Commit Graph

4458 Commits

Author SHA1 Message Date
petethegoat@gmail.com 1af9267159 Fixed the plasmafire theme active left hand sprite.
Fixed the baton text styling.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5827 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-08 22:13:54 +00:00
petethegoat@gmail.com 8ff7285645 Updates HUD stuff!
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.

Formally renames the "hurt" intent to "harm", in line with everything else in the world.

Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)

Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-08 21:32:00 +00:00
elly1989@rocketmail.com 0fbd92f5c3 Shuffled all the #defines in global.dm and setup.dm
They have been separated into low-level stuff that you wouldn't really want to ever edit (like the definition of PI) which are in __DEFINES.dm
The others, which hosts could possibly want to modify for their server, are located in _compile_options.dm

I've tried to group it together in some sort of logical way so it's easier to find what you need. Feel free to move whatever.

Main reason for the change is so we can add some more compile options into the game to make it more configurable.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5825 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-08 19:02:19 +00:00
petethegoat@gmail.com 5566c4dbec Commented and improved code/modules/mob/screen.dm.
Removed targeting hands and feet. Those areas now go to arms and legs instead.
Updated the zone_sel.dmi icon_states for this.

MouseDown() is now completely unused. From the Byond ref:
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided."

Fixes issue 1378. Carbon jetpacks are used as internals
Back tanks are now checked last when searching for internals.

Moved var/foldable from /obj/item/weapon/storage to ..storage/box.
Changed verb/quick_equip() to be on humans instead of all mobs (it was only usable by humans anyway.)
Updated locker resist code a little bit, mainly removing a spawn(0).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5819 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-07 19:35:33 +00:00
petethegoat@gmail.com 786242f9b2 Big text styling overhaul. Mostly affects reagent related stuff.
Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.

Trash items can now be washed away in sinks.

Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.

Changes the probability of blood spatter from attacking someone from 33 to item.force * 2

Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-06 17:44:49 +00:00
johnsonmt88@gmail.com c21c2b0ab2 Airlock settings for the RCD.
Committing for Ricotez:
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12054

This adds a verb to the RCD which allows the player to select which type of airlock it spits out. 

I've set the hand-held RCD is set to create any colour airlock while the borg's RCD can only spawn the default glass and solid airlock. The reason for this is that the borg has no way to change the ID requirements of the door and the borg's RCD is already vastly superior to the handheld version because of how it draws power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5812 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-06 02:34:03 +00:00
aranclanos@hotmail.com 3a2673a284 Changes for all the different update icons procs of humans and monkeys, they now update their own sprite and hud icon (if it's a proc of a slot item) without having to call for update_icons().
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)

TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.

JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.


Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-04 05:01:07 +00:00
Kortgstation@gmail.com 85f567cae2 Made cult blades/double barrel shotguns fit on exosuit slots again.
Wizard staffs, SAW, combat shotgun still don't

Added the Mjollnir and Singularity Hammer. Just silly melee weapons I coded/sprited for fun. Both are using the Mjollnir's sprites currently though I didn't have it in me to make a billion more inhands for the Singularity Hammer.

Mjollnir shocks the target and hurls them away/spews lightning around.

Singularity Hammer pulls everything nearby in towards the target.

Don't really have plans to balance them or make them obtainable in game but I thought as long as I'd coded them some admin or another may enjoy trading them to antags/giving them to the chaplain etc.

