Commit Graph

3659 Commits

Author SHA1 Message Date
giacomand@gmail.com
d6db93bd38 -Small improvement to atmos. Changed the "locate a space tile every time" to instead use a pre-located space tile. It'll stop the need to locate one everytime, but in the off-chance that the space tile isn't there anymore, it'll locate a new one.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4662 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-09 00:25:51 +00:00
petethegoat@gmail.com
3f7985844e More work on away missions. They're almost playable now.
Things left to do mainly involves stuff interacting with Z8 - counting people as dead, making sure teleports don't work, etc.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4661 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 23:50:54 +00:00
johnsonmt88@gmail.com
c7947ef236 File restructuring: ohgodihopenothingbroke edition.
All /world/ stuff that I've found is now in code/world.dm instead of being scattered throughout the code in 6-7 files.

*****IMPORTANT*****
This means that hub.dm is now part of world.dm. Server hosts using the hub will likely have to redo the hub/password variables!

Again, that stuff is now located in code/world.dm
*******************

The tester list has been removed as it is not in use.

/code/defines
- Moved atom.dm code into /code/game/atom.dm and atom_movable.dm
- Moved hub.dm code into /code/world.dm
- Moved the /defines/tanning into objects/item/sheets/leather.dm
- Moved /defines/area/ into game/area/
- Moved turf.dm code into the code/game/turfs folder and divided it up into meaningful places

A lot of the files in /code/game were placed in new areas since they really didn't have a reason to be there.
- algorithm.dm: 
- - The world stuff is in world.dm. 
- - countJob() and AutoUpdateTK() were removed entirely (unused).
- - AutoUpdateAI() is now in /mob/living/silicon/ai.dm

- atom_procs.dm was split into atom.dm and atom_movable.dm

- cellautomata.dm
- - World stuff was moved into world.dm
- - Atom stuff was moved into atom.dm and atom_movable.dm
- - Atom verbs were moved into code/game/verbs/atom_verbs.dm

- chemistry.dm
- - Beaker box code was moved into storage/misc.dm
- - The trash can and 'alechemy' paper were removed. (unused)

- Landmarks.dm was moved into /objects/effects/landmarks.dm

- prisonshuttle.dm, specops_shuttle.dm, syndicate_shuttle.dm and syndicate_specops_shuttle.dm have been moved into game/machinery/computer/

- status.dm and topic.dm code were moved into world.dm

- step_triggers.dm are now in objects/effects/step_triggers.dm

- throwing.dm was split into appropriate files (carbon mob code, atom_movable.dm, ect)

- vote.dm is now in code/datums

/code/game/asteroid was split up.
- turf.dm was moved into game/turfs/simulated/asteroid.dm
- artifacts were split up
- - Wish granter is now in game/machinery
- - The stealth box is gone (unused)
- - The list of 'space suprises' was moved into astroid.dm
- asteroid.dm, being the only file left, was moved into /code/game


and finally...
modules/mob/organs files are now in code/datums/organs

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4659 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 22:11:02 +00:00
johnsonmt88@gmail.com
60fe91a622 I ticked the wrong file in... mob.dm in the last commit did nothing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4658 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 19:50:10 +00:00
johnsonmt88@gmail.com
727c367de0 More work on parrots.
They now mimic speech! I've also fixed a few bugs (like a missing if(stat) check in life) I think all that's left is to tweak their speed a bit and if possible, see if I can make it so that parrots peck out human's eyes when they attack.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4657 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 19:48:05 +00:00
elly1989@rocketmail.com
278aacd80a Changelings absorbed by other changelings can no longer rejuvenate back to life. This means changelings can no longer absorb eachother and rejuvenate to share genomes and absorbedcounts.
Fixed the transform to initial appearance adminverb.  I'm assuming it got broken when DNA was changed.

