- Added a message_admins() message which is sent if a character setup mismatch is detected to help diagnose the problem.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4496 316c924e-a436-60f5-8080-3fe189b3f50e
All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
Changed the path of large beakers, so they're actually a subtype of beaker (wtf)
Moved new_year.dm to unused.
Updated Carn's sequential master controller to not have tension stuff, for potential live testing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4444 316c924e-a436-60f5-8080-3fe189b3f50e
Code-wide changes: /mob -level procs:
equip_if_possible() is now known as equip_to_slot_or_del() to prevent confusion with equip_to_slot_if_possible() and to better describe what it does.
equip_to_slot_if_possible(item, slot, del_on_fail, disable_warning, redraw_mob)
equip_to_appropriate_slot() is now a /mob - level proc.
equip_to_slot() is an unsafe proc, which just handles the final step of actually getting an item onto the mob. It has no checks of whether it can or can't do that. Use equip_to_slot_if_possible() for that purpose.
New /obj/item -level proc:
/obj/item/proc/mob_can_equip(M as mob, slot, disable_warning = 0)
This proc can be used to determine whehter a mob can pick up an item from the item's side.
Carn, I'll need you to review code/modules/mob/living/carbon/human/inventory.dm to ensure that I'm not redrawing the mob too many times.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4423 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off.
(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully addressed the concerns about the ultra-darkness. Night vision, mesons, thermals and material scanners now make you see through darkness. (Lighting code does not affect you)
- Ghosts get a "toggle darkness" verb, which changes their see_invisibility. When the toggle is enabled, ghosts cannot see other ghosts. This is due to invisibility.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4235 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
- Replaced all the .pulling = object instances with start_pulling() and stop_pulling(). Use these from now on.
- Ian and Runtime will now no longer move when being pulled
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4155 316c924e-a436-60f5-8080-3fe189b3f50e
Nodrak:
- Bags of Holding can no longer be brought to the clown planet
- Made a quick new sprite for broken telescreens
- Removed the clusterbang from the HoS safe. It is currently bugged and not in presentable condition, however, someone is working on it.
- Added a machine check to shift+click. Partial fixes issue 534 (see Zek's stuff for more.) I'm not really sure of a better way to fix this that wouldn't involve a whole pile of coding...
- Cigarettes now evenly distribute chemicals injected into a pack of cigarettes. Partial fix for issue 548 (see Zek's stuff for more.)
Commit for Zekkeit/39kk9t
- The gibber now provides attack logs of who the mob gibbed, or who the mob was gibbed by. How can you tell who a mob was gibbed by when the mob gets destroyed? Well read the next enhancement!
- Attack logs now transfer to the ghost of the mob who dies
- You can no longer survive cold by cooling yourself down before jumping into space. Fixes issue 206.
- Ghost() is now a client proc, not a mob proc. Fixes issue 442
- Fix for issue 493.
- Added a range check to shift+click. Fixes issue 534.
- Cigarette packs are now limited to (15*number of cigarettes) units of reagents. Fixes Issue 548.
- Added organ inaccuracy to guns. This means, for example, that you wont hit the mob's chest with 100% accuracy. You may end up hitting the mob's arm, or head instead. Accuracy is directly related to distance.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4022 316c924e-a436-60f5-8080-3fe189b3f50e
Several head objects path changed so they are not helmets, head means can fit on your head, helmet was securities helmets, space helmets currently still helmet.
Cult restricted job list now has the sec force + cap because you can’t convert them as is.
AI removed from protected traitor jobs as malf is currently effectively out of commission.
A Protected list was added to changling.
Removed the furry mob files that were not checked.
Moved two unchecked files to unused
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3896 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the AM engine code. This should be temporary.
Moved asteroid/device.dm to unused.
Readded biomass.dmi
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3876 316c924e-a436-60f5-8080-3fe189b3f50e
Moved an unchecked file into unused, please put any unchecked files out of WIP or FEA into unused that way if you see an unchecked file you know it should be checked. DM loves to uncheck files when you are messing around with folders in the editor.
Moved the old TEG defines into the proper files.
Commented out some old nonfunctioning FEA debug code.
Removed some commented out codechunks from FEA and attempted to clean up a few of the files a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3852 316c924e-a436-60f5-8080-3fe189b3f50e
Adds greater changeling code, but doesn't change the genome count yet on it.
Renames registered to registered_name on IDs because bs12 had it and it seemed like a good idea to do last night. For some reason.
Adds an afterattack to mobs that can be used. (In fairness, lots of shit in attack_hand should be in there instead, like stungloves and stuff, to minimize duplicated code)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3537 316c924e-a436-60f5-8080-3fe189b3f50e
•How to obtain:
1.Get the circuitboard of your supply computer
2.Multitool it and set its receiver to the appropriate spectrum
3.Put it back in. You can now order contraband
4.Note that contraband is illegal. Security can do whatever they wish to it, and therefore you for bringing it on board, within logical boundaries.
