Commit Graph

308 Commits

Author SHA1 Message Date
giacomand@gmail.com 6dca01967a - Converted two more wires to the datum wires. APCs and Radios (and intercoms) now use wire datums and can have signalers attached to them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5670 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-08 16:40:56 +00:00
giacomand@gmail.com 542eff3a28 - Fixes a powernet runtime which could cause problems.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5662 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-07 21:30:09 +00:00
giacomand@gmail.com e70ddc5356 Committing SuperSayu and Kaze Espada's patch.
http://forums.nanotrasen.com/viewtopic.php?f=16&t=11958

Atmospherics:
 * Atmo computer UI auto updates again (simple interact() fix)
 * Injectors should show up on atmo computers without hitting refresh
 * Fixes Issue 1258

Powernets:
 * Rebuild powernets no longer breaks the system.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5652 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-04 20:24:55 +00:00
giacomand@gmail.com ba64e33122 Committing DAL_TG lighting tweaks for carn.
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
2013-02-04 19:58:14 +00:00
baloh.matevz@gmail.com ea2c5059b8 - Undid my edits to the master controller regarding fast atmos.. I've tested it on the live server in several rounds and think we could spare to call atmos processing twice as often, meaning air movement would spread twice as fast. Calling it 4x as often was too much tho, resulting in noticeable lag, especially when the station was destroyed.
- Time to tidy up my old projects: Moved a few of my old, unfinished projects to unused: liquid simulation, brewing, heavy cables and logic gates/cables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5621 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-28 02:32:04 +00:00
giacomand@gmail.com 54d02d75a3 - Committed SuperSayu's patch fix for silicon alarms.
- 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
2013-01-22 23:45:47 +00:00
johnsonmt88@gmail.com 1f07f31b64 Grammar fixes for item-suicides.
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
2013-01-17 02:52:57 +00:00
giacomand@gmail.com 13b25d24cf -Breathing plasma will now give you the plasma reagent for toxic damage which will need treatment, in order to remove it from your body quickly. This creates a nice poison effect.
-Made the plasma reagent damage you more.
-Syndicate agent cards will now work inside pdas/wallets.
-Switched some comments around in event.dm
-There was a bug with a local variable list which became null, the problem was that there is no where in the code which could've nulled it. My only theory is that not having . = list() first maybe caused problems, but it seems unlikely. I changed it anyway and I'll keep watch for it re-appearing.
-Fixed a bug with the new firedoors not keeping out heat, since they have an opacity of 0. I switched everything around to accommodate this.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5516 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-11 13:53:48 +00:00
petethegoat@gmail.com 11b17c4442 Committing suomynonAyletamitlU's storage item standardisation commit: http://forums.nanotrasen.com/viewtopic.php?f=16&t=11746
Standardization of the object tree and some modified functionality.
Moved a lot of storage/*_kit and similar boxes to storage/box/* ; most of these can now be found in boxes.dm. First aid kits remain a separate item type.
Replacement Light boxes pick up lights (for example broken ones) when used on them
Moved weapon/secstorage to storage/secure
Moved plant bags, ore satchel, trash bag, and sheet snatcher to storage/bag, in bags.dm
Fixed reagent_containers and snacks to pass through attackby() so the use_to_pickup code works. This affects plant bags, trash bags, and pill bottles.
Dice packs are now pill bottles, and all pill bottles can pick up dice.
Added error handling to uplink/generate_menu() so that one mistyped string doesn't bork the whole syndie uplink menu, since strings cannot be type-checked at compile time.
Cigarette packs and crayon boxes are now storage/fancy, however they retain existing update_icon() code.
Added a comment to storage.dm so that future people know where to look for use_to_pickup and allow_quick_gather code.

Updated all maps.

I've tried to test this thoroughly but I wouldn't be surprised if there were a few lingering issues. Try not to panic if you encounter any.