Made the cloaked-xeno sprite slightly more visible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4656 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 08:16:37 +00:00
giacomand@gmail.com
55937eced9 -Fixed laws from producing HTML numbers.
-Made it so that any law module, which requires user input, refuse the install if the input is null. By then making all the default laws/name of these modules null, the user will get a message if they try to upload a law without modifying it first.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4655 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 07:46:34 +00:00
giacomand@gmail.com
4595e70d27 Fixed Issue 897
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4654 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 07:04:22 +00:00
elly1989@rocketmail.com
b89d4dd88a Replaced the ritual knives on the wizard station.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4653 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 06:21:38 +00:00
elly1989@rocketmail.com
3f80d538a5 Falsewalls and FalseRwalls are now anchored. They now become immediately dense when closing rather than having a few second delay, so you can't run through them when they look closed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4651 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 05:16:43 +00:00
elly1989@rocketmail.com
990f995c30 Voting now defaults to off. This is due to an exploit in the voting system which nobody is interested in helping to fix. I'll have to do it.
Resolves issue 898 - airlocks now update nearby airgroups when forced open with a crowbar/fireaxe.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4650 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 04:24:02 +00:00
elly1989@rocketmail.com
8432491e46 Corgis don't talking! :(
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4649 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 02:09:48 +00:00
elly1989@rocketmail.com
8683eda506 Removed some punctuation from Ian's pirate costume-name.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4648 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 02:03:36 +00:00
johnsonmt88@gmail.com
7514e800d5 Must have had some kind of hiccup, the 'return' didn't get committed?
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4647 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 22:15:15 +00:00
johnsonmt88@gmail.com
438d55ed44 The late-join button now requires the ticker's state to be GAME_STATE_PLAYING.
Meaning that you can not late-join before the round actually starts or after the nuke up/malf ending cinematic.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4646 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 22:04:55 +00:00
giacomand@gmail.com
75cf50fa17 -Reverted the maintenance cameras.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4645 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 16:49:34 +00:00
petethegoat@gmail.com
6f27b40a96 Single tank bombs.
There's a couple of known issues, and they've not been tested, so they're unticked for now.

This includes some adjustments and fixes for other assembly stuff, and it also renames most tanks.

Shout at me if this breaks anything.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4644 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 13:39:13 +00:00
elly1989@rocketmail.com
aeaf790882 Removed a spawn() from rad_collector/New()
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4643 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 09:48:57 +00:00
giacomand@gmail.com
f39dd65748 -Added maintenance cameras. These are cameras which are located in maintenance, not only that but they have a 66% chance of not spawning. Leading to random blind spots in maintenance.
-Fixed large grenades, removed the reliability prob().

-Added maintenance cameras on the map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4642 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 09:33:10 +00:00
elly1989@rocketmail.com
ca7cb95b7d Moved cyborg law-syncing back into New().
New Borgs now sync with the AI with the fewest associated borgs. So, say there were 3 AIs and 6 borgs, each would get two each.
Cyborg cells now default to 7500 (like the transform procs do), this is so admin-spawn borgs don't end up with 1500-charge cells with a max of 1000-charge.
Default lawset is asimov rather than an empty lawset
pulsing a borg's sync wire will cause it to randomly pick an AI.
As a borg, your laws are shown to you at login.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4641 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 09:24:54 +00:00
giacomand@gmail.com
65a4545784 -Attempted fix for messages being sent twice. I added a variable to keep the "spawn(10) recent_messages = list()" in sync, so only one broadcaster can do it at a time. Added the frequency of the message, so you can send the same message on multiple frequencies via multiple radios.
-Added an "in machines", for the AI call shuttle proc, so it doesn't look in the world.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4640 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 04:39:44 +00:00
d_h2005@yahoo.com
21c60a21bd -Obligatory flour conversion bugfix commit: Fixes donk pockets needing flour to be warmed up.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4639 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 03:41:36 +00:00
giacomand@gmail.com
ecd2bcec56 -Holograms are range based again.
-Instead of the singularity using range to look for rad_collectors around it, it will now look through the list and check the distance between every rad_collector, if it's less than 15 tiles in range then it'll give it power.
-Fixed naming your revolver.
-

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 21:24:33 +00:00
d_h2005@yahoo.com
0619a8f5de -Changes flour from an item to a container-held reagent. All recipes have been updated to use 5 units of reagent flour for every item required previously.
This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc.
Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4637 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 15:55:44 +00:00
giacomand@gmail.com
565b868ebc -Added a presets file for telecommunications. Moved all presets there.
-Made the Chief Engineer's cigarette spawn unlit. It was causing runtimes and everyone else spawns with unlit cigarettes.
-Updated changing AI name so it changes the eyeobj and the PDA, removed the PDA name from ai/life.dm()
-Removed a useless comment in uplinks.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4636 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 09:36:45 +00:00
elly1989@rocketmail.com
907793619d proc/activeais() now fetches AIs from the list of living mobs, not the list of mobs with clients. This fixes an issue where AIs could prevent being selected for law updates by logging out for a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4635 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 06:53:52 +00:00
Kortgstation@gmail.com
6deb60261d Summon guns now auto activate when you buy it. Because it auto-activates, there is no risk of wasting points by buying multiple uses at once, nor does it appear in some random tab of its own.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4634 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 04:55:31 +00:00
giacomand@gmail.com
db2d703f72 -Holograms can move around again. I'm also experimenting with them being area based, meaning they can move around an area freely and lose their hologram when they leave the area. I've made it a const option, so change HOLOPAD_MODE to 0 to return it to the old system, which will destroy the hologram when it is out of range of the holopad.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4633 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 02:33:30 +00:00
elly1989@rocketmail.com
46524c533a Runtime fix:
runtime error: Cannot execute null.ex act().
proc name: explosion (/proc/explosion)
  source file: explosion.dm,52
  usr: 0
  src: null
  call stack:
explosion(space (133,173,1) (/turf/space), 4, 5, 6, 7, 0)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4632 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 01:55:03 +00:00
giacomand@gmail.com
2499ce6b6e -Some more html fixing, for communication runes and books.
-Added a badmin secret.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4631 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 01:05:32 +00:00
quartz235@gmail.com
121a8f78e0 Fixes issue 836
- Bomb admin logs now tell what type of device (if any) was attached to the bomb

