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d477b7230fa161a22ab71aa2bc4aa6ce7e2fdbbc
19 Commits
| Author | SHA1 | Message | Date | |
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d477b7230f |
reworked rust components to integrate more smoothly with each other, cleaned up a bunch of useability issues, made all relevant components portable, fixed some random bugs, added a mostly nonfunctional map to show an example layout (based on antiqua's engineering layout)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au> |
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c314b5f42b |
Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
Conflicts: README.txt SQL/tgstation_schema.sql baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/pipes.dm code/FEA/FEA_airgroup.dm code/FEA/FEA_fire.dm code/FEA/FEA_gas_mixture.dm code/FEA/FEA_turf_tile.dm code/TriDimension/Pipes.dm code/WorkInProgress/buildmode.dm code/WorkInProgress/organs/organs.dm code/WorkInProgress/virus2/Disease2/analyser.dm code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm code/WorkInProgress/virus2/Disease2/cureimplanter.dm code/WorkInProgress/virus2/Disease2/diseasesplicer.dm code/WorkInProgress/virus2/Disease2/dishincubator.dm code/WorkInProgress/virus2/Disease2/isolator.dm code/WorkInProgress/virus2/Disease2/monkeydispensor.dm code/WorkInProgress/virus2/analyser.dm code/WorkInProgress/virus2/antibodies.dm code/WorkInProgress/virus2/base.dm code/WorkInProgress/virus2/biohazard destroyer.dm code/WorkInProgress/virus2/cureimplanter.dm code/WorkInProgress/virus2/curer.dm code/WorkInProgress/virus2/diseasesplicer.dm 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code/modules/mob/living/damage_procs.dm code/modules/mob/living/living.dm code/modules/mob/living/living_defense.dm code/modules/mob/living/login.dm code/modules/mob/living/say.dm code/modules/mob/living/silicon/ai/ai.dm code/modules/mob/living/silicon/ai/death.dm code/modules/mob/living/silicon/ai/examine.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/ai/login.dm code/modules/mob/living/silicon/ai/move.dm code/modules/mob/living/silicon/death.dm code/modules/mob/living/silicon/decoy/death.dm code/modules/mob/living/silicon/pai/death.dm code/modules/mob/living/silicon/pai/hud.dm code/modules/mob/living/silicon/pai/pai.dm code/modules/mob/living/silicon/pai/recruit.dm code/modules/mob/living/silicon/pai/software.dm code/modules/mob/living/silicon/robot/death.dm code/modules/mob/living/silicon/robot/emote.dm code/modules/mob/living/silicon/robot/examine.dm code/modules/mob/living/silicon/robot/hud.dm code/modules/mob/living/silicon/robot/life.dm code/modules/mob/living/silicon/robot/login.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/living/silicon/robot/robot_modules.dm code/modules/mob/living/silicon/robot/say.dm code/modules/mob/living/silicon/robot/wires.dm code/modules/mob/living/silicon/say.dm code/modules/mob/living/simple_animal/life.dm code/modules/mob/login.dm code/modules/mob/logout.dm code/modules/mob/mob.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_grab.dm code/modules/mob/mob_helpers.dm code/modules/mob/mob_movement.dm code/modules/mob/mob_transformation_simple.dm code/modules/mob/new_player/login.dm code/modules/mob/new_player/new_player.dm code/modules/mob/new_player/preferences.dm code/modules/mob/new_player/preferences_setup.dm code/modules/mob/new_player/savefile.dm code/modules/mob/new_player/sprite_accessories.dm code/modules/mob/organ/organ.dm code/modules/mob/organ/organ_external.dm code/modules/mob/organ/pain.dm code/modules/mob/say.dm code/modules/mob/screen.dm code/modules/mob/simple_animal/crab.dm code/modules/mob/transform_procs.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/folders.dm code/modules/paperwork/handlabeler.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/paperwork/photocopier.dm code/modules/paperwork/stamps.dm code/modules/power/antimatter/computer.dm code/modules/power/antimatter/engine.dm code/modules/power/antimatter/fuel.dm code/modules/power/apc.dm code/modules/power/cable.dm code/modules/power/cable_heavyduty.dm code/modules/power/cell.dm code/modules/power/generator.dm code/modules/power/generator_type2.dm code/modules/power/gravitygenerator.dm code/modules/power/lighting.dm code/modules/power/port_gen.dm code/modules/power/sd_DynamicAreaLighting.dm code/modules/power/singularity/collector.dm code/modules/power/singularity/containment_field.dm code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au> |
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a3d9123edd |
- Added a sprite "7" to the sd lighting file as it was used, even if it didn't exist.
