil235
11ca987acb Merges Pull and Grab into a single functionality. Pulling someone is now the same as a passive grab. You can start pulling someone with ctrlclick or by using the grab intent with empty hand. Using the grab intent again on the pulled person tries to grab them aggressively, then neck grab, then kill grab.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.

The grab item is gone entirely.

You can now only grab one mob at a time, instead of two (one for each hand).

Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.

Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
2016-05-24 01:28:04 +02:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Bjorn Neergaard
ff5d6292c8 tgui uplinks; repath uplinks 2016-01-18 14:22:00 -06:00
Bjorn Neergaard
b95a58c8fb Repath canisters; make label code create a new can; use es6 function shorthand
By making a new canister when relabeled, we can make the name/desc identical to a
mapped canister, and remove hacky snowflake code
2016-01-16 12:13:51 -06:00
AnturK
e36853d7c9 Convert bots to simple animals - Updated 7.0 2015-11-26 22:06:07 +01:00
Incoming
1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
c0
a687b07eac f u c k c o n f l i c t s 2015-09-25 14:35:44 +03:00
c0
df7386a4ec Assemblies update 2015-09-04 11:22:37 +03:00
Jim Boonie
a7b09a84ab - Made costs and delays variables
- Made plasteel multiplier a variable
- Made shocked grilles shock unprotected RCD users
- Made grilles deconstruct instantly to match wirecutters
- Made RCD unable to deconstruct reinforced floors
- Changed canRwall to canRturf to cover both r walls and floors
- Changed large matter cartridge matter amount to 160 so it can still fit in the RCD
- Added fourth matter cartridge to RCD crate so it once again holds enough cartridges to fully load it
2015-08-08 21:18:45 +12:00
Firecage
f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
Firecage
3a826fe13c Changes alot of datum/ to /datum/ 2015-05-31 02:40:54 +02:00
phil235
29609457f5 Makes the message when you're attacked slightly bigger for better visibility."
Changes two "for... show_message()" into "visible_message()".
2015-03-12 23:15:54 +01:00
xxalpha
a9c181bbcc Repath all non jetpack tank types to tank/internals
Repath all portable tanks to tank/internals, except jetpacks

Update ministation
2015-02-01 18:25:39 +00:00
carnie
05b76b123e TimSort for byond:
RESULTS:
sorting 10 random lists of length 3 to 303 in increments of 3
(Meh, I forgot to refresh this one, there were only 338 trials rather than 1010, can't be bothered to recode the test)
                                    Profile results (total time)
Proc Name                                             Self CPU    Total CPU    Real Time        Calls
-------------------------------------------------    ---------    ---------    ---------    ---------
/proc/sortList                                           0.672       16.141       16.243       171226  <--TG's current mergesort(recursive, hence the higher number of calls)
/proc/sortTim                                            0.008        3.278        3.274          338  <--TimSort
/proc/sortMerge                                          0.011        2.839        2.855          338  <--new mergesort
/proc/sortInsert                                         0.010        2.124        2.103          338  <--binary insertion

Sorting 10 presorted lists with 3 inversions (3 elements shuffled up), Lists of length 3 to 303 (increments of 3)
                                    Profile results (total time)
Proc Name                                             Self CPU    Total CPU    Real Time        Calls
-------------------------------------------------    ---------    ---------    ---------    ---------
/proc/sortList                                           1.290       23.056       23.254       308050	<--rather cataclysmic
/proc/sortMerge                                          0.015        4.077        4.068         1010	<--
/proc/sortInsert                                         2.639        3.472        3.464         1010	<--
/proc/sortTim                                            0.014        1.567        1.576         1010	<--TimSort is faaar more effective in these cases,
Timsort can exploit runs effectively

