Commit Graph

2040 Commits

Author SHA1 Message Date
baloh.matevz
3768f313db - Fixed a typo in the OOC verb.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3862 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 18:08:40 +00:00
baloh.matevz
1f63bb73ed - The un/mute OOC verb now fully mutes OOC from players, admins, everyone. Admins already have an impressive array of pointlessly formatted verbs such as 'announce' which should be used when a message has to be shoved in people's faces. It however should be, and now is, possible to toggle the pointless chitter-chatter in OOC, irrespective if the speaker is an admin or player.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3861 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 16:09:04 +00:00
elly1989@rocketmail.com
8d68054724 Moving some inventory/equipping related stuff into separate files whilst I tidy up and reorganise them.
Removed some Geas stuff that didn't do anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3856 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 09:48:13 +00:00
elly1989@rocketmail.com
3cbd05ddef Changed circledistance a bit, talk about ambiguous proc-names...it has nothing to do with circles! It's now called approx_dist and uses some magic constants to avoid those god-awful sqrts and powers which were called for N^2 turfs during explosions. It should approximate the distance between two points fairly accurately using a (surprisingly accurate) linear approximation of pythagoras theorem. C:
Changed RoundExplosions to a temporary define named USE_CIRCULAR_EXPLOSIONS which is a lot more intuitive and less confusing. Removing this define will compile square explosions code instead of circular ones. (So the cost of having a choice between circular/square is seen at compile-time not at run-time)

Fixed aliums being able to pick up storage objects such as bags/boxes/pillboxes and such.

Fixed unbuckling yourself from beds (via clicking the bed). You can also unbuckle yourself via resisting because beds are hard to click on when you're lying on them and they're covered in a sheet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3854 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 07:37:50 +00:00
mport2004@gmail.com
c516585940 Removed the round explosions bit from the explosion code as nonrounded explosions have not been used in quite some time.
Readded the fake solars to the DJ station, the place is still simulated but it had a magical SMES anyways and did not need real solars, also removed its atmos pipes as the place does not need an atmos for how much it gets used.

Several carp that spawn on Z2 have been removed, no need to have them eating up processing power over there.

Yet again removed the random zvent sitting on the centcom zlevel, I swear I have removed that thing at least five times now.

The Tcom sat solars are now fake, turns out half of them didn’t actually work as is and were there to look good. Also cut a shit ton of wiring out of the sat, removed most of the turrets, and merged most of the areas. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3853 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-18 07:18:58 +00:00
mport2004@gmail.com
b6f8b3fb77 Added Willox’s explosion code. It should make explosions faster than they have been lately.
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
2012-06-18 01:56:24 +00:00
ericgfwong@hotmail.com
32d2b41516 -Correcting user text for windoor assemblies to say plasteel instead of rods
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3850 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-17 09:20:38 +00:00
baloh.matevz
ab734d0472 - Coded in a debug report feature for the master controller. If the MC's delaying loop does not pass within 600 iterations (roughly 60 seconds) it means the procs are likely broken. A warning + report is displayed to admins as well as it being saved to the admin log.
The MC Delayer in the screenshot is an item coded for testing purposes which simulates a proc break. It is not part of this commit. Clicking on it will open up the view variables panel for the item.

Last-processed-item logging is supported for diseases, processing objects and machinery.

Screenshot:
http://www.kamletos.si/MC%20debug%20report.PNG

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3848 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-17 06:20:24 +00:00
vageyenaman@gmail.com
9a3abc1e84 Committed for Giacom, thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9043

Basically adds multi-line input to papers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3846 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 21:01:55 +00:00
ericgfwong@hotmail.com
361e829e96 -CO2 Jetpacks now spawn with distribute_pressure 0
-Tanks in your suit storage, belt, and pockets take priority over tanks on your back when using the internals button on the HUD
-Added an extra set of vents and scrubbers to the prison wing

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3841 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 10:17:36 +00:00
vageyenaman@gmail.com
449610bee2 Committing a patch for Giacom. See details here:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9018

Also some very small metroid changes to make them more balanced and less KILL KILL KILL.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3839 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-16 06:11:14 +00:00
baloh.matevz
9cda710f6e - Added a confirmation message to the takeover verb in malfunction mode which warns the malf AI that the station will get alerted if he continues.
- When an AI initiates the takeover, the delta alert level is enacted.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3836 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 23:17:34 +00:00
baloh.matevz
21f99dd0c5 - Got rid of the browser tab
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3834 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 18:16:42 +00:00
baloh.matevz
a80a08f457 - As approved by head coders this revision is a revert of DMF vending machines. The interface was restored to the html driven one from before that. The reason for the revert is the lack of a fix for the DMF-related vending machine UI bugs which include the splitting of the interfaces across the DMF screen and the browser window when hacking. The 2nd bug is the lack of a proper update to the items in the DMF list when coins are used. I also personally think the DMF UI was really, really ugly, but that's just personal taste.
(The chemical dispenser continues to use the DMF interface as there is nothing broken with that)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3833 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 17:58:59 +00:00
johnsonmt88@gmail.com
b92b1ef9a7 Quicker explosions:
- This is more of a fix for the current method of explosions, not a fix to make explosions more efficient as a whole.
- Explosions used circlerange() which had improperly named vars. At a glance, it looked like it was just returning turfs in range, but in reality it was returning all atoms in range.
- Explosions now use circlerangeturfs() which only returns turfs