Apart from that, I would like to start the small project of adding references of every on-wall object to the actual contents of the wall. I think of it as nice if we could have walls drop contents (in some unfinished form, so it actually makes a difference) once deleted so we don't have any more of those pesky hovering-over-nothing decals/machinery/whatever
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3423 316c924e-a436-60f5-8080-3fe189b3f50e
Adds another emagged version to the holodeck that has spess carp.
Fixes mobs going temporally bald after leaving the holodeck.
Disables BSA due to abuse.
Windows can only be damaged by weapons that do brute or burn
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3345 316c924e-a436-60f5-8080-3fe189b3f50e
The cheap lighter can be purchased at vending machines and comes in 4 colors: green, yellow, cyan and red.
Technical info:
The path
/obj/item/weapon/zippo
was changed to
/obj/item/weapon/lighter/zippo
The new lighter is
/obj/item/weapon/lighter/random
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3033 316c924e-a436-60f5-8080-3fe189b3f50e
Moved a few of the computers into their own files.
Security records now shows rank on the browse screen.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2909 316c924e-a436-60f5-8080-3fe189b3f50e
Most notable, removed an assload of windows throughout engineering. Removed CE reception desk and replaced with Rwalls.
Moved around a bit of stuff on the CE desk. Moved some desks at singulo observation.
added a set of two power monitors in CE office.
added two coils of wire in engineering storage (not secure storage).
Moved the emergency closet near engineering reception desk. Added a second emergency closet.
Moved some vending machines.
Mass modified electrical wiring near engineering.
Mass modified atmos piping near engineering.
Replaced tables in SMES room with a set of two power monitors.
Other stuff I don't remember. Easter egg hunt!
Also put back fullbeackers wihs was accidentalyl removed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2879 316c924e-a436-60f5-8080-3fe189b3f50e
They have been moved back and checked for Rockdtben.
As the attempted list dead people's names as their real_name did not work, dead people's names are back to the old style.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2869 316c924e-a436-60f5-8080-3fe189b3f50e
Remember if your scrolling though the list and something is unchecked it should almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2868 316c924e-a436-60f5-8080-3fe189b3f50e
-Overrided the proc for get[Fire/Brute]Loss and adjust[Fire/Brute]Loss for humans to use the total damage proc.
-Removed redundant checks aka setBruteLoss(max(getBruteLoss(), 0) since the adjust brute proc already prevents it from going negative.
-Commented out the UpdateDamage() procs contents as it did nothing. If problems arise we might have to investigate. Soon I will remove the proc entierly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2673 316c924e-a436-60f5-8080-3fe189b3f50e
- Rounds that end in invalid ways will now be logged,
- Round results are logged
- Rounds that don't end with a code-determined reboot will still not log at all (so rounds that end in a crash will not log at all - not even round start or mode.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2457 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
/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
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
Explosions will delay a bit longer before allowing powernet rebuilds.
Removed the Ionstorm Command reports at Urist's request, he said he would add something later.
Added dust storms to meteor mode.
Fixed most of the runtimes in the latest log.
Wizards mind_transfer now needs his robes, this prevents the constant body swap mess.
Z 1 lost all of its areas sometime in the last two revs. I think I got everything back in place but would not mind if a mapper took a look.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2037 316c924e-a436-60f5-8080-3fe189b3f50e
Flashlights
Cigs/lighters
Solars
RCDs can no longer build airlocks on doors
Airlocks now smash glass that is under them when they close
AI sat firewall that is not really quite a firewall removed
The solars will no longer update if they lack a controler
Cut down on machines that don't actually do anything like fake sleepers and shuttle engines
There is still a few shuttle engines around and I have no idea where, my map was already corrupted once by this so I am just leaving the define in for now.
After a talk with some of the head coders
Cyborgs can no longer be traitors at round start
Some of the off Z1 areas cleaned up
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2028 316c924e-a436-60f5-8080-3fe189b3f50e
Old style bombs and suicide vests temporarily removed.
Players can now be job banned from being a pAI.
Added null checks to explosion() due to runtime errors.
Changelog updated
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1980 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e
Viruses:
The virus system was COMPLETELY reworked.
Good news, Virologists! This means people can now be infected by multiple viruses at once. Some of the virus-spreading protocols were tweaked to support this change, and as a result, they are now considerably more infectious. I also changed some background reagent variables to better support DNA, blood type, and virus combination.
Turrets:
Fixed some lingering bugs that would bog down the global event processor.
Changelings:
People turned into "husks" after being drained of their DNA by changelings can no longer be cloned.
Miscellaneous:
I tweaked a LOT of mob code. This shouldn't have any noticeable impact on anything, but was required in order support the virus overhaul.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1753 316c924e-a436-60f5-8080-3fe189b3f50e