sorting 10 presorted lists which have been reversed
                                    Profile results (total time)
Proc Name                                             Self CPU    Total CPU    Real Time        Calls
-------------------------------------------------    ---------    ---------    ---------    ---------
/proc/sortList                                           1.234       23.193       23.295       308050
/proc/sortMerge                                          0.023        4.681        4.686         1010
/proc/sortInsert                                         2.875        3.750        3.765         1010
/proc/sortTim                                            0.020        3.294        3.284         1010	//This can be lower by using a different comparison method
 *Corrected: /proc/sortTim                                0.017        0.665        0.663         1010	//Using a non-strictly ascending comparison

sorting 10 presorted lists
                                    Profile results (total time)
Proc Name                                             Self CPU    Total CPU    Real Time        Calls
-------------------------------------------------    ---------    ---------    ---------    ---------
/proc/sortList                                           1.199       21.391       21.517       308050
/proc/sortMerge                                          0.018        3.724        3.729         1010
/proc/sortInsert                                         2.497        3.302        3.309         1010
/proc/sortTim                                            0.024        0.586        0.584         1010

Summary, all the new procs are faster than the old ones. TimSort is ever so slightly slower than Insertion and Merging on random lists. But on lists with natural runs (partially sorted data) it is far faster than all others.

The old merge sort was removed and replaced with timSort. Other algorithms are provided as alternatives.

All algorithms use a central datum, so accept many of the same parameters. For instance, setting associative=1 will make them sort associative lists by their associated values, rather than keys.
They also accept a cmp argument. This allows sorting of lists of datums, text, numbers or whatever. The pre-existing helpers in lists.dm were rewritten as examples.
2014-09-01 11:29:49 +01:00
Firecage
6c7af5eb32 SPANCLASSES!!!!! 2014-08-26 09:52:13 +02:00
Firecage
369e346a9e Some more absolute paths for some gamemode files 2014-08-06 22:39:11 +02:00
Jordie0608
b18cc7d54e Merge branch 'master' of https://github.com/tgstation/-tg-station into manidontevenknowwhatwentwrongwiththat
Conflicts:
	code/game/machinery/doors/airlock.dm
	code/game/objects/structures/door_assembly.dm
	code/game/objects/structures/false_walls.dm
	code/game/objects/structures/mineral_doors.dm
	code/modules/research/protolathe.dm
	icons/obj/doors/door_assembly.dmi
2014-04-11 02:51:07 +10:00
Daniel
30bb6c8814 Generalised ID naming 2014-04-09 18:49:59 +02:00
Jordie0608
79746e115f Wooden Walls 2014-04-01 18:03:02 +11:00
Razharas
b27d9c7396 Added RPED, some sprites and new power cell path
Your dreams of big part storage and fast machine part exchange came true
14 slot R&D part-only autoseeker/picker/dropper/exchager is in
Added different sprites for better capacitors and scanning modules
Changed the power cell type to be compatible with all this machine
changing faggotry
All sprites here are codersprites so ask nien/WJ for better ones if you
want
2014-02-24 05:14:43 +04:00
Razharas
ea54257ab6 Ported cable coils to stacks crudely
Yeah
2014-01-22 02:11:19 +04:00
Aranclanos
a0a01e840e Removed some items from the spawn_forbidden list of sandbox mode. That list is not for potential "grieff" items. 2013-12-05 08:19:52 -03:00
cookingboy3
42d5cd529f Infinite cell button fix, more banned items. 2013-12-04 18:28:11 -08:00
cookingboy3
d687e6feac removed a comment I missed 2013-12-03 07:14:29 -08:00
cookingboy3
446728d45d removed dev comments, added changelog 2013-12-03 06:56:32 -08:00
cookingboy3
445f2870dc Sandbox modification 2013-12-02 20:59:21 -08:00
supersayu
475042a212 Click code rework
Fixes #646, #579, #863

Completely redoes the click code.  Moves all click related code into code/_onclick for reference.  Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related.  Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.

Completely removes dummy objects and adds atom.Adjacent(user).  This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square.  A turf helper, ClickCross(), was added to facilitate this.

Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs.  Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click.  A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.

