While I was messing with vitamins and nutrients, I decided to touch up on deep fryers as a separate project. A demo of sounds can be found here, using the looping sound framework added recently. Also, sound quality in the video is kind of terrible; it sounds much nicer in-game.
Fryers themselves now use the cooking oil reagent, which is new and can be obtained by grinding soybeans (for vegetable oil) or meat (for oil derived from fats.) This does include synthmeat, which you can also use for meat anyway! By default it takes about 1.2 units of oil to fry one object.
Also adds oil_use and fry_speed vars that determine how well the fryer does its job. These values start at ~0.04 and 1 respectively, and can be brought to 0.01 and 4 with max-tier parts (each fryer uses one micro laser.)
Cooking oil itself can be heated to 450 K to bring out its latent frying powers. When splashed on object, it will fry them instantly (albeit inefficiently)... and can also fry humans and other creatures rather painfully.
Adds a large ash and large molten item decal (for future use)
simplifies decal/cleanable/replace_decal() code a bit.
Changes construction() proc to on_construction() for consistency, same for deconstruction().
Made a deconstruct() proc for machinery and computer (also for future use).
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.
* woops
* Fixes tracking implants for miners, makes medipens not OD you on tricord.
* Actually doesn't OD on tricord now
* Chemical changes.
* Upgraded the jaunter into the wormhole lifebelt
🆑 coiax
rscadd: The Free Golems have developed the jaunter into the wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑
Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).
* Adds modification kit.
* Golem ship now has its own /area
And a bluespace beacon.
* 5 tick medijaunt, no radio, golem jaunters + areas
The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.
Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.
* Modkits remove the race restrictions from KAs.
* Buffs buffs buffs
I'd say something, but I'm sure I'd regret it later.
* Advanced lifebelts, golem superiority
* Removes modkit from minervendors, adds modkit to RnD!
* COMPILE DAMN YOU!!
* I made it compile
* Honor to my country, not to you :(
* fuck
* h-haha?
* Kor you know I would never actually ban you
* i could personally care less for HBls adminning style
Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
Because our current ones are really really old and are full of inconsistent perspectives that's driving me insane.

I'll get an image of it in game if people ask, but the colors are near identical to the current chairs anyway.
* Added an option to not set the machine when checking for attackhand() in machine class (prevent infitine loops if a machine doesn't have a dialog and called ..())
* Sleepers, cryo cells and DNA scanners can now be pried open when non-fonctional
* Cleaned and standardized DNA scanners code by using the general machine class
* Made sure destroyed machines drop their contents
* Added icon updating for mech bay power console and mecha control console (operational, powerless and broken states)
* Cleaned up and aligned the borg recharger station code with its parent code
* Added powerless codersprites for the borg recharger station
* Non operational borg recharger station can now be pried open from the outside.
Added a special check on move() code, only when you're pulling something. If the loc of what you're pulling is the same after you moved, you'll execute the pulling. Otherwise you'll stop pulling. This is to avoid pushing something that you're pulling and moving it back, looking like you didn't do anything. This was "handled" by the spawn(0) procs.
Reworked cyborg recharge stations, they aren't part of the death() and Bump() procs of cyborgs and they act like lockers. Click them to open them and again to close them. Added a sprite for when it's closed with no occupant inside (it's just the closed sprite with red lights instead of a blinking green light).
-Fixes a bug with the crew monitoring computer vanishing entirely when broken.
-Fixes a bug with baton rechargers not displaying properly when the baton is fully charged.
-Adds a define for a decorative item for the RD's office. :)
-New sprites for mining lanterns, telescreens (with directionals), directionals for noticeboards, and a service bell. Ding ding!
-Deletes plasma.dmi, which was unused. The plasma tile overlays that are used are in tile_effects.dmi.
- Adds a new device that will paint airlock assemblies. This works on both solid and glass airlock.
- Click on the sprite of the painter to set it.
- Uses toner as 'ammo'
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12053
Featuring Teh_Wolf's paint sprayer sprite complete with inhands!
-Added a sprite for the food dispenser (WARNING: it's a re-colouring of the pepperspray dispenser)
-Changed the reset button's position so it's on the bottom, this way people won't accidentally click it.
-Slightly increased the height of the job selection window.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5278 316c924e-a436-60f5-8080-3fe189b3f50e
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off.
(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
Commented out the authentication system. It was the remnants of the old goon authentication stuff (or maybe even older) and wasn't actually used in our code at all (at least not in any useful way, it was merely called and short-circuited to 1, so all those if(authenticated) were totally pointless. This has removed 3 unused variables from every client, a bunch of unused variables from the config and two empty text files!
Committed (as a config option) a feature requested by Apoc station. It causes a 'reply to' window to popup when an admin PMs a non-admin player. It's meant to grab their attention so they can't say "I didn't see your PM". It defaults to off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt
Fixed a derp in isday where it was fetching the month instead of the day.
Removed medal references from Gib()
Removed the medal_hub global variables because they aren't used in any way shape or form.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3444 316c924e-a436-60f5-8080-3fe189b3f50e
Shouldn't be any noticable difference ingame, but the chair path has changed from
/obj/structure/stool/chair
to
/obj/structure/stool/bed/chair
Electric chair path has also been changed as per the above.
New electric chair sprites! They ~won't~ make you want to cut out your eyes!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3148 316c924e-a436-60f5-8080-3fe189b3f50e
- Readded the pepper-spray dispensers to the Armoury and to Sec.
- Readded the pepper-spray to Sec Lockers.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3011 316c924e-a436-60f5-8080-3fe189b3f50e
◦ The kitchen and booze vending machines have some changed commodity values. Most importantly, kitchen has more eating utensils and trays.
◦ Changed the afterattack() and DblClick() to have the (location,control,params) parameters.
◦ Added a new radio filter, "RADIO_MAGNETS".
◦ Mucked around with /datum/signal. Just an extra variable and another comment.
◦ Guns' afterattack() proc now carries location,control,params.
◦ Projectiles now track exactly where the player clicked on a tile. Pretty neat, huh?
New stuff:
◦ A new machine has been added: magnetic generators. They fit under floor tiles and can create dyanmic magnetic fields by directing ionized proton/electron beams to another tile.
◦ Another machine/computer was added that can control these magnetic generators. These machines come with their own pseudo-scripting engine for directing the magnetic beams magnetic modules create. They're not really complete yet, but they work for the firing range. I plan on expanding on this maybe sometime in the future, creating more applications for magnets elsewhere.
◦ Firing range things have been added, including target stakes and targets (both sprited by Veyveyr). You can mount targets onto target stakes and shoot them. Pixel-precision aiming has been applied to the targets (ONLY THE TARGETS!) so that you can see where you shot it and whatnot. You can literally blow holes through the targets until they collapse on themselves.
◦ Added a small little manual to the firing range on how to use the new stuff. It hopefully isn't too complicated to use.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2543 316c924e-a436-60f5-8080-3fe189b3f50e
fixed the disposal in the incinerator not leading to space.
restocked the chem closet- it now contains an anaesthetic closet, which might be interesting.
removed the glass windows from the front of the QM desk.
possibly a few other changes, nothing significant though.
Added the firing range, courtesy of vey.
Don't get too excited, it's still under construction.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2498 316c924e-a436-60f5-8080-3fe189b3f50e
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e