var/obj/item/weapon/back
var/obj/item/clothing/mask/wear_mask
var/obj/item/weapon/tank/internal
from /mob to /mob/living/carbon.
/mob/proc/abiotic() no longer does any extra checks even if full_body == 1.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5722 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12245#p189186
Ported all the random events to Pete/Gia's event system:
>Event system now supports weighting. default is 10. a weight of 5 is half as likely as default, 20 twice as likely....etc.
>Increased the frequency of events (dust happens over 60% of the time though)
>tidied up some ninja code: ninjas now get ~5 objectives. So they are hardmode.
>made the gravity toggle into a random event
>event system now supports round-start events
>event system now supports holiday events
>event system now supports events which can only happen after the round has lasted a certain number of ticks
>event system now supports max_occurrences for events. Setting any event's max_occurrences to 0 will stop it randomly occurring
>events now support being fed associative lists inside new(). This allows you to override their variables easily.
>wormhole events no longer cause loads of lag. They are extremely deadly. wormholes should be avoided
Other:
>replaced the procs for fetching candidates for ninjas and aliums with /proc/get_candidates(be_special_flag), it returns a list of active clients with that be_special preference enabled.
>minor fixes to minds
>your memories are displayed to you at Login()
>removed aliens_allowed
>removed ninjas_allowed
>pick_n_take() is now more efficient (uses Cut() rather than Remove()
Things I added:
- Made the pandemic call ..() instead of doing the checks itself.
- Made the staff of animation use more charge.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5720 316c924e-a436-60f5-8080-3fe189b3f50e
- Improvements to alien eggs so that they didn't bug and freak out, causing infinite loops. You can also destroy eggs if you keep hitting them after they burst.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5712 316c924e-a436-60f5-8080-3fe189b3f50e
- Made a proc for grabbing which updates the grab status, as it is usually done in the grab's process, then made tables update the grab and check if the grab still exists. Fixes Issue 1285.
- Made the blind check remove the blind screen if they're not blind but the layer is set to a non-zero layer. Fixes Issue 1286.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5704 316c924e-a436-60f5-8080-3fe189b3f50e
Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps.
Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs.
Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables.
Added a surgical apron, using old sprites by matty.
Updated the map:
Removed the note with spell descriptions from the wizard's den for Kor.
Updated the operating room.
Updated xenobio to have appropriate tools for slime surgery.
Path changes:
/obj/item/brain > /obj/item/organ/brain
/obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix
/obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e
You can buy a contract from the spellbook, same as any other artefact. Using the contract will pull a ghost (with wizard set to yes in preferences) and have them become the apprentice. The person using the contract chooses from 3 sets of 2 spells each for the new apprentice to learn. The sets are as follows:
Destruction: fireball/magic missile
Bluespace manipulation: jaunt/teleport
Robeless: knock/mindswap
The apprentice chooses their name and gets an objective to keep the wizard alive. For game ticker purposes, they count as traitors, so the round will still end if the main wizard dies. The apprentice spawns in normal blue robes and with a one use telescroll in their pocket.
If the contract is unable to find a ghost to become a wizard it will remain usable until it spawns one successfully. If the wizard changes their mind/there are no ghosts available, they can attack the spellbook with an unused contract to refund their spell point.
Redid the spellbook to have descriptions of spells visible before purchasing/fixed some of the cooldown times (from memory, some may still be wrong).
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5702 316c924e-a436-60f5-8080-3fe189b3f50e
- Gave the c4 a little bit more power.
- Added a new icon for the staff of animation. Created by Teh Wolf.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5698 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes some misc typos and a bug with examining tower cap logs that nobody ever noticed anyway.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5685 316c924e-a436-60f5-8080-3fe189b3f50e
-Revheads can once again re-convert de-converted revs (that are not loyalty implanted)
-Updated changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5683 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed a check for a certain amount of toxins on the tank, it was buggy because the var that was using didn't represented the amount on plasma based on pressure and temperature changes (hot air is bigger than cold air!) and it was unnecessary too, it didn't affected the tank contents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5677 316c924e-a436-60f5-8080-3fe189b3f50e
-pAIs are no longer deaf to sounds and they see emotes.
The pAI mob now follows the card just like the AI eye tracking someone or a ghost using the verb follow.
I do not close the issue because intellicards are not fixed yet.
