Commit Graph

387 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
6909f8dd91 removed src arguments from new /obj/screen(src) as src was a datum anyway. This is to remove confusion.
When hud_used is deleted, references to those objects are removed, hence they are garbage collected.
Removed some code from metroids which could possible delete global_hud objects which would cause problems.

Added a verb to code/WorkInProgress/carn/debug_locnull.dm which prints all atoms with loc==null to world.log

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4774 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-29 11:35:24 +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
elly1989@rocketmail.com
3cbbbd78ea Fixes an issue with smoke bombs calling the smoke effect set_up improperly
Supply_packs ow use paths rather than strings. This is because paths for some of the items have changed with recent updates which was causing the strings to become invalid, but the compiler does not check them. Now that they are paths, the compiler will warn you. Fixes a number of runtimes with supply_packs/shuttle. A number of items that were meant to spawn in supply crates that were affected by this now spawn again. (stuff like grenades, spray bottles, etc)

Added a damp rag to the janitorial closet.
Added ammonia to the hydro crate (removed 2 bottles of pest-spray and increased cost slightly to offset)

Moved explosion2.dm to WIP/carn/Explosion2.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4601 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 18:27:45 +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
elly1989@rocketmail.com
4073ac9b00 Replaced all 'file.extension' references with 'relativepath/file.extension' using a script by thvortex of ss13-daedalus.
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
2012-08-18 16:33:40 +00:00
petethegoat@gmail.com
0970e6c55d Standardised reagent colour mixing a little bit. Fixes issue 785.
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
2012-08-16 18:33:34 +00:00
baloh.matevz
31df004737 - Missed two things apparently.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4236 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 16:31:00 +00:00
baloh.matevz
1873aa6607 - Categorized invisibility stuff into #defines. If any errors appear - let me know.
- 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
2012-07-30 16:24:45 +00:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-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
2012-07-26 03:04:05 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
elly1989@rocketmail.com
5d3c6a9259 Please stop committing all the #define FILE_DIR stuff every commit. Dreammaker updates it automatically anyway. Just remove that section prior to commit.
Added some WIP master controller alternatives. Located in code/WorkInProgress/carn They should stop the MC doubling up and smooth the lagspikes over a little bit (depending on how they are set up). They need a bit of work still, but are functional. Just untick code/game/master_controller.dm and tick the version you want to try out.

Committing Giacom's pai remote-signaller code.

Minor map fix for Travis (extra grille NE corner of atmos)

Added a debug tool that prints powernets into a text-based map.

Fixed a runtime that occurred everytime somebody cut a laid cable. It was updating the power networks twice each time >_>

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3920 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-26 01:47:40 +00:00
johnsonmt88@gmail.com
ec52b9c032 Moved cyborg upgrade items out of mob code and into item code.
- Item declarations have no place in mob code. MMI and pAI code being the exception.

Removed a cyborg upgrade that made them immune to flashes
- An item that removes one of the very few weaknesses a borg has? No thanks.

Removed mob\living\silicon\robot\robot_defense.dm
- It was an empty file.

Removed uplink.dm and uplink_kits.dm from WorkInProgress
- Duplicate files: they're already in the main chunk of the code.
- They are no longer a work in progress.

Here's hoping I dont break anything with this commit...

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3890 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 00:12:27 +00:00
baloh.matevz
2233548788 - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3739 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-04 21:49:28 +00:00
vageyenaman@gmail.com
49647d329a There's a metric assload of stuff here, mostly in preparation to my massive traitor expansion, so I'll try to be brief:
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.

- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).

- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.

- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.

- New telecomms bus mainframe sprite, thanks to WJohnston.

- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.

- A couple of minor bugfixes here and there, along with some code tidying.


Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 03:16:47 +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
baloh.matevz@gmail.com
18ccabb33a - Removed support for the ONBACK and ONBELT flags.
- Replaced them with a whole range of inventory slot flags. These now govern whether an item can or can't be placed in a certain inventory slot. See setup.dm for information on the flags. These flags only affect humans tho, as humans are the only beings with an inventory to talk of.
- Standardized some gun code and some other pieces of code as I came accross them. I hate indented variable definitions!

