Commit Graph

1828 Commits

Author SHA1 Message Date
giacomand@gmail.com
2499ce6b6e -Some more html fixing, for communication runes and books.
-Added a badmin secret.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4631 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 01:05:32 +00:00
giacomand@gmail.com
6117b5d02f -Fixed Issue 849
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955 
or let me know in #coderbus.

-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 23:42:04 +00:00
elly1989@rocketmail.com
c81c70bd86 Replaced var/netnum for cables and powered machines with a direct reference to their powernet. The bug which was causing cutting and merging powernets to fail was due to my attempts to fix the powernets slowly becoming filled with null entries. Removing those null entries messed up the indexes and essentially jumbled up the powernets. :( sorry
Fixed the failsafe misreporting how long the MC has been dead.

Lighting initialization no longer 'interrupts' the master_controller setup().

Added updated powernet debugging tools. They're in my WIP folder. They are sexy c: It draws the powernet onto the map so you can see what's going on during debugging.

Added tachyon-doppler arrays. They're gonna be something for scientists to measure their bombs with rather than praying for the figures. Nothing spectacular.

Commented out switches, they aren't used and I've been fixing/testing powernets all day. Sorry. If you need them back  just PM me and I'll fix them.

Known issues: the merging procs behave silly at intersections. I really tried to fix it but I think I'll make more progress just working on some powernet improvements.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4623 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 16:14:24 +00:00
giacomand@gmail.com
5ed77f8dad -Made motion cameras use HasProximity if they aren't area based motion cameras. This will allow people to set up motion cameras that will set off, without having to be in an "AI Monitored" area, such as EVA.
-Removed cameras from all bots. I'll change this if there's an outcry but my reasoning is that the bot's cameras don't work well with freelook, removing it would save a lot of trouble and would help out in certain rounds. I also doubt people even care about viewing the bot's view, I sometimes forget it's a thing.

-Make the AI's cancel camera view the same verb as AI Core. I did this because people were getting really confused on how to return to their core view, and the verb was basically useless since people just stopped tracking by moving a tile in a random direction.

-Removed a floating camera in Engineering. -Removed a camera in the AI Chamber (front of the AI) and I made the camera an "All" camera. (EMP Proof, X-Ray and Motion)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4622 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 05:30:56 +00:00
johnsonmt88@gmail.com
c486f4cb93 A file didn't get ticked... woops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4621 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 02:11:14 +00:00
johnsonmt88@gmail.com
ec0ef6e42a Committing the parrot stuff I have so far. It is still a work in progress and I've made sure it's not possible to spawn them yet.
So far they walk around, find a perch and sleep on it... They don't copy speech yet but they do look around for items to steal to add to their collection! So basically I have made a magpie so far... The parrot bits will come later I swear.

They currently use the baby chick sprite but there's a much better sprite already in the works thanks to Pewter.


Oh also, I've moved that headset/ear variable out of simple_animal and into simple_animal/parrot since only parrots can do anything with them anyway.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4620 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 02:04:54 +00:00
giacomand@gmail.com
b888b60567 -Increased the delay for the recent messages filter to reset. This will hopefully stop telecomms from broadcasting twice during lag.
-Added obj/effect's to update what the AI can and cannot see. Resin walls and smoke can block vision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4619 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-04 14:09:18 +00:00
giacomand@gmail.com
f1d3bdb8e7 -Tweaked cameras based on feedback!
It takes no time to open camera panels now.
There's no chance that pulsing a wire will set the alarm off.
Properly killed the camera from processing, if it isn't a motion camera.
Added some extra feedback to welding.
EMPing cameras will set their alarms off, if it passes the first prob check.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4613 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 13:46:48 +00:00
petethegoat@gmail.com
fc2596f3a3 Added ties. Ties that you can wear.
TIIIIIESSSSS

Currently there are three types, none are on the map, all are fabulous.

Lawyer suits and some others will need updating before they go in.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4611 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 02:27:18 +00:00
petethegoat@gmail.com
08f350acda Committing work on away missions.
Standardised cigs_lighters.dm a bit.

