Commit Graph

22 Commits

Author SHA1 Message Date
DamianX
4a38ac9169 Remove get_turf from all playsound calls (#17640)
JUST. DO. IT.
2018-03-02 11:18:53 -03:00
DamianX
a7e413c547 Optimize obj/New by removing it (#17657) 2018-03-01 09:44:28 -03:00
Damian
9da4b13d4f spark system refactoring 2017-09-20 03:28:46 +02:00
Pieter-Jan Briers
38deff5cc5 Celtpipe fixes & pipes use planes to their full extend. (#11619)
* Fixes insulated pipe manifolds not having celt pipe support.

* Changelog

* So much fixes I can't be bothered to list them all.

* some PLANES work

* Planes + pipes = http://i.imgur.com/gCiMohF.png

* Changelog

* DEFINES

* Fix compile.

* Bugfixes
2016-09-07 20:30:17 -05:00
ComicIronic
d490e1f970 Removed one line ifs and elses. (#11389) 2016-08-15 05:36:21 -05:00
DrCelt
7ed76c60f1 NO MORE HALF MEASURES, CLUSTER (#11183)
* NO MORE HALF MEASURES, CLUSTER

* NO MORE HALF MEASURES, CLUSTER

* bugfixes

* bugfixes

* final bugfixes before the final testing

* we have clearance for lift-off, captain.
2016-08-02 20:32:38 -05:00
DrCelt
778f64fcb1 PLANES (#10499)
* PLANES

* whoops

* bugfixes

* adds dummy noir obj/screen

* I.plane = initial(I.plane) + assorted bugfixes

* fixed bugs and did a thing with lasers & tasers

* thanks for using a define up there it's really useful and maintainable.
2016-06-17 19:26:18 -05:00
PJB3005
f498d5e354 Holomaps & optical material scanners! (#9311)
* theoretical holomap base code

* Sprite

* Holomaps!

* changelog

* fucking changelogs

* Stuff!

* Optical Material Scanner rework.

Makes optical material scanners work as auto-updating holomap on your
eyes.

Abstracted mesons and materials scanners to a
/obj/item/clothing/glasses/scanner subtype.

Kept typed loops.

* Changelog update.
2016-04-18 01:37:51 -05:00
PJB3005
1a2f9ab059 All the EOLs are now LF.
Fuck you too 0D :^)
2016-01-16 23:28:07 +01:00
PJB3005
99bf59d80e Adds a to_chat() proc, to pave the way to a non shit chat. 2015-11-25 15:55:15 +01:00
PJB3005
3cca5692af Removes the panic writer messages. 2015-11-20 03:17:06 +01:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
D3athrow
6f8f1ff08f 110% plagiarism 2015-06-13 20:18:43 -05:00
ComicIronic
2bf2ea1f6f SMES Cleanup + Portable Batteries
SMESs now fall under a battery type, which is a charge-storing power machine.
The battery charges and outputs in an OOP way.
SMESs now make terminals in the general way, which is also used for APCs.
Terminal is now a power machinery level var.
Currently impossible to get but fully functional are portable batteries.

Portable batteries:
 - Only work when connected to battery ports, but can be pushed around otherwise
 - Charge from the battery port's terminal, and output onto its tile, like SMESs.
 - That's basically it. What more do you want? It's a movable SMES, essentially.

Known issue with the portable batteries: they don't show load in the UI, because they never proc resolve(), but it's not major.
2015-05-20 16:26:30 +01:00
clusterfack
e4874782bd Fix a terminal issue
An issue as yet unreported on github, SMES can be crowbar destroyed before their terminal is destroyed leaving an immortal terminal. Also adds a way to deconstruct terminals that have been left behind by a machine without getting destroyed for the purposes of sanity.
2015-04-27 15:26:12 -05:00
eswordthecat
764d01dc3e e65919da42 2015-01-12 15:42:50 +08:00
ESwordTheCat
06241f7c36 Fix compile errors. 2014-06-12 05:48:26 -08:00
ESwordTheCat
3ea1c98ad3 An terminal destroy(). 2014-06-12 04:45:16 -08:00
baloh.matevz
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
2012-07-31 05:24:37 +00:00
mport2004@gmail.com
14a0337b37 The machinery powered proc once again uses the argument.
power_change() now defaults to using the machines power_channel
Moved the remaining machinery power defines into the proper files 

Added code for a basic Antimatter Engine.
It is currently made up of a control unit and several shield objects.
The shield objects must have a patch through other shield objects or be directly touching the control unit.  If they are unable to find one they will be del’d.
The control unit needs to be given an antimatter containment jar for fuel before it will properly startup.
A core is created when a shield object detects it has shields/control unit surrounding it.
You can safely inject double the number of cores worth of fuel.
Getting blown up, getting hit by the blob, getting hit with high force items, getting shot, being fed too much fuel will all end up lowering the stability of the reactor parts and once the stability gets to 0 it will either break or, if currently processing some fuel, explode.
I’ve tested the parts several times and nothing seemed to go wrong, the sprites suck but that is to be expected. 


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3881 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 23:50:30 +00:00
only.lurking
662c08272a git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2 316c924e-a436-60f5-8080-3fe189b3f50e 2010-08-23 14:29:20 +00:00