This commit should not bring any change whatsoever to the game from a player's perspective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-25 07:38:36 +00:00
ericgfwong@hotmail.com
b54822362a -Added WJohnston's scrubs to Medical Doctor lockers.
-Added two new syndicate bundles
-Reduced cost of thermals to 3 telecrystals (formerly 4)
-Singularity Beacons are now spawned from a smaller, portable device.
-CMO and QM jumpsuits made more unique.
-Updated Cargo Tech jumpsuit and sprite
-Edited Warden's jumpsuit striping to match his jacket
-Added WJohnston's CMO bio hood
-Bug fixes for Nodrak's Random button

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3599 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-16 06:09:32 +00:00
johnsonmt88@gmail.com
82c94e017d Compile -> Commit -> Update -> Can not compile...
How does that even happen? Sorry.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3596 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-15 00:42:09 +00:00
johnsonmt88@gmail.com
d336b65d1b Random button added to traitor uplinks.
- All traitor items are available in the random button so long as you have the crystals to purchase it.
- This means it's possible (though very unlikely) to get 5 sets of revolver ammo.
- It's RANDOM, don't expect great stuff every time.

Made startSinglo() a game-master only verb in the debug tab.
- It is incredibly useful and time saving when testing stuff out before committing.

Added borgs, AIs and dead players to the list of protected paths in the delete all verb. 
- Unless someone can give me a valid reason as to why an admin would delete all ghosts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-15 00:32:26 +00:00
elly1989@rocketmail.com
04f0a79866 Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise them a little. If you have any concerns about how I've done so just give me a shout and I'll either rework them or revert my changes back. Wormholes especially seem a bit faster on my laptop. Smoke has temporarily been removed from the blackhole event until I get time to investigate why the hell effect_systems are using so much memory ( spark effects were using 40% of my processor a second ago D: ). To compensate this I made them a new sprite.
Commented out the authentication system. It was the remnants of the old goon authentication stuff (or maybe even older) and wasn't actually used in our code at all (at least not in any useful way, it was merely called and short-circuited to 1, so all those if(authenticated) were totally pointless. This has removed 3 unused variables from every client, a bunch of unused variables from the config and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a 'reply to' window to popup when an admin PMs a non-admin player. It's meant to grab their attention so they can't say "I didn't see your PM". It defaults to off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape or form.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3444 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-12 21:54:51 +00:00
mport2004@gmail.com
4331dca438 Someone thought it would be a great idea to comment out the ability to wake up, you will once again sometimes wake up after medbay hits you with sleepytox.
Ghosts no longer hear emotes from across the map.
You can once again examine yourself.
Buildmode is back in because it is a very useful and great tool.
It is also an ADMIN TOOL and will cause runtimes like most of the other admin tools if you use it like shit.
Removed more erp bullshit

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3417 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-09 07:09:07 +00:00
musketstgstation@gmail.com
ddc7f45a13 Integrated BS12's improved uplink code, courtesy of SkyMarshal.
This means items now spawn in your hand if possible, items are sorted into categories, and only items you have enough telecrystals to purchase will be displayed.  Also, the same basic code is now used for PDA, headset and nuke-round uplinks, and it should be easier to add new items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3216 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-29 22:50:14 +00:00
petethegoat@gmail.com
e0230b2ff0 Commented out buildmode until it can be fixed.
More sanity checks for DNA modification.
Updated the metal, plasteel, glass and r-glass sprites. They're a lot smaller now.
Removed that stupid knife zippo sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3145 316c924e-a436-60f5-8080-3fe189b3f50e
2012-02-18 16:27:08 +00:00
rockdtben
938fc1e0f0 toxloss is now only referenced via procs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2875 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 17:59:19 +00:00
rockdtben
5b691f8727 brainloss is now only referenced via procs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2874 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-30 17:47:35 +00:00
mport2004@gmail.com
67efff9bae Apparently organs are being worked on.
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
2011-12-30 17:09:02 +00:00
mport2004@gmail.com
ec0cd3b973 Moved a batch of unchecked and a few unused files into the unused folder.
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
2011-12-30 16:43:41 +00:00
rockdtben
8892ae794c Now all calls for bruteloss are handled via procs now. Extensibility++
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2803 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-24 20:54:25 +00:00
rockdtben
d189f96896 Removing more referencing of variables replacing with procs. So make updating the system easier.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2802 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-24 20:15:30 +00:00
CIB123@gmail.com
db96d85362 Ammend to the last commit, a few files were left out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2687 316c924e-a436-60f5-8080-3fe189b3f50e
2011-12-15 12:29:30 +00:00
petethegoat@gmail.com
1d9eda6b65 Removing recycling from WorkInProgress.
(Please note that due to what seems to be an error with Tortoise SVN, I have to do this in two commits.)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2571 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-28 20:08:14 +00:00
petethegoat@gmail.com
2190408f0f Massively improved trashbags. PICK UP EVERYTHING! Fixed issue 209.
Slightly improved mops, and got rid of the "X attacks the blood with the mop!" message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2557 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-26 15:58:50 +00:00
rockdtben
84888d5ec3 git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2536 316c924e-a436-60f5-8080-3fe189b3f50e 2011-11-20 15:53:23 +00:00
rockdtben
f733c08847 Implemented adjustToxLoss(amount)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2535 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-20 00:12:49 +00:00
rockdtben
38d90773cc Implemented getToxLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2528 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-17 23:42:09 +00:00
petethegoat@gmail.com
d49739c021 Fixes issue 178. Including placing modules into disposals.
Removed the maze button from the admin panel, no more dumb runtimes from that.