Removed the SORD, and some unused and shit flasks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4609 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:58:11 +00:00
giacomand@gmail.com
6e925f0701 -Obj/structure were being initialized before cameranet. I've added ticker checks to stop the runtimes that you get everytime you start the server..
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4608 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:52:30 +00:00
giacomand@gmail.com
c207124142 New item "camera assembly" that is dispensed from the autolathe. (700 Metal/300 Glass), deleted old grenade camera assembly.
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.

To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.

Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3

Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)

Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!

TODO:

Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..

OTHER:

With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.

Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586

Some runtime fixes.

Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:20:40 +00:00
elly1989@rocketmail.com
73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00
Kortgstation@gmail.com
abb7be68ea Gyropistol now uses magazines.
New Gyropistol and Gyropistol magazine sprites by Ausops.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4602 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 19:44:06 +00:00
giacomand@gmail.com
1a1900b0ff -Issue 835 fixed. I'm not sure what went wrong there.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4599 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 22:37:02 +00:00
elly1989@rocketmail.com
618b4fbf50 Resolves Issue 881 - Cause: r4593
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4598 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 14:41:52 +00:00
giacomand@gmail.com
0decd596f6 -Added an "attack_larva" proc. It can be used for when you want larva to interact with things.
-Made the required 200 amount a variable, called max_grown.
-Larva can now bite simple animals to get some grown amount.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4597 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-01 14:14:27 +00:00
polyxenitopalidou@gmail.com
b5c57165ac •Newscaster overhaul, something I wanted to do since I made them.
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 11:00:59 +00:00
johnsonmt88@gmail.com
2acd88e3e7 Fixed a bug where throwing an emp grenade at the AI would cause the thrower to call the shuttle.
- 'usr' was used in place of 'src' which caused problems since the AI's emp_act() can call ai_call_shuttle().

Added comments to mob/attackby and changed a magic number into the #define we have set for it.

Simple animals must now be manually added to a proc before admins can animalize players into them. Hopefully this will encourage coders who make new simple animals to test them being player-controlled before they allow them to become admin-spawnable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4594 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 05:42:43 +00:00
elly1989@rocketmail.com
e97813d2b6 Replaced the master_controller with the WIP sequential version.
Fixed a problem where TG was using this sequential master_controller but I had removed a spawn where master_controller.process() was called because I was working with the default master_controller. This problem was causing the master_controller to prevent the lighting_controller.process() ever running properly because it was hogging the current thread (thread isn't the right word there, not sure what you call it....stack?)

Added debugging to both the lighting_controller and master_controller. http://filesmelt.com/dl/debugging.png

Both lighting_controller and master_controller may be deleted to terminate their processes (this is done via the restart controller verb. This allows for clean restarts without 'doubling up' (where, for instance, the master_controller would be running more than one instance).

lighting_controller has a prototype recovery proc which is called by the "restart controller - lighting" verb. It's basically an overly paranoid version of process() which will only transfer light_sources to the replacement controller if they don't runtime. It's not needed at the moment as the process() has yet to runtime.

master_controller has the beginnings of self pruning lists. This method using list.Cut(index,index+1) is faster than doing list.Remove(thing) all over the place (the latter iterates through the list to find the thing).

Added more detailed time-measurements for the master_controller. It now displays the processing costs (in real-world seconds) of each part of the master_controller's cycle.

The stat panel only updates for mobs actually -looking- at the stat panel.

Explosion debugging is now hidden behind a if(Debug2). To have it print that data to world.log just click the DebugGame verb

debug controller and restart controller verbs are now both GameAdmin rank. Not sure how they got split up.

Fixed another cause of dark splotchy space turfs. (turf/wall/ex_act was replacing the turf with space and then deleting that new space turf)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4593 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 04:14:26 +00:00
Kortgstation@gmail.com
7ad6db18f6 Added attack_alien to simple animals, so carp, constructs, etc can be hurt by them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4592 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 18:19:31 +00:00
baloh.matevz
9d44779031 - The error that my last commit caused was there because I failed to delete a line properly. Sorry about that.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4591 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 16:16:17 +00:00
quartz235@gmail.com
4371fed56b Fixes r4589 to compile
- Erro forgot to name the var right in an instance isn't he silly

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4590 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 15:20:40 +00:00
baloh.matevz
fda36cce49 - Added a gender description to the details that get printed when you click the (?) button.
- Added a link to a few useful tools that get printed along with the gender change warning. The tools are (?), (PM), (VV) and (JMP)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4589 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 14:28:04 +00:00
giacomand@gmail.com
760a57c44d -Increased the range of the EMP grenade to 10/20.
-Added two more grenades inside the EMP kit.

-Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now.

-Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 13:52:26 +00:00
baloh.matevz
8c05f450aa - Added the 'splash' and 'kaboom' verbs to 'debug verbs'.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4587 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 12:48:28 +00:00
baloh.matevz
262f1ea7d0 - Probably not the best idea to give all players a 'kaboom' verb... We've had pens that do that before and it didn't quite work... Commented out the testing verb I left uncommented by accident.
- Added basic liquid simulation code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4586 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 05:52:22 +00:00
baloh.matevz
033c884e5f - Fixed a bug where the oxygen damage overlay would remain on your screen if your oxyloss suddenly jumped from a number to 0.
- Added a similar overlay for brute and burns damage too. Video: http://www.youtube.com/watch?v=L9SmbaSYh_w

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4584 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 05:09:29 +00:00
johnsonmt88@gmail.com
74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00
johnsonmt88@gmail.com
867b21c7ce File restructuring!
This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 18:00:30 +00:00
johnsonmt88@gmail.com
0d9da06677 Added an attack sound to:
Glass shard
Broken bottle
Sord/Claymore/Katana
Cult blade
Kitchen knife/Butcher's cleaver
Nettle/Death nettle
Hatchet

Thank you carn for testing this for me :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4580 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 16:04:23 +00:00
johnsonmt88@gmail.com
1a92acefa7 Mob movement now works on world.timeofday instead of world.time.
I've tested each mobtype with this and didn't see any issues but as always, it's possible that I've missed something. If it's an issue let me know. If it's a critical issue, go ahead and revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4578 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 17:48:32 +00:00
johnsonmt88@gmail.com
024c16df00 Added movement speed config options.
Basically these numbers get added directly to movement values.

run_delay and walk_delay affect all mob's walk/run speeds before their mob-specific modifiers take effect. Make this number higher to slow things down, make it lower to speed things up.

human_delay, robot_delay, monkey_delay, alien_delay, metroid_delay and animal_delay will affect those mobs specifically. So if you'd like humans to slow down but you don't want robots to suffer, just raise the value of human_delay! Same as before, raise the number to slow things down, lower it to speed it up.

Note: most mobs already run as fast as byond will let them.

Although these are config options. It is possible to adjust these values in-game. The values will reset at the end of the round however.
To adjust the values in-game you must be a high enough level admin to have access to the 'Debug' tab. Open the Debug tab and select 'Debug Controller". In the popup list, select "Configuration". The variables will have the same name as those in the config options.