Full (i think) list of changed paths:
/obj/item/weapon/storage/flashbang_kit	> /obj/item/weapon/storage/box/flashbangs
/obj/item/weapon/storage/body_bag_box	> /obj/item/weapon/storage/box/bodybags
/obj/item/weapon/storage/chemimp_kit	> /obj/item/weapon/storage/box/chemimp
/obj/item/weapon/storage/trackimp_kit	> /obj/item/weapon/storage/box/trackimp
/obj/item/weapon/storage/seccart_kit	> /obj/item/weapon/storage/box/seccarts
/obj/item/weapon/storage/handcuff_kit	> /obj/item/weapon/storage/box/handcuffs
/obj/item/weapon/cigpacket		> /obj/item/weapon/storage/fancy/cigarettes
/obj/item/weapon/storage/mousetraps	> /obj/item/weapon/storage/box/mousetraps
/obj/item/weapon/storage/PDAbox		> /obj/item/weapon/storage/box/PDAs
/obj/item/weapon/storage/id_kit		> /obj/item/weapon/storage/box/ids
/obj/item/weapon/storage/lightbox/mixed	> /obj/item/weapon/storage/box/lights/mixed
/obj/item/weapon/storage/donkpocket_kit	> /obj/item/weapon/storage/box/donkpockets
/obj/item/weapon/storage/beakerbox	> /obj/item/weapon/storage/box/beakers
/obj/item/weapon/storage/syringes	> /obj/item/weapon/storage/box/syringes
/obj/item/weapon/storage/gl_kit		> /obj/item/weapon/storage/box/rxglasses
/obj/item/weapon/storage/diskbox	> /obj/item/weapon/storage/box/disks
/obj/item/weapon/storage/stma_kit	> /obj/item/weapon/storage/box/masks
/obj/item/weapon/storage/lglo_kit	> /obj/item/weapon/storage/box/gloves
/obj/item/weapon/storage/lightbox/bulbs	> /obj/item/weapon/storage/box/lights/bulbs
/obj/item/weapon/plantbag		> /obj/item/weapon/storage/bag/plants
/obj/item/weapon/storage/satchel	> /obj/item/weapon/storage/bag/ore
/obj/item/weapon/trashbag		> /obj/item/weapon/storage/bag/trash

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5494 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-08 19:11:56 +00:00
giacomand@gmail.com 53f11d0137 PACMAN generators will drop fuel. Added an eject button too. Fixes 1232
Gave human made cameras a c_tag on construction. Fixes 1222

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5491 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-07 23:35:18 +00:00
giacomand@gmail.com e4478711e4 -Added a logging message for a node having a null powernet.
-Misc stuff.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5475 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-06 00:08:51 +00:00
johnsonmt88@gmail.com 2c3ae32f04 You can now commit suicide using certain items! There will be more items to come, this really just lays the groundwork.
Credit goes to CodenameB and Spike68 for the original proposed commit. Althought it ended up changing, this commit still uses all of their suicide messages. Thanks to carn for pseudo-coding the base of the system that I ended up using to implement this.

The suicide verb checks the item in your active hand and calls that item's suicide_act(). (/obj/item/proc/suicide_act(mob/user)) The proc displays the suicide message to any viewers and returns a damage type. The suicide verb then applies 175 damage to the mob divided by the number of damage types. If the proc returns null (meaning that the item does not have a suicide_act() defined) the regular suicide occurs.

To any coder wanting to add items to this: 
- You MUST return one or more damage types. "return (BRUTELOSS|FIRELOSS)" for example.
- Please do not manually type in the item's name; use [src] to refrence an it instead. It'll save time down the road if an item gets renamed. It also helps handle any child of that item without copy/pasting the proc to each child.
- Please do not use 'usr' for anything.

Parrots can now see which item they are holding onto in the stat panel.

The toy crossbow should once again work properly. Fixes Issue 1227.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5468 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-05 03:56:24 +00:00
rockdtben@gmail.com 169c96db1b Too remove potential excessive garbage collection per tick. We will be reusing lists for overlays instead of deleting and creating them.
the .Cut() proc on a list will empty a list by default. This also will set the len to 0.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5465 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-04 15:11:06 +00:00
giacomand@gmail.com 31e8a5ebae Portable generators will not remake powernets everytime a wrench is used on it.
Got rid of the reliability factors for generating power or critically failing.
Increased the time factor for each sheet for all generators.
Added some feedback stuff such as saying which fuel the generator takes and how much power is in the current powernet, that it is connected to.