Window fix by Tobba, which lets you attack a window with a crowbar when you're unable to pry it into or out of the frame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2526 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-16 20:42:05 +00:00
rockdtben
faee0422ae implemented getOxyLoss()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2520 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-14 14:44:52 +00:00
rockdtben
ff84314ce6 Added a getBruteLoss() proc to mob.dm and then replaced all calls of bruteloss with it. Except for the ones commented out.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2505 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-10 14:45:25 +00:00
petethegoat@gmail.com
d187ca3ba9 Committing Uristqwerty's AI freelook. Thank you!
The extent of my implementation of this involves commenting out some multi z-level specific stuff, and adding a dmi of the overlays it uses.

This currently causes runtime errors due to my lazy implementation!
Only -you- can fix them.
http://pastebin.com/AqU8sA4b

So far as I can tell, it just needs some sanity checks. I would leave this unchecked until the runtimes are fixed.

Additionally, our map doesn't actually fair too badly with proper camera LOS, but there are a couple of areas that need improvement. Please update the map when you tick this!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2395 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-19 18:47:47 +00:00
mport2004@gmail.com
46a7143e3a Energy projectiles work again.
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
2011-10-11 07:52:30 +00:00
mport2004@gmail.com
62e28c2abf Organs:
Moved into their own folder and got split into three files.
Damage  zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.

Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.

Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.

Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.

Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.

Went though the latest runtime log.

Power cells now use return on their give/use procs

Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.

You can no longer punch people on the spawn screen.

This is a big one and was cleared by two heads, TK will only allow you to pick up items.  If you have an item in your hand it will act normal.

This revision got much larger than originally intended my tests show everything is working fine, but you never know.  Ill likely do more mob teaks in the next few days.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-08 10:38:01 +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
e782d47580 Few runtime fixes.
Cleaned up the job selection code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2289 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-29 05:20:33 +00:00
petethegoat@gmail.com
f08df6445d Fixed being able to climb into disposals while stunned or weakened, etc.
Fixed floorbots creating a full toolbox on death.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2253 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-23 01:55:16 +00:00
mport2004@gmail.com
c972c33d76 Stun batons will no longer randomly stun people when they bump/are bumped by a guy holding one.
Bit of blob mode work.
Added a Blob Core sprite by Scottzar


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2247 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-22 04:27:33 +00:00
mport2004@gmail.com
90bd0c9d68 Cleaned up the sleeper code a bit.
Monkey boxes lowered to 2 monkeys per box and the crate now costs net 15 points for one box. They were also removed from vending machines.  I warned that they would be changed if people continued to spam them.
Windows and disposal pipes layers adjusted slightly.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2204 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-15 06:07:33 +00:00
mport2004@gmail.com
c612827472 Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%.
Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea.
Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7.
Damage and stun from doors shocking people has been lowered.
process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-14 07:24:19 +00:00
mport2004@gmail.com
81c68898ae Fixed a few runtimes
Blob mode updated slightly
Wizard smoke from his smoke spell will partly block lasers that go through it.
Going to try and test a diff way for the singularity to "del" items, might cause less lag, it will also eat absorb other singularities.
RD lost tech storage access, see http://nanotrasen.com/phpBB3/viewtopic.php?f=9&t=5991 for details


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2192 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-13 07:30:07 +00:00
LastBattaWolf@hotmail.com
2cf38f00d2 - Suicide is now visible on examine. Since I am terribad at coding, I made it so it checks for the suiciding var, which is usually reset once you finish dying to allow for suiciding again if you're cloned, but now it will instead reset when you are cloned.
- Fixed a bug I made re: examining oxygen tanks.
- Made chemsprayers large instead of small.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2155 316c924e-a436-60f5-8080-3fe189b3f50e
2011-09-08 06:17:25 +00:00