Fixes issue 873
- Fat people can now use their slots properly (thanks to erro for pointing out the cause of the bug)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4630 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 00:03:23 +00:00
giacomand@gmail.com
6117b5d02f -Fixed Issue 849
-Fixed some other occurrences of this happening. If you find any, please post it here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9955 
or let me know in #coderbus.

-Split up the Core() verb a bit.
-When sending messages to Centcom or the Syndicate, with the communications console, it would never reset itself since it resets the wrong variable. I've given it the correct variable and I made the cooldown 10 minutes instead of a minute.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4629 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 23:42:04 +00:00
quartz235@gmail.com
0c620b02ae Fixes issue 879
- False walls were pointing to the wrong dmi, rendering them invisible. Likely the define lost some lines during the huge restructuring.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4628 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 23:28:14 +00:00
johnsonmt88@gmail.com
d91ea514d9 More file structuring.
closet.dm, costume.dm, decal.dm and window.dm have been knocked out of the define folder and their defines have been moved into appropriate files.

The closet folder has been re-organized a little.

supplypacks.dm has been moved into the datums folder since that's what it is.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4627 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 22:44:48 +00:00
giacomand@gmail.com
f97f3982bc -The upgrade camera malf module now upgrades cameras to be motion cameras too.
-Made the alarm delay a variable and I decreased it to 10 seconds. There's another 10 seconds in queueAlarm, so it's 20 seconds total before the motion alarm triggers.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4625 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 17:00:17 +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
giacomand@gmail.com
5ed77f8dad -Made motion cameras use HasProximity if they aren't area based motion cameras. This will allow people to set up motion cameras that will set off, without having to be in an "AI Monitored" area, such as EVA.
-Removed cameras from all bots. I'll change this if there's an outcry but my reasoning is that the bot's cameras don't work well with freelook, removing it would save a lot of trouble and would help out in certain rounds. I also doubt people even care about viewing the bot's view, I sometimes forget it's a thing.

-Make the AI's cancel camera view the same verb as AI Core. I did this because people were getting really confused on how to return to their core view, and the verb was basically useless since people just stopped tracking by moving a tile in a random direction.

-Removed a floating camera in Engineering. -Removed a camera in the AI Chamber (front of the AI) and I made the camera an "All" camera. (EMP Proof, X-Ray and Motion)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4622 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 05:30:56 +00:00
johnsonmt88@gmail.com
c486f4cb93 A file didn't get ticked... woops.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4621 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 02:11:14 +00:00
johnsonmt88@gmail.com
ec0ef6e42a Committing the parrot stuff I have so far. It is still a work in progress and I've made sure it's not possible to spawn them yet.
So far they walk around, find a perch and sleep on it... They don't copy speech yet but they do look around for items to steal to add to their collection! So basically I have made a magpie so far... The parrot bits will come later I swear.

They currently use the baby chick sprite but there's a much better sprite already in the works thanks to Pewter.


Oh also, I've moved that headset/ear variable out of simple_animal and into simple_animal/parrot since only parrots can do anything with them anyway.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4620 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 02:04:54 +00:00
giacomand@gmail.com
b888b60567 -Increased the delay for the recent messages filter to reset. This will hopefully stop telecomms from broadcasting twice during lag.
-Added obj/effect's to update what the AI can and cannot see. Resin walls and smoke can block vision.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4619 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-04 14:09:18 +00:00
giacomand@gmail.com
2233a58fe1 -Added a new malf module. Malf AIs can upgrade cameras to be EMP Proof and have X-Ray. Same amount of uses as reactivating cameras, same cost too.
-Cleaned up cameras a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4617 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 23:15:38 +00:00
giacomand@gmail.com
cbc41cbaaf -Made tracking Cyborgs smoother by depending on their cameras first, and then checking to see if they're in camera vision.
-Corrosive Acid will check it still has a target before performing a tick. Made them a tiny bit quicker too, I wish they would take the time depending on w_class and or if anchored.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4616 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 22:21:45 +00:00
giacomand@gmail.com
754bcf6e72 -Tweaked space travelling between Z levels to be more random. When travelling between Z levels, your X or Y axis is changed to be on the other side of the map. I made it so that the axis that didn't change will be random. This will eventually stop items and mobs being stuck in an infinite loop, as the only choice to get out of it was to pray or admin help or just to give up and ghost.
-Players can now tell if an camera alarm has gone off by looking at the wire interface.
-Changed a chair in the Cyborg Station, it's now an office chair.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4615 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 15:55:06 +00:00
giacomand@gmail.com
f1d3bdb8e7 -Tweaked cameras based on feedback!
It takes no time to open camera panels now.
There's no chance that pulsing a wire will set the alarm off.
Properly killed the camera from processing, if it isn't a motion camera.
Added some extra feedback to welding.
EMPing cameras will set their alarms off, if it passes the first prob check.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4613 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 13:46:48 +00:00
petethegoat@gmail.com
fc2596f3a3 Added ties. Ties that you can wear.
TIIIIIESSSSS