circlerange()
- Changed the variable names to reflect what they actually use to prevent this kind of confusion again.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3832 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 17:19:33 +00:00
baloh.matevz
3cf25d8137 - Changed changeling objective: They now have to absorb 2 or 3 people, but always get one assassinate and one steal objective. The fourth objective is either an escape alive objective (80% chance) or a survive objective (20% chance)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3831 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 13:03:31 +00:00
elly1989@rocketmail.com
1b6b13b6b4 Quick fix for resisting out of cuffs
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3827 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 06:10:35 +00:00
johnsonmt88@gmail.com
0ab6eda79b Fixing a mistake on my part. Even though canisters are a child of machines, they should not use the machine's topic() as that checks for power, which the canisters don't use.
Also adding carn and I's name into the admin.txt so we don't have to keep unticking the file every time we want to commit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3826 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 05:33:48 +00:00
elly1989@rocketmail.com
5b76469b98 First update for update_icons stuffs:
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed a possible runtime with FAT people

Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
Tweaked the damage procs a bit. Mainly adding in sanity checks to prevent negative damage and such. A few optimisations here and there.
Fixed ratios for brute-burn damage being applied to organs simultaneously
nodamage==1 now prevents all organ damage. It does not stop healing however.
In-line with the sanity stuff mentioned above, clamp-values for brute/burn were removed as requested by Rockdtben


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3825 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 04:11:14 +00:00
johnsonmt88@gmail.com
c36e6d57d4 Mining mechs, which currently only spawn in secret asteroid rooms, no longer have tracking beacons
Changes to windoors.
- Secure windoors now require 2 plasteel sheets instead of 4 rods
- Windoors and secure windoors have reduced health.

Added checks for proximity, canmove and death on:
- Library scanner
- Library computer
- Library public computer
- Bookcases (Fixes issue 564.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3824 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 02:16:59 +00:00
kortgstation@gmail.com
30cb4ae5c3 Added Ausops new cult robes, hood, armour, shoes. These now spawn from the armour talisman.
Moved the red magus robes to be a wizrobe variant, put the red robes on the wizard shuttle.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3823 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-15 00:01:15 +00:00
petethegoat@gmail.com
9831e63ca5 Fixed stunbaton sound. Thanks Pas.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3821 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 22:58:53 +00:00
elly1989@rocketmail.com
ba545bbee9 Added some #undef (undefines) to try speed compile times up a little bit.
Added resources.dm where FILE_DIR can be defined manually. It should speed clean-compiles up by reducing the number of places the compiler searches for resource-files to put in the resource-cache (stuff in ' ' quotes. e.g. icon='human.dmi').

To use manual FILE_DIR defines go to: 
Build > Preferences for tgstation
in dreammaker. Then un-tick "Automatically set FILE_DIR for sub-directories"

It also means you have less crap to clean up in the .dme before every commit C:

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3820 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 21:47:45 +00:00
johnsonmt88@gmail.com
883b290064 Server crashing and exploit fixes
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.

Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)

Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 19:31:15 +00:00
elly1989@rocketmail.com
ee853b5740 You can store a pen in your PDA to compensate for the lack of a hat-storage slot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3817 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 10:55:23 +00:00
d_h2005@yahoo.com
a923a8f722 -Added Lezowski's overalls to hydroponic supply closets. 50% chance per closet for them to replace the apron.
-Removed some tags from things that made no sense to have them. Waistcoats and aprons don't cover your arms, guys.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3815 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 00:35:21 +00:00
petethegoat@gmail.com
c27676e0e1 Fix for borg batons running out of charge. Thanks Invisty for reporting this.
They now consume 50 charge per stun.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3814 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 22:50:34 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
083e00c60e - World debug output in the game's master controller anyone?.... anyone? No? Okay then, I'll remove it...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3808 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 02:01:22 +00:00
baloh.matevz
b6a6b8614d - Added Cheri's lizard and monkey pelt sprites for tanning
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 23:13:37 +00:00
quartz235@gmail.com
c9451df024 Some small changes to shock logging
- As per erro's request, doorshocking is now also logged in the mob's attack log var
- shockedby is now a list and entries are timestamped

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3806 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 17:41:24 +00:00
quartz235@gmail.com
760f26c6ef Added the ability to track who last electrified an airlock
- the shockedby var shows the IC name and ckey of who last electrified it, it doesn't clear out once electrification ends to prevent the ability to conceal who did it by shocking and then unshocking the doors