Note: The values will act a little differently between servers with ticklag compensation turned on and those which have it turned off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4576 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 16:20:35 +00:00
giacomand@gmail.com
63aa82b73a -The weaken in the choke code wasn't enough and people were able to escape from being choked. I've upped it and tested it, you should not be able to escape from a lethal choke on your own any more.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4574 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 13:32:17 +00:00
giacomand@gmail.com
a84ccb93ff -Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 08:13:00 +00:00
d_h2005@yahoo.com
a3ca5e7ded The yield mode on the somatoray gun now uses a diminishing-returns formula to determine the chance of increasing yield (instead of a hard cap at 2)! Cleaned up somatoray code a bit too.
Doctor's Delight, the miracle drug, now requires tricordrazine to brew.
Fixes Issue 858. The text is now gender sensitive.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4571 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 03:17:13 +00:00
giacomand@gmail.com
b0f750339c Added freelook AI Eye acceleration. Your AI Eye will get faster the longer you move it, allowing you to move around the station quickly. Stopping long enough will return the camera to normal speed.
With this I added a toggle to the acceleration. Using it will stop the AI Eye from gaining speed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4570 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 20:30:03 +00:00
giacomand@gmail.com
a6fa7ad176 -Fixed an AI eye issue where tracking a person from your core won't set your eye.dm
-Tracking now works like it has again. The else if weren't working because the "else if human" check would make them pass all of it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4563 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 11:52:21 +00:00
giacomand@gmail.com
2066f54e36 -Added Zelack's alien infection code. Aliens can now tell if someone is impregnated or not.
-Fixed a bug where a Cyborg could drop their module by clicking it on an operating table.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4561 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 09:32:09 +00:00
giacomand@gmail.com
a1695cb5ff -Added a purchasing log for uplinks. To view it, view the variables of the item with the uplink, navigate to hidden_uplink, click on it and then look at the purchase log variable.
-Sorted the following admin commands/verbs:
Get Key, Get Mob, Jump to Area, Jump to Key, Jump to Mob, Player Panel, Player Panel New, Send Mob, Show Player Panel, Show Traitor Panel
-Because of the recent player poll, electrified grilles will now shock you when you bump into them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4560 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 07:57:49 +00:00
giacomand@gmail.com
678e4a9ffa -Cameras have X-Ray vision again.
-Fixed an issue when pressing jump links as an AI, for air alarms/power alarms.
-Changed the empty room to a Cyborg Station room. It has two recharging stations and a computer frame.
-Moved around some Telecomms machines.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4559 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 06:35:10 +00:00
johnsonmt88@gmail.com
4406c057c9 Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.
Unfortunately I had to disallow certain animal types until they can be fixed.

- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.

- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.

- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!

- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 02:51:07 +00:00
petethegoat@gmail.com
c14f242b4e Some assembly fixes and tidying up. Plus, improved infrared emitters, with new sprites by Pewtershmitz!
Removed the infra sensor, as it was buggy, and, to be perfectly honest, utterly pointless.
Slightly improved and moved dice code.

Fixes issue 366.
Fixes issue 317.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4555 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 22:44:04 +00:00
elly1989@rocketmail.com
474294466a Fixes a really stupid mistake where a sleep() was causing the explosion() proc to end after the sleep due to src being null. This meant that the lighting process was turned off but never turned back on. It also meant powernets were deferred permanently :( sorry.
Reduced the Login delay for new_players. It stays because it protects against rapid connect/disconnects sending resources repeatedly, it's just a lot less annoying now.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4554 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 17:50:29 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
giacomand@gmail.com
fe3532cf26 -Requested by Intigracy. Changed Centcom Official energy guns from the classic to the modern one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4552 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 08:45:48 +00:00
johnsonmt88@gmail.com
2e7b008d27 File structure again.
This cleans up all of the files in code/game/objects/items/weapons. Meaning that the re-organizing part of this endeavour is complete. All that is left is to start dragging down all of the object definitions from code/defines/ into their proper places.

While I'm certain this is all good, I'll apologize now if files or paths end up broken.

Again: Make sure your .dme is up to date! Delete it if necessary to SVN Upload it to the current revision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4550 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:20:27 +00:00
giacomand@gmail.com
08a969b6a2 -AI Eye won't show up in pull, examine or point to popout menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4549 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 04:53:29 +00:00
johnsonmt88@gmail.com
28aabc9810 More file structure stuff!
Cleaned up the files themselves.
Everything in code/game/objects should now be in proper files or places with the exception of the files in the /weapons/ sub-folder.

There's two instances of me not following the exact file structure.
- /obj/item/brain has been moved to a file in mob/living/carbon/brain
- /obj/item/clothing/mask/facehugger has been moved into mob/living/carbon/alien/special
Both of these may not make sense according to the object structure, but they do make sense logically. If it's a problem just move them.

Next up: Finish the files in the weapon folder, then start moving defines down.


My god I hope I havent broken everything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4547 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 03:32:58 +00:00
johnsonmt88@gmail.com
44cf1c4106 Runtime fix.
runtime error: Cannot execute null.apply effect().
proc name: on hit (/obj/item/projectile/energy/floramut/on_hit)
source file: special.dm,85

Moved ninja gloves into the gloves sub-folder in clothing instead of space suits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4545 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 00:37:47 +00:00