Powernet making will not wire up "power" machines that are not anchored.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5458 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-03 15:23:43 +00:00
giacomand@gmail.com a2c1c935de -Made Emitter EMP_act do nothing. For the concerned.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5455 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-03 08:23:52 +00:00
aranclanos@hotmail.com 0eee76d693 Runtime fix for the singularity, who is trying to search for the var glasses on mobs without them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5451 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-02 12:25:26 +00:00
johnsonmt88@gmail.com e7ebfae317 Another whack at the defines folder:
Removed defines/obj/toy.dm and moved the defines down to objects/items/toys.dm

Moved a big chunk of defines out of defines/obj/weapon.dm and into their respective .dm files.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5441 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-01 01:25:02 +00:00
giacomand@gmail.com ab4789fec6 -Added a queue update icon system for APCs to use during process(). This will limit how often they can update their icon and will help when the power is being unstable.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5431 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-31 04:35:07 +00:00
johnsonmt88@gmail.com 0549de1b93 Removed some world messages when disconnecting powernets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5428 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-31 02:57:05 +00:00
giacomand@gmail.com 2bd3025fe1 -You can buy shield generators from cargo. Teleporter access required.
-Small update on emitter.
-Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5424 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-30 11:06:53 +00:00
giacomand@gmail.com a04eb3f275 -Changed emitters.
Emitters will now need to be wired.
Emitter type has changed to /obj/machinery/power/emitter
Fixed cables not correctly disconnecting power machinery from the powernet after being removed.

-Fixed a typo with smashing tables/racks.
-Fixed maps having incorrect types.
-Fixed singularity EMPing when at stage 1.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5423 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-30 10:47:25 +00:00
giacomand@gmail.com 7af60a7fb5 -Changed the powernet nodes list to be a dictionary list (associative list, hashtable, etc..)
-Added a solars_list. The sun will use this list instead of the machines list. I made a proc which decided on whether to use this list or the powernet nodes list depending on what is smallest. I replaced some loops to use this proc.
-The sun will reference this list for debugging purposes. The sun will also remove solar equipment in the list which are not connected to a powernet.
-Cut down on some duplicated code.
-Fixed an issue with solar panels not updating their direction correctly.
-Changed the proc updateicon()'s name to update_icon()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5418 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-29 07:24:42 +00:00
ericgfwong@hotmail.com 82f31bc6e2 -Fixed up floor arrow icons so that they're not just the same one rotated around.
-Made chemistry a bit less reinforced.
-Moved more engineering equipment to access_engine_equip.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5413 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-29 00:14:01 +00:00
johnsonmt88@gmail.com d4dc5ae070 Moved var/force from /obj/item to /obj so that everything gets it, including structures and machines that get tossed around using Telekenesis. The default force is still 0. This should finally put a stop to a large number of runtimes.
Runtime fix for being hit by something without there being a usr. This was most likely due to explosions or possibly mass drivers.

Runtime fix for simple animals using department channels. Only parrots can use them now as they are the only simple animal with the 'ears' variable.