Currently there are three types, none are on the map, all are fabulous.

Lawyer suits and some others will need updating before they go in.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4611 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 02:27:18 +00:00
petethegoat@gmail.com
143e5e3e96 Reverted the SORD removal, didn't realise what it was for
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4610 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 00:03:15 +00:00
petethegoat@gmail.com
08f350acda Committing work on away missions.
Standardised cigs_lighters.dm a bit.

Removed the SORD, and some unused and shit flasks.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4609 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:58:11 +00:00
giacomand@gmail.com
6e925f0701 -Obj/structure were being initialized before cameranet. I've added ticker checks to stop the runtimes that you get everytime you start the server..
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4608 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:52:30 +00:00
giacomand@gmail.com
775a89888d -Forgot this file.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4607 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:26:50 +00:00
giacomand@gmail.com
c207124142 New item "camera assembly" that is dispensed from the autolathe. (700 Metal/300 Glass), deleted old grenade camera assembly.
It will construct a camera after doing the following steps:
Wrench it to attach it to a wall
Weld it to the wall with a welding tool (Welding Helmet Required)
Attach wires to the camera
Possible extra steps in order to create special cameras (X-Ray, EMP Proof, Motion) (You can have more than 1 special attachment, meaning it can be possible to have an EMP Proof, Motion, X-Ray camera)
X-Ray will need carrots (something for botanists) (this will possibly changed, well it will definitely carrots are weird)
EMP Proof will need solid plasma.
Motion will need a prox sensor.
Screwdriver the panel closed to complete the camera.

To deconstruct the camera, it would be not so difficult to disable but it will take a while to completely remove it:
Screwdriver the panel open
Cut all the wires, cutting the alarm wire is optional.
Weld it.
It is now a camera assembly again.

Gave the cameras wires to cut/mend/pulse. Random wires for every camera to make hacking it harder.
Focus wire. Will make the camera have a shorter or normal vision range.
Power wire. Will disable the camera. Pulsing will make it kick anyone who is viewing it through a security computer. Will give a tiny shock if not protected.
Light wire. Will disable the "Toggle Camera Light" that the AI has. Pulsing it will disable/enable it.
Alarm wire. Will warn the AI that a camera's alarm has been set off, when this wire has been cut/pulsed. Does nothing else. Should only triggered once, meaning.. setting off the camera won't set it off ever again..
Special wire. Will toggle the special attachment of the camera. Pulse toggles, cutting disables, mending enables.
Nothing wire. Does nothing, just here to add more wires and make guessing which wire does which harder. x 3

Placed extra cameras, I can't recall all the places but here are some.
Around solar array entrances
Around EVA
Around the security back maintenance door
Place an X-Ray camera in the Living Quarters.
Bartender back room
Virology living quarters
Chapel crematory
A camera on the outside of Telecomm's external airlock
X-Ray camera outside every escape pod station.
Inbetween toxins test site and the station(?) There's cameras there already
Inbetween viro and medbay i think ^ I mean inside maintalright
private study? (library back room)
engineering secure storage
X-ray camera in toilets (both of them)
Both maintenance access that you find between important areas (captain room, teleporter room)(HoP office, staff meeting
Custodial Closet
Surgery Observation
Atmospherics Maintenance
Infront of Atmos
mining maintenance
Kitchen cold room
Hydroponics Storage
Emergency storage (both)

Other Map changes
Add red phone in Cyborg Station
Add AI restorer to Cyborg Station room
Added some camera assemblies in the Cyborg Station, inside a crate!

TODO:

Get camera alarms to give the AI a link to press, to jump there.
Standardize wires or something. There's a lot of copy+paste..

OTHER:

With the new camera stuff I got rid of the default x-ray cameras. Though there still are x-ray cameras placed around, watching you sleep.

Added Lugar223's improved vending interface. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=9586

Some runtime fixes.

Added a second buffer for Cyborg cameras. Hopefully it'll make freelook less laggy.
Increased the first buffer to 2 seconds.
Some tweaking to stuff.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4606 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 23:20:40 +00:00