- Increased the mining satchel capacity from 30 to 50
- Fixed the issue where picking up all the items from a tile would display the pick-up message as many times as there were items to pick up.
- Fixed the problem which made ores sometimes stay on your screen after being inserted into an ore box.
- Restored the ability to empty satchels, and any other storage item that has the 'empty contents' verb, by just using them on themselves.
- Fixed an ages-old desync bug which happened when you used the a crossbow on a storage item.
- Fixed a potential problem which caused removed item's layers to not get updated properly.
- Fixes issue 819
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4490 316c924e-a436-60f5-8080-3fe189b3f50e
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
- Fixed it being possible to drag-drop any storage item to either hand from.. anywhere... You can now only do that if the backpack is somewhere on you.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4485 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved update_icon() calls from storage/fancy to all storage items, whenever an item is added or removed from the storage item. Also renamed updateIcon() to update_icon(), since that's the obj-wide proc.
- Part of fixing issue u
- Removed crayon and crayonbox snowflake code
- Removed bible snowflake code
- Made the click-drag to move to l_hand or r_hand thing something that works on all storage items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4484 316c924e-a436-60f5-8080-3fe189b3f50e
-Syringes can now only be loaded from tiles that are adjacent/diagonal to you, and taking windows/doors into account
-As a tradeoff, you can now load syringes from storage items by clicking them
-Range to analyze reagents reduced to 3 tiles, but doesn't factor obstacles
-Mobs can no longer be scanned for reagents, because it didn't make much sense at all, and for balance
Fixes issue 520
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4483 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed an issue where the monkey's slot_l_hand and slot_r_hand slot identifiers were being assigned to the two pieces of the 'swap hand' button instead of the actual hand screen items. Not tomention them being the wrong way around...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4482 316c924e-a436-60f5-8080-3fe189b3f50e
- Adds logging for throwing. Pulling and grabbing does not need to be logged in detail, since kill-intent grabbing is logged already.
- Something broke throwing, which made it runtime. This also fixes that.
- Fixes the problem of applying wires to a stack of glass, which only contains one piece of glass using wires, deleting the glass piece and not spawning a light tile. A call of the glass' use(1) was misplaced, which had the chance of deleting the object, thus stopping the proc, before it spawned the light tile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4478 316c924e-a436-60f5-8080-3fe189b3f50e
Now if someone busts out of a mob it will gib and the contents of its stomach will fly out as intended
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4473 316c924e-a436-60f5-8080-3fe189b3f50e
The condition that caused the bad result before this fix was if the timer was enabled before the safety was turned off.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4470 316c924e-a436-60f5-8080-3fe189b3f50e
There was a if(world.time - M.last_bumped <= 60) check, which attempted to prevent airlock bump-spam, by limiting it to one bump per 6 seconds getting processed, but the kicker is that M.last_bumped was never actually set, making the check irrelevant. I fixed that and changed it to one bumpopen per second.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4464 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes Issue 765
-It is now possible to weld secure lockers shut
-Lockers now have a welded overlay (Expect in some cases, such as cabinets)
Thanks to Pete for the sprite
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4459 316c924e-a436-60f5-8080-3fe189b3f50e
Boxes affected:
- Donut boxes
- Egg cartons
- Candle packs
- Match boxes
- Snap pop boxes
- Monkey cube boxes
Items I didn't merge:
- Pizza boxes
- Cigarette packs
Pizza boxes are a whole new kind of 'special snowflake code' that is best left the way it is. Cigarette packs involve some stuff I'm unfamiliar with so that can wait until I learn what I need to learn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4452 316c924e-a436-60f5-8080-3fe189b3f50e
New variables:
var/use_to_pickup = if 1, the storage item also works like satchels, which means you can use it on something else to pick it up.
var/display_contents_with_number = if 1, the items in the storage item are grouped by type with the number of items being displayed. See the screenshot.
var/allow_quick_empty = if 1 on creation, it adds a verb that allows you to empty the item with one click
var/allow_quick_gather = if 1 on creation, it adds a verb which allows you to switch between pick-up methods. one-per-click or all-on-tile. Same as satchels worked. use_to_pickup must be 1 for any of that to matter.
var/collection_mode = 1; //0 = pick one at a time, 1 = pick all on tile
New procs:
/obj/item/weapon/storage/proc/can_be_inserted(obj/item/W as obj, stop_messages = 0)
- Returns 0 or 1, depending on whether the item W can be inserted
/obj/item/weapon/storage/proc/handle_item_insertion(obj/item/W as obj)
- Inserts the item into the storage item and calls all the procs it needs to. Doesn't check whether the item can fit tho, tha'ts what can_be_inserted() is for.
/obj/item/weapon/storage/proc/remove_from_storage(obj/item/W as obj, atom/new_location)
- Removes item W from the storage object and sets it's loc to new_location or get_turf(src) if one is not provided.
/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been removed from the storage item S. The object's loc is already set to the new one.
/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
- Called after the object has been inserted into the storage item S. The object's loc is already set to S.
I made satchels work on this new code. The rest will be added to it soon. See the screenshot.
Screenshot:
http://www.kamletos.si/new%20satchels.png
This is yet another big change and it is very possible that bugs will come from it. Please report them to me or on the tracker.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4451 316c924e-a436-60f5-8080-3fe189b3f50e
I changed how uplinks worked. Instead of there being a duplicate item which would switch out when it activates, there's an item called "obj/item/device/uplink/hidden". It is a hidden uplink which you can place in any obj/item. In "hidden" is where it will generate menus, check for triggers to show the menu and etc.. No need to switch out with duplicate items or add the menu onto the PDA's notes.
How to create a new uplink item in 3 easy steps!
1. All obj/item 's have a hidden_uplink var. By default it's null. Give the item one with "new(src)", it must be in it's contents. Feel free to add/remove "uses".
2. Code in the triggers. Use check_trigger for this, I recommend closing the item's menu with "usr << browse(null, "window=windowname") if it returns true. The var/value is the value that will be compared with the var/target. If they are equal it will activate the menu.
3. If you want the menu to stay until the users locks his uplink, add an active_uplink_check(mob/user as mob) in your interact/attack_hand proc. Then check if it's true, if true return. This will stop the normal menu appearing and will instead show the uplink menu.
I've given the recharge station's verbs a category so they don't create their own tab.
I've added a mob/proc called put_in_any_hand_if_possible. Name speaks for itself. Returns true if successful, false otherwise.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4450 316c924e-a436-60f5-8080-3fe189b3f50e
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