* Clean up the diff
* Some new defines
* Guess I missed that
* Remove the flipped
* Move direct
* More SSair stuff
* Tidier
* Unsimulated edge tick
* Removes useless shit
* Remove additional garbage
* Dusting
* More unticked files
* I missed another, apparently
* Yet another
* Wow, an actual change! Sort of
* god damn it
* Oh, that was commented out
* These are actually very slightly different
* bad
* More readable
* Does nothing
* Roughly mimics old behavior
* Unnecessary
* Equivalent
* This makes sense above, but not here
* *shrug
* Missed these
* Destroy AirflowCanMove()
* Some cleanup
* Unification
* Bools
* Actually it SHOULD be like this
* Alright that would have been too hardcore
* Update doc
* Oops
* I have OCD
* Cleanup
* Fuck group_multiplier
* This was all unused
* Also unused
* Add some stuff
* Move stuff
* Add nothing
* Remove old
* Unused
* Move
* Some new procs
* I touched it bitch
* Compiles, probably
* Air no longer flows nonsensically
* Probably makes compare() work
* [Another synonym for cleaner]
* Potentially done
* Last thing I know of
* Oh yeah this too
Removed update_values(). RIP, shine on you CPU diamond.
Removed get_moles_by_id and get_archived_moles_by_id, all moles are now accessed directly to reduce call cost.
Added set_temperature and set_volume procs which recalc pressure when temperature or pressure change.
Heat_capacity is now a var updated when gases update.
Modified adjust_gas to use set_gas, modified set_gas to alter heat_capacity, total_moles, and pressure as needed.
Moved gas_mixture gas numbers to a list which is connected to a global gas_datum list, like with reagents.
Modified some maths procs to be more sane, added adjust_gas and set_gas to help with processing.
Added a modular system for gas flags - gases can now be marked as fuel and oxidiser with a flag, logged with a flag, scanned with a flag, etc.
Changed scrubbers to use a list of scrubbing gases rather than a set of vars.
Made miners and xenoarch effects more sensible - they now produce gas by ID, not manually.
Made turfs' starting gases into a list, removed turf gas number vars.
Removes unused file
Fixes bug with add2stacks under the new proximity flag
Adds an alert before admins become deadminned because HOLY SHIT WHY IS THAT RIGHT NEXT TO CHECK ANTAGONISTS WITH NO CONFIRMATION WHO THOUGHT THAT WOULD BE A GOOD IDEA?
Fixes #2106,Stops giant spiders from webbing themself inside their own capsule in a somewhat snowflakey way, but I've never seen nor heard of this occuring any other way
Fixes a bug where pipeline rebuilds didn't update_values causing improper presure values
Applies datum pooling to pipelines and pipenetwork for major performance improvements in their deletion.
These improvements should be especially noticeable in anything that deletes pipelines/networks once per tick, ie singulo narsie and supermatter
Removes the wires qdel, just why
Major code improvement that has been long overdue. The changes have been
thoroughly tested and everything appears to be working fine
- Move catwalks from turf/[retarded path]/catwalk to
obj/structure/catwalk. A dm file has been added to that effect
- Remove iscatwalk() helper check (not needed for an obj/)
- Lattice code has been used -to great effect- to recode catwalks. No
more hardcored nonsense to "make it like there's a space tile
underneath", now there IS space underneath. This should also fix trace
gas problems often witnessed during Derelict plasma floods
- Use relativewall method. There should have been no functional changes.
Catwalks update when new catwalks are added (not when surrounding
catwalks are destroyed, but it still seems logical)
- Add a in-house ex_act system to boot (to compensate for the fact
catwalks no longer use floor's ex_act). The catwalk is either destroyed,
replaced with lattice (add lattice at location, delete catwalk) or
unscathed
- Remove a lot of spaghetti code that has creeped up into ZAS/Atmos
systems and even into tile painter code since catwalks no longer run ZAS
loops and aren't considered turfs anymore
- All maps have been updated to the new catwalk system (otherwise the
map doesn't load, duh)
- Bit of spaghetti code in cable.dm (both item and structure) since
until then cable was NEVER laid on "objects". Works as intended
- Space has been changed to intact = 0. There's no reason for space to
be "intact" because there is only one version of space tiles, and it
fucks with wire placement
Confirmed working :
- Space automatically appears under the tile, catwalks tiles thus act
100 % like space tiles without hardcoding
- Construction and deconstruction works flawlessly. You do need to
precisely click the catwalk grating to deconstruct since the obj/
catwalk uses transparency correctly, but lo and behold, it's a feature
- Explosions function as intended when targetting catwalks (lots of hole
at the center, pepperoni at a distance)
- Cable-related stuff working (laying cable on catwalk, having cable on
catwalks in general)
- Boxstation, Defficiency and Metaclub updated
- Include list updated
Everything should be functional and was tested, but please outline
anything that looks like it'd work badly
Span class fixes for all of atmospherics files.
Calls new ..() for dice, adds minsides for admins to play with
Fixes bug where people would magically change the size of objects using wrapping paper
Fixes narsie double consuming all atoms in range
Commented out see_narsie until someone fixes it causing narsie double vision
Instead of deleting pipelines, narsie will now set them to invisible
Fixes#2587, powernet shutdown should work perfectly well now
As above, fixes apcs recharging somewhat during different events and starting things back up
Absolute pathed datum_pipeline.dm
Disallowed shuttle controller deleting narsie/singulo on entry
Added better lag logging for setting the universal state to hell_universe
Lightswitches should start with the areas current light status
Fixes a jukebox runtime during narsie's summoning for servers with no media server access
Rename Procs
Thing
Improving see_narsie to prevent double narsie
A lot of fixes that became intertwined.
- rscadd: "BEAMS! Emitters now put out a constant beam of energy, which is far less laggy that the old bullet-based method. They also look cooler."
- rscadd: "Prisms can combine emitter beams that multiply the damage."
- rscadd: "Infrared triggers use the same system as emitters."
- rscadd: "Burst HE pipes have their own sprite"
- rscadd: "High-performance event observers (needed for beams)"
- rscadd: "Supermatter audio alerts"
- rscadd: "Added radiation floor decals."
- bugfix: "Burst pipes are no longer baleeted by their own explosions."
- bugfix: "Pipes are given time to release pressure before the next round of pressure checks."
- bugfix: "Explosions are slightly delayed to avoid choruses of simultaneous explosions"
- bugfix: "Gas miners no longer melt."
Station Roles are picked before Syndie Roles unless it is nuke or wizard
People should no longer spawn in space because they did not get a job.
Heads and such should no longer get a role they should not have.
Rounds now have a minimum number of players required for it to start up.
Also the atmos pipes should stop exploding all over the place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1974 316c924e-a436-60f5-8080-3fe189b3f50e
Added new AI/announcer sound files for when events happen, when game starts or ends, when shuttle is called/recalled/docks and when a new AI is chosen.
Removed traitor.ogg and main.ogg because they weren't being used and were quite large files.
Fixed flash effect and crit-state effect. But now shroom effect is a bit broken. (to-do)
Added a sound effect when a robot comes to life.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@87 316c924e-a436-60f5-8080-3fe189b3f50e