This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished.  I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click.  It is to be suggested that you could do more with this proc when ghost interactions are enabled.

This update also adds support for double clicking.  It is currently only used for ghosts and AIs, because the original (first) click still registers normally.  For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it.  In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc.  Default mobs ignore double clicks as normal.

-- NOTE --

There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY.  Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.

Using either of these flags as intended would significantly affect the timing of the game.  In particular, USEDELAY is currently applied to guns and about everything else that acts at range.  I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it.  I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.

NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
2013-09-17 18:15:54 -04:00
supersayu
9377f06ad9 Sandbox improvements
Reduced the overwhelming size of items list by removing huge categories into their own separate lists; this affects /obj/item/clothing and /obj/item/weapon/reagent_containers.
Removes a bunch of unsanitary items from the spawn list.
Makes RCD quick spawn button check for spawn disabled flag since it can destroy walls and floors with impunity.
Adds cleanbot to quick spawn list.
Removes the check for the spawn flag from the dialog construction, because it is cached; if the admin turns it on during the round, people who already have a sandbox panel will be unable to use it.
Adds a disclaimer to the sandbox panel vis a vis admin disabling.
2013-05-12 14:49:39 -04:00
supersayu
133921f348 Makes the scrubber spawn "on", with a higher pressure intake, in case it is needed.
Makes the spawned ID display the appropriate name and rank.
2013-05-08 16:05:38 -04:00
supersayu
86d82ce51e Update to Sandbox Panel
The panel itself has been updated with subcategories and additional options.  The "air regulator" option was removed because what even does that mean.  The Suit Up option has been fixed, and should work properly now.  Additional items include an all-access ID, RCD, flashlight, light replacer, plasteel, cable, floorbot, medbot, gas mask, and emergency air tank.

The hrefs var was moved out of global scope because that's a terrible place for something so generically named.

The Spawn Item and Spawn Canister dialogs now use a browser window instead of a pick list.  This window is cached per user.

Sandbox's Spawn Airlock option gets a new interface.  It allows you to pick the accesses of the new airlock, as well as its paintjob, name, glass inserts where appropriate, and an option to make the access list "require one" instead of "require all."  It adds an airlock frame which can be repositioned; attack-hand-ing the airlock frame (if it has the airlock builder datum attached) will now open the window.

An administrative option has been added to the sandbox panel, which is configurable through game_options.txt.  Because the item spawning uses a persistent browser window, it is susceptible to spamming.  The added option forces the window closed after each item is spawned.  This only affects the item and canister selection windows, and not the whole sandbox panel.
2013-05-08 15:13:12 -04:00
Kortgstation@gmail.com
a55b8b6ad7 Ported the last of the critters to simple_animal.
Removed all critter code/replaced it with their simple animal paths where applicable.

Replaced the critters on the maps with simple_animal versions.

If I missed any vars/icons/etc when I ported them over, let me know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5210 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-27 19:06:15 +00:00
petethegoat@gmail.com
b67262b32b Ported over BS12 style cameras, which photograph a 3x3 area. It's fuckin radical.
Removed /obj/item/weapon/camera while I was at it (unused).
New cameras are in modules/paperwork/photography.dm.
Standardised folder and paper naming a leetle bit.

Added a new gamekit sprite, also from BS12.

Path changes!
/obj/item/weapon/camera_test > /obj/item/device/camera

Updated all maps with the path changes, excepting oldstation.dmm.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5116 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-18 23:41:37 +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
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
mport2004@gmail.com
a72e6d6a84 Projectiles cleaned up a bit and moved into a /modules folder.
Solars should work a bit better now.
Removed the old shield item as it has not been used in forever and was cluttering up some of the mob code.
IonRifle only has 5 shots before it needs to be reloaded down from 10.
Lowered the weakbullet's stun to match the taser.
You can no longer recall the shuttle on meteor.
Fixed a bug I caused on rev where if the revs were in space and dead it would count them as living.
Bit of blob work.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2220 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-18 07:27:05 +00:00