- Piped 3.0.0 a bit. - Standardized code/modules/power. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4242 316c924e-a436-60f5-8080-3fe189b3f50e |
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09687957d9 |
particles should actually dmg properly, instead of error. cant believe this didnt come up earlier
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au> |
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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 |
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ac30f5f2d3 |
TG: Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898 And a summary of the most important bits: -Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice -Welding tools no longer get their icons desynced -Fixed unpowered mineral door runtimes -Chemistry machines now require power to run -Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation --By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked --Also means that radiation events take armor into account. How great -Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything -Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals! -Lasertag guns can no longer be used to make lasergun turrets -Cleaned up stray pixels on several doors and the lasertag guns -Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting -Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself! -The Marisa robe that spawns in the theater no longer protects like armor -Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad) -Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm' -Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls) --Also added appropriate signs to areas -Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire -Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones) -Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever. -Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics -New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus -Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever -Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself -Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there -Turrets made with lasertag guns now fire their respective team's bolt -The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles) -Turrets get corresponding sprites based on team -Shooting a turret with a different team's laser will disable it for 10 seconds -You can also make ED-209's for your lasertag games/pissing off sec -These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors) -When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot -They have their color schemes as well, and can be disabled just like turrets -For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity -And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however) -As a side note, you can also make lasertag stationary turrets for any map- related things -Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it. -As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*) -This also carries over to falsewalls, so you can make falsewalls out of any of those minerals -Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever -All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever -What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice -Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with -Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures --As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter --Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies -Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite (Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements) Update: -Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon R&D stuff: -Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well) -Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn) -Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc -Complete with a shitty opened Mech Fab sprite! -And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC added a few svn ignores, for thumbs.db and maps/backup Revision: r3751 Author: petethegoat |
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8d4102e43f |
Fixed a runtime error due to throwing mobs resulting from a recent throwing change, it could be done better but I am not going to put the time in to make it proper if someone else wants to feel free.
Fixed accelerated_particles hitting people with rads throwing runtimes due to an s at the end of the apply_effect proc. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3874 316c924e-a436-60f5-8080-3fe189b3f50e |
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72c72c47d3 |
Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898 And a summary of the most important bits: -Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice -Welding tools no longer get their icons desynced -Fixed unpowered mineral door runtimes -Chemistry machines now require power to run -Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation --By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked --Also means that radiation events take armor into account. How great -Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything -Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals! -Lasertag guns can no longer be used to make lasergun turrets -Cleaned up stray pixels on several doors and the lasertag guns -Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting -Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself! -The Marisa robe that spawns in the theater no longer protects like armor -Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad) -Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm' -Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls) --Also added appropriate signs to areas -Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire -Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones) -Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever. -Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics -New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus -Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever -Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself -Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there -Turrets made with lasertag guns now fire their respective team's bolt -The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles) -Turrets get corresponding sprites based on team -Shooting a turret with a different team's laser will disable it for 10 seconds -You can also make ED-209's for your lasertag games/pissing off sec -These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors) -When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot -They have their color schemes as well, and can be disabled just like turrets -For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity -And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however) -As a side note, you can also make lasertag stationary turrets for any map-related things -Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it. -As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*) -This also carries over to falsewalls, so you can make falsewalls out of any of those minerals -Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever -All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever -What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice -Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with -Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures --As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter --Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies -Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite (Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements) Update: -Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon R&D stuff: -Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well) -Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn) -Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc -Complete with a shitty opened Mech Fab sprite! -And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC added a few svn ignores, for thumbs.db and maps/backup git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e |
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fbb67b2e42 |
Huge commit! Standardizes var definitions in most places.
Signed-off-by: Mloc <colmohici@gmail.com> |
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c2c7a3bcda |
- Variable declaration standardization. Big commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3671 316c924e-a436-60f5-8080-3fe189b3f50e |
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3cec18affd |
balances, improvements and tweaks to rust and antiqua. did not to cameras because i have a lecture in six hours.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au> |
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4f01edb7db | Fix for singularity not growing, even on max power setting. | ||
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2a82b40740 |
files for alpha version of rust fusion reactor.
rust integrated into antiqua, no breakroom. lots of fusion bugs, missing features and imbas but it works. Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au> |
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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 |
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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 |
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b58e465bbe |
Shitton of bugfixes related to bryteloss/fireloss.
Note for coders: in order to help with seaching of health-related bugs I have moved many procs from /mob/ under /mob/living/. Also, done some clean up and rearranging. Results: -admin rejuvenating now works again; -people screams if getting creamated while still alive; -diseases actually loose your health; -monkeys wearing masks receive protection from acids as humans did; -and other minor fixes and improvements. Bugfix for imbuing a talisman. RD now spawns with only 2 pens instead of 3. Audible emotions can be heard by people outside of locker/other container. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1446 316c924e-a436-60f5-8080-3fe189b3f50e |
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54b1d50b25 |
The crew monitoring computer should work better now
North solars expanded slightly Cargo can now order engine parts Power computer wont update every second so you can actually use the thing now Rotate verb for the emitters and Particle Accelerator Solar tracker does not use "in world" anymore git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1013 316c924e-a436-60f5-8080-3fe189b3f50e |
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337be2c3bc |
Small code change
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1001 316c924e-a436-60f5-8080-3fe189b3f50e |
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50f282f8b2 |
Engineering got a new machine that spawns/feeds the singularity.
Redid the power use code, should be working better now. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@999 316c924e-a436-60f5-8080-3fe189b3f50e |