-Added a "On/Off" for some things on the pAI interface
-Fixed some really obscure runtimes about a human using the pAI card interface when the pAI is dead.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5661 316c924e-a436-60f5-8080-3fe189b3f50e
- Increased the allowed w_class things in secure briefcases. Equalized the amount of stuff you can put in a briefcase with the backpack.
- The staff of animation will turn animations onto their side, if they were created by a different user.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5658 316c924e-a436-60f5-8080-3fe189b3f50e
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12096
> UpdateAffectingLights() is a bit less silly. It now uses oview() to find lights which could be shining on it. It only searches a maximum of LIGHTING_MAX_LUMINOSITY_STATIC-1 away from itself, as this is all it needs to do (reducing the number of atoms it searches/lights it updates).
> UpdateAffectingLights() is called more sensibly, generally it will only be called when opacity actually changes on a lit turf (or something in a lit turf), as opposed to before where it would be called simply if something was opaque.
> Fixes a typo in cheap_hypotenuse(), it will now work correctly.
> Added circular lighting (using cheap_hypotenuse, a cheap linear approximation of pythagoras theorem). Old square lighting is toggable by commenting out #define LIGHTING_CIRCULAR
> Wall-fixed lighting will break when Move()ed. This means their lighting will not be updating whilst the singulo is on a rampage (which would cause lots of lighting updates). This should help reduce lighting updates a fair bit in such circumstances. Also the lord of darkness actually creates darkness! omg
>Halved the theoretical number of calls to UpdateAffectingLights() by turfs being deleted/created (aka replaced), by moving relevant code from New/Del into ChangeTurf(). Tidied ChangeTurf up a little.
>SpaceVines now update opacity correctly (this somewhat worries me though)
>Reduced the range of dynamic lighting effects for most objects. Fixed the bug where mob luminosity could try to go negative when dropping many held active flashlights.
>Space area no longer uses dynamic lighting. (at request)
>Fewer shades of darkness (reduced from 7 to 6) - means fewer shift_to_subarea calls and makes lower luminosity lights appear brighter
>Turfs can be luminous, removed the warnings. capped luminosity effects of turfs to a radius of 1.
>PDAS ARE NO LONGER SUNS!
>ChangeTurf() no longer replaces turfs with turfs of the same type. This means that singulos will no longer replace space with space with space over and over and over every tick
>there is a cpu-usage cap thingy on the lighting process(). It's currently set to (a ridiculously high) 98. This simply stops the process attempting to do any more work when the server is already dying. If you're feeling brave you could probably reduce further.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5650 316c924e-a436-60f5-8080-3fe189b3f50e
-Enables violet paint, adds violet paint icon.
-The shades of the paint colors are much less offensive to the eye.
-Fixes badly aligned paint inhands.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5641 316c924e-a436-60f5-8080-3fe189b3f50e
This patch removes texticon() for the following status-displays:
obj/machinery/status_display (general/emergencyshuttle/supplyshuttle)
/obj/machinery/door_timer (brig timers)
These displays now use maptext and act the same as they did before (as close as I could get them, that is). This should hopefully reduce the overall cpu usage by status displays.
Examining status_displays will now give a message like "the display reads: ....blahblahblah"
The number of updates was halved for scrolling text. Removing one spawn per tick for each display.
The length of scrolling messages is now capped to 40 characters and sanitized for < > tags and such.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5640 316c924e-a436-60f5-8080-3fe189b3f50e
Added a bullet act to resin doors/nerfed their health.
Removed larva/drone from the possible xeno transformations with staff of change so using it doesn't always derail into a xeno round/the wizard getting facehugged.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5638 316c924e-a436-60f5-8080-3fe189b3f50e
Added a new gold slime reaction which spawns a single hostile mob (which wont attack). This is for whoever was requesting the ability to make zoos/fill pens.
Added a new silver slime reaction I'd been meaning to add.
Changed chemistry to have two chem dispensers each with half as much charge as the old one
http://i.imgur.com/1BpQUN3.png
Added a SECRET to the map.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5626 316c924e-a436-60f5-8080-3fe189b3f50e
-Makes grass a normal grown object, tiles are made via attackby. Removes the specialized code needed to handle harvesting floortiles.
-Adjusts seed sprites in the .dmi to be consistent, and adds code to randomize their position on the map.
-Adds biotech level 1 to wood tiles to match grass tiles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5622 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1219. Cloning Scanner Popping Out Prematurely
Fixes issue 1182. Using wrapping paper on a bodybag
Fixes issue 1238. Reading while blind (fixes paper, photographs, and books)
Fixes issue 1253. Braindead message when converting non braindead people (rev)
Fixes issue 1188. Head revs converting unconscious people
Added is_blind(A) as a helper proc for blindness. It returns 1 if A is a fully blinded carbon mob.