Runtime fix for the mech's energy relay process() when there is no battery in the mech.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5405 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-27 02:08:41 +00:00
giacomand@gmail.com e9fd2037d2 -Committed lpeters's patch which Fixes Issue 1189. http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=11549
-Made the shower not require power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5391 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-24 01:38:36 +00:00
giacomand@gmail.com cdc4332769 -Should fix machines not depowering correctly. Let me know if you find a machine which should be powered off but isn't.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5388 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-24 00:12:12 +00:00
giacomand@gmail.com eca72b69aa -Added constructable solar arrays.
-Added a solar pack crate to order.
-Machines that have a use_power of 0 will no longer be turned off due to lack of power in the area.
-Fixed a bug with the solar computer not reconnecting to the powernet when dismantled and remantled.
-Increased the cap of crates to 30.
-Some performance tweaks.
-Some standardization.
-All objects of type /obj/machinery/power will try to disconnect from the powernet before deleting, this will help reduce the node list size.
-Added a heat_proof variable for doors. It will effect glass airlocks and it'll determine whether they can block heat or not. Research glass airlocks will always have it enabled.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5344 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-16 19:51:23 +00:00
giacomand@gmail.com 7a24d16b03 -I forgot to put back the spawn()s when I was testing whether they were needed or not.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5257 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-04 17:01:34 +00:00
giacomand@gmail.com fc90b08e1c -Changed the limits of the server room alarm to fix Issue 1143.
-Changed the singularity code a bit. Checking for the last movement had some problems, I changed it around. It fixed Issue 1121.
-In addition of this, the singularity will now move diagonally. It doesn't get stuck in the corners of the field now.
-Mimics which are structures, have density and anchored will be able to knockdown people and be twice as strong.
-Doubled the amount of times the staff of animation can fire before needing to recharge, since it had to shoot way more than the staff of change to be effective.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5256 316c924e-a436-60f5-8080-3fe189b3f50e
2012-12-04 16:55:04 +00:00
elly1989@rocketmail.com ec0376097a Replaced src=%holder_ref% with _src_=holder
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5203 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-26 19:24:03 +00:00
giacomand@gmail.com 6d05ae60de Balance change: Malf AIs can't shunt from APC to APC and must first return to their core. They can also start a takeover from their APC now. This is a test run with it and if people don't like it I'll remove it.
General work to advance diseases.
-Changed the possible cures to a list which is ordered from easiest to cure to -hardest to cure.
-Some tweak valuables to symptoms.

-Air alarms will update their window when you cut/pulse wires.
-Re-added analysers to mechanical (blue) toolboxes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5125 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-19 18:30:05 +00:00
aranclanos@hotmail.com 0258d5be22 -Changed all minerals path from /obj/item/stack/sheet to /obj/item/stack/sheet/mineral. (This change excludes glass, Rglass, metal and plasteel)
-Reduced the chunks of code about minerals in door_assembly.dm

Preeeetty much this commit is just to update all the files to the new path of the minerals. From here, if I can, I'll start changing one by one to remove the huge chunks of code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5087 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-16 15:00:09 +00:00
giacomand@gmail.com b54bc843ba -Eye lasers will hit people who are lying down.
-After using the wish granter it will update your mutation icons.
-Rejuv will now heal clone damage and brain damage.
-Changed the order of possible directions the singularity can go in so that it won't go south too often (in theory).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5057 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 19:34:45 +00:00
aranclanos@hotmail.com dee7b74a45 -Changed turf creations, merging everything to only one proc
-Fixes Issue 1085 - Artificers creating turfs with buggy lighting
-Spells now will use the proper proc to create turfs

Due to the amount of files changed, this is just the 'part one'. The merging in turf.dm is not finished, mineral walls and buildmode are still using the old system. The creation of turfs on the game panel is not using the proper procs yet. Stay tuned for this changes, but now, sleep.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5054 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-13 13:39:00 +00:00
giacomand@gmail.com b00c0c2a9f -New sprites APC sprites by TankNut!
-New wraith sprites by TankNut!
-Decreased flare duration, again(!)
-Made a based interact proc and changed the updateDialog to call that instead of attack_hand. This caused issues with the APC and getting the power cell out of it. I then changed all machines that had their own defined proc (that was everywhere)


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5001 316c924e-a436-60f5-8080-3fe189b3f50e
2012-11-03 14:45:29 +00:00
giacomand@gmail.com 6a2d78bc94 -Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds.