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3805 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 13:10:52 +00:00
baloh.matevz
2296cfd331 - Full revert of r3803, approved by project leads.
r3803:
- Contained many bugs, first of which was that it didn't really... work.
- Split the HUD and code into separate objects, thus creating a fork in code. This implies that any changes need to be mirrored on the fork objects, thus doubling the amount of code maintenance we have to do.
- The UI should be one of the most standardized things around. Giving choices here is bad design practice.
- Double the amount of defines does not equal to double the amount of fun.
- The revision does not adhere to our coding standard. See the changes to  /trunk/code/modules/mob/hud.dm in r3803 as an example.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3804 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 12:31:14 +00:00
mport2004@gmail.com
91a4708544 The old style UI can now be selected via the player preferences before you join a round.
The hud object has been moved to modules and now has two children, slim and retro.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3803 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 09:16:30 +00:00
johnsonmt88@gmail.com
3ae7acf8f2 Committed for Sieve:
Fixed an error in door_assembly.dm regarding glass doors not getting sprites.

Cleaned up astroid floor code.
-Bombing astroid floors (sand) will now 'dig' up sand.

TK users no longer get shocked while bashing grilles using TK.
- Range check on grille shocking. Fixes Issue 419.

Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471.

Bombs now affect people inside lockers. Fixes issue 208.
- Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection.

Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:45:38 +00:00
baloh.matevz
0f457ae7fc - Added the leather sprites by Cheri.
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).

Added the window thing and resist thing to the changelog. Leather still not available ingame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:36:08 +00:00
vageyenaman@gmail.com
4aa00077d2 Removing some half-finished bullshit that makes throwing things ULTRA DEADLY.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3798 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 02:06:09 +00:00
daniel.cf.hultgren@gmail.com
838ad266d9 * Fixed being able to lock yourself in or out of a locker using the verb
* Added lightfixture creating by Xerux!

To those who update changelog, don't put stupid shit in it, make it actually proper.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 19:51:42 +00:00
baloh.matevz
fb29642e48 - Fixed a bug where the removal of cable-cuffs with wirecutters displayed the "you have removed..." message to everyone and the "X has removed Y's cuffs..." to the person whose cuffs got cut off.
- Added the tanning micro-mechanic. Hide still not available in-game yet tho until sprites are added and some use for leather is made. I'll get on that soon<TM>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3794 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 17:36:03 +00:00
ericgfwong@hotmail.com
837a126f46 -Rewired power cables in arrivals so they don't go through walls
-AI Integrity Restorer circuits can now be made via imprinter
-Changes to Tech Storage inventory
--Removed teleporter circuit. It was intentionally moved to the RD's office to prevent nuke ops from stealing them.
--Added Protolathe, mining station monitor, and atmos alert circuits
--Added crew monitoring circuit to secure tech
--From the earlier commit: Added autolathe circuit and moved ID computer circuit into secure tech

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3789 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 08:05:17 +00:00
johnsonmt88@gmail.com
6db801b2f1 Renamed 'Secruity Barriers" to "Security Barriers"
Fixed plastic flaps not letting small creatures pass (An if-statement was partly backwards)

Re-added the teleporter circut board to secure tech storage.
- I think someone accidentally replaced it with a duplicate cyboard upload at some point.

Lowered the chance for Perriot's Throat to HONK words.
- Max chance before was 4*20% chance now it's 4*12%

Perriot's throat will no longer HONK words when you're dead so that deadchat is spared.

Portable flashers no longer ignore certain eye protection. Fixes issue 535.
- They now use the mob's eyecheck() proc instead of using its own out-of-date proc

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3788 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 01:04:11 +00:00
baloh.matevz
0c96a0f8eb - one file's proc definitions standardized
- added feedback logging for handcuff use

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3783 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-10 10:31:29 +00:00
petethegoat@gmail.com
f39b9f628e Fixed harmbatons on everything other than harm, now it is the opposite way round.
Clarified swirlie failure feedback.

Slightly updated the map, 'fixed' some recessed maint entrances. They looked really odd as there were only two of them on the whole station.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3781 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-10 01:03:12 +00:00
elly1989@rocketmail.com
929f77b7da Tiny little runtime fix.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3780 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 23:24:05 +00:00
polyxenitopalidou@gmail.com
f473bff457 •Fixed silicon mobs not being able to access newscaster. It was a linkage error on my part, newscaster system was made to handle ais but, at some points, excluded them. Anyway, fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3779 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 23:11:32 +00:00
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
ericgfwong@hotmail.com
9a0d06afe7 Fixed issue 549. Missing sprite caused Odysseus mechs to vanish during construction
Fixed issue 542. Fingerprints are now left on door controls and mass driver controls.

Executed the rogue disposal pipe in robotics maintenance.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3776 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 19:09:31 +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
ericgfwong@hotmail.com
64b401f2c9 Clarified how spending points work in the changeling evolution menu.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3768 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-08 17:54:19 +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