Updated the loot spawner to use a list instead of a text string.
Updated gun reloading to use text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5619 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1172. Janicarts disappear in foam
Foam is now TURF_LAYER + 0.1
Fixes issue 1248. Wirecuterrs disappearing (with gift wrap)
Gift wrap is now applied on top of an already wrapped package, to make it pretty.
Standardised sortingmachinery.dm.
Commented out some areas from the the_station_areas list which are no longer present on the station.
Added the energetic flux (revamped blackhole event) and mass hallucination event. Both are pretty mild.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5611 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved explosion capping to explosion code, overridable by setting a proc parameter, which defaults to off, obviously.
- Reduced r-walls' explosion resistance from 25 to 15. They can now be destroyed by strong bombs.
- Added liquid processing to the sun part of the MC
- Added additional calls to atmos processing to the MC. You can enable this by (manually, with the debug controller verb) enabling the fast_atmos_1 .. 3 variables in the configuration datum. The intent of this is to enable it in a few rounds to see if it is possible to make atmos calls more common.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5607 316c924e-a436-60f5-8080-3fe189b3f50e
Added a missing 's' in the name of an artificer spell. Fixes issue 1256.
Moved construct spells out of wizard.dm and into construct_spells.dm because I do -not- like wasting so much time trying to find something because someone was too lazy to keep their stuff organized.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5605 316c924e-a436-60f5-8080-3fe189b3f50e
Moved some unticked files into code/unused.
/code/datums/organs/pain.dm
/code/datums/diseases/alien_embryo.dm
/code/game/objects/effects/biomass_rift.dm
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5604 316c924e-a436-60f5-8080-3fe189b3f50e
Medical PDAs should now have a green stripe
Fixed a misplaced /area/ issue in the Warden's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5602 316c924e-a436-60f5-8080-3fe189b3f50e
- Made the singularity not move stuff while contained, should help and make it easier to work with; such as fixing the field generator.
- Added logging for gold slime extracts.
- Removed unneeded deletion of signals in telecomms code.
- Added a debug verb which will record pointers of signals that weren't garbage collected.
- Removed the need to create a mob to compare it in telecomms code.
- The spider infestation is more likely going to spawn nurses.
- Runtime fix with spells.
- Reverse list actually does something now. Bots never needed it so I removed it. (Thanks carn)
- Added an ON_BORDER flag for border firedoors.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5601 316c924e-a436-60f5-8080-3fe189b3f50e
- Gave engineer vending machines air alarm electronics.
- Replaced a magic number with what it is defined by.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5592 316c924e-a436-60f5-8080-3fe189b3f50e
They also added extra checks to
-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)
Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
I got about half-way through changing these when SuperSayu came up and said he fixed this a while ago but never posted the fix. So technically half of these were fixed by me and half by him. Credit to both of us!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5564 316c924e-a436-60f5-8080-3fe189b3f50e
Golems get head protection from their suit now and have their head slot clear so you can tell em apart with hats.
Fixed a typo related to slime surgery that I assume has been around since metroids were added how did nobody notice this thanks Failcakes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5563 316c924e-a436-60f5-8080-3fe189b3f50e
- To help further lower the cost of this proc I have lowered the default intercom range to 2. I then added consistency of not being able to use an intercom from across the room by adding a check for distance, using the same variable as the intercom range.
- Committing a fix by VistaPOWA for the changeling sting drink. You should be able to create it now by mixing screwdrivercocktail, limejuice and lemonjuice.
Before it was orangejuice, limejuice, lemonuice and vodka but orangejuice and vodka would mix first to create screwdrivercocktail.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5560 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a verb that breaks all airgroups into individually processing tiles and a verb that forces a group-rejoin attempt on all airgroups. Once the verb to break all air groups is used, they will not attempt to recreate until the recreate verb is used. In other words, this is for debugging, not goofing around. Verbs available in debug verbs.
- Some atmos code standardization
- Decreased the pressure resistance of most items by a factor of 10, meaning pressure will finally actually move items around!
I also attempted to speed up air movement, but it caused runtimes and everything moved in checkered patterns and I got scared so I didn't include it in this commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5554 316c924e-a436-60f5-8080-3fe189b3f50e