-Changed some for(blah in world) loops to use the correct lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-25 19:15:51 +00:00
giacomand@gmail.com a6b214cc06 -Monkeys will now start dying when in crit.
-Fire heals Metroids now!
-Improved corrosive acid.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4952 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 20:24:48 +00:00
giacomand@gmail.com 92d0367c17 -Potentially fixed Metroids not going after food. They kept targeting unconscious food.
-Removed metroid core flushing. There doesn't seem to be a point of it.
-Badly made metroids unelectrutable. I'll change this later.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4947 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-24 02:23:17 +00:00
giacomand@gmail.com 28fbd01e7f -Added a new, and admin spawnable only, machine which can turn humans into Cyborgs. Probably can be used for Robot Uprising events. The human has to be lying down and alive to be Borged. When spawned a conveyor belt will spawn on the left and right side too.
-Reduced the duration of the flare. I think putting it in process() made it last longer.

-Added some null checks in camera chunks.

-Large NarSie now force calls the shuttle and displays a threatening warning message.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4915 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-20 02:13:40 +00:00
giacomand@gmail.com 1e1f173ca2 -Added large Nar-Sie. It is summoned by Cultists instead of regular Nar-Sie.
-Larger icon provided by HornyGranny.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4914 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-19 20:38:53 +00:00
aranclanos@hotmail.com d25a5d5aa3 Fixes issue 1001.
Fixes issue 994. (Chemsprayers are not included)
Fixes issue 990.
Adding some instant admin logs and server logs for some stuff in emitters/PA. See image. http://i.imgur.com/7kQpH.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4904 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-17 14:27:23 +00:00
baloh.matevz 952954446b - Added ground code for logic elements. Currently supports sensors, indicators, negators, two input and gates, or gates, xor gates, xnor (equivalence) gates and a relay, with one control input that works by logic laws and another input and output that work by powernet laws.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4849 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-12 22:46:24 +00:00
baloh.matevz d20ec0696a - Piped tgstation 3.0.0.dmm
(Damn it, it took a million hours to do that, and the entire commit log is going to be two words long?!)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4804 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-04 02:30:17 +00:00
giacomand@gmail.com 1c9b1a48fe -The use_power() proc, for machines, will now default to using it's assigned "power_channel", when the proc is used.
-Slightly increased the power usage of the chemistry dispenser. From 2000 to 3000.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4791 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-01 17:29:35 +00:00
giacomand@gmail.com 0fbfa48217 -Added more info for admin messages in these areas:
Chem smoke will say what reagents are in the chem_smoke.
Added a more_info ? to the last fingerprint that touched the grenade.
Added a more_info ? to bomb's last fingerprint and the attacher.
Admins get a warning message when someone summons guns.
Added a jump link to bomb's activation location.
Added a jump link to chem smoke's activation location, it will also show you the area's name.

-NarSie won't follow mobs in another Z level.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4719 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-18 09:49:51 +00:00
johnsonmt88@gmail.com be04c81a27 Captains no longer spawns with a cigar in their mouth, instead it spawns on the desk where the captain spawns.
CEs no longer spawns with a cigarette in their mouth. I did not add a cigarette to their desk because there is already a cigarette pack that spawns there.

Moved some stuff in singularity/New() into its own proc that singularity/New() calls. This is so that I can override it and prevent runtimes with an away mission.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4717 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-18 01:36:40 +00:00
giacomand@gmail.com 2bc3ec67f1 -Improved the singularity. It was using 3 for(in range) loops when it could be easily be brought down to a single loop.
-Changed grabbing's constructor to allow parameters for the grabber and the grabbee. (I made a simple little tweak and look at all the files I had to change :( )

-Easter Egg: Clowns have a chance of reducing or increasing the singularities energy. Upper and lower limit is 300 and -300.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4681 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-12 11:17:49 +00:00
elly1989@rocketmail.com 9f1362c68d Failsafe added to the debug/restart controller verbs.dm
Failsafe now checks the lighting_controller too. It will restart it if it doesn't progress for 5 cycles (same as MC)
datum/failsafe is now datum/controller/failsafe

The probability of lights breaking after spawn was reduced from tube:10 and bulb:25 to tube:2 bulb:5

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4674 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-10 12:53:55 +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 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.
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git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 21:24:33 +00:00