Lowered fireballs cooldown and decreased its explosion size (so wizards can use it without killing themselves by causing hull breaches)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5805 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-03 01:46:25 +00:00
giacomand@gmail.com edbae4d9d5 - More runtime fixes.
- Committed carn's fix to events happening every 5 minutes, on the dot.
 - Changed some more turf which play sound so they do not play to everyone in the area.
 - Made the join screen a little bigger for the "view player polls" option.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5801 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-02 16:51:57 +00:00
giacomand@gmail.com a3b74c9d2b - Multiple runtime fixes.
- Moved some fingerprint procs to detective_work.dm.
 - Removed some unnecessary del() usage in the detective code.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5800 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-02 01:19:02 +00:00
johnsonmt88@gmail.com 0ea1c9c050 The nuke disk is no longer able to be scanned, and therefore duplicated, by the chameleon projector. Fixes issue 1265.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5799 316c924e-a436-60f5-8080-3fe189b3f50e
2013-03-02 01:00:25 +00:00
d_h2005@yahoo.com ab336248e0 Adds a new DARK LORD syndicate bundle! Comes with two energy swords, a TK injector, an agent card to make your own cool title, and some stylish robes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5795 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-27 20:14:20 +00:00
giacomand@gmail.com 46dc7d6084 Committing Faerdan's UI overhaul. Includes a UI browser class to easily manage and standardize user interfaces. This first release does not convert all the user interfaces in the game but only most of them. You can find samples of these user interfaces here: http://imgur.com/a/5dr6E
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5794 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-27 20:02:42 +00:00
d_h2005@yahoo.com 629212c228 Fixes issue 1297. Changes the singularity beacon drop from /devices/radio/beacon to just a /device.
Fixes issue 1347. If you can really call it an issue.
Removes the multitool's second desc. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5782 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-25 20:48:32 +00:00
d_h2005@yahoo.com 492d4f842d -Soap can clean microwaves too now!
-Novaflowers can be ground for capsaicin, and they do some slight burn damage if you pick them up without gloves.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5778 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-25 09:36:35 +00:00
giacomand@gmail.com 3dabcc8df6 - Fixed the memory leak for effects, which have reagents.
- Fixed a bug with C4 not causing an explosion around a target, which is a mob.
 - Fixed not being able to put para/sleepy pens on your ear.
 - Added a delete proc for reagents (the container) which will garbage collect it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5772 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-24 14:25:01 +00:00
d_h2005@yahoo.com c3148b76d0 -Moves the biogen and sextractor code into the hydroponics module folder, moves the optable code into /structures.
-Committing SuperSayu's patch for slimey grenades.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5770 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-24 00:23:31 +00:00
petethegoat@gmail.com 1685c34401 Cleaned up the optable and operating computer code.
Fixes issue 1316. Operating Computer broken

Updated the surgical drill sprite.

Removed code/game/objects/items/weapons/surgery_tools.dm, as the tools have now been moved to the surgery module.

Removed the music folder, as it has been empty and unused since the beginning of time.

Path changes:
/obj/machinery/optable > /obj/structure/optable

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5748 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-20 20:11:50 +00:00
giacomand@gmail.com 225c1ae38a - Fix for radio/wire runtimes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5740 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-19 18:03:19 +00:00
d_h2005@yahoo.com d45bae1ecf -Moves the scattered hydroponics-related files into a consolidated hydroponics module folder, and attempts to reorganize code found within those files. I don't think I broke anything.
-You can make dualsabers now by sticking two energy swords end-to-end.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5725 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-17 19:40:22 +00:00
petethegoat@gmail.com 58c7f79398 Moved
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
2013-02-17 18:53:09 +00:00
giacomand@gmail.com 4989c88a22 Committing carn's modifications to events and other things. Full details below.
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
2013-02-17 11:44:37 +00:00
d_h2005@yahoo.com a5bec908b0 -Renames experimental weapons crate to incendiary weapons crate. It was being confused with the experimental energy gear crate (and truthfully there's not much that's "experimental" about a flamethrower an engineer can make in 2 minutes from scrap parts)
-Changes some other item names and descriptions.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5717 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-16 18:20:49 +00:00
petethegoat@gmail.com 75a7d34ec9 Committing datum based surgery proper. There's a brief explanation in surgery.dm, if you want to know how it works.
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
2013-02-14 01:20:58 +00:00
Kortgstation@gmail.com f4afd0fe2c Added wizard apprentices/magic contracts (devoid of any madoka references due to enormous self restraint)
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
2013-02-14 00:25:59 +00:00
petethegoat@gmail.com 3acc1f7899 Standardised a lot of implant code.
Added logging for tracking implant messages. (hurr sekrit erp)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5699 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-13 16:44:54 +00:00
giacomand@gmail.com d2a41eea90 - Added plastic explosive wire(s). It has a single wire which when cut/pulsed will cause it to explode. Yeah you can attach a signaler to it.
- 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
2013-02-13 12:45:57 +00:00
petethegoat@gmail.com a1ac5f0e66 Renamed /datum/organ/external to /datum/limb.
Updated all files.

Removed the skeleton and skin organs.

Updated WIP surgery.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5689 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-11 18:52:33 +00:00
Kortgstation@gmail.com 7f7f9059a1 Committed SuperSayu's grenade assemblies patch (with slime core functionality).
Thread is here

http://forums.nanotrasen.com/viewtopic.php?f=16&t=12109

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5688 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-11 18:23:46 +00:00
d_h2005@yahoo.com 61f47e7b55 -Adds two mutations for sunflowers: Novaflowers and Moonflowers.
-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
2013-02-10 23:52:12 +00:00
ericgfwong@hotmail.com 0c79eb522a -Implants can now be surgically removed.
-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
2013-02-10 19:01:16 +00:00
aranclanos@hotmail.com 74a519ffde Fixes issue 828 - Flamethrower not working with variant-mix plasma tanks.
-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
2013-02-09 20:25:39 +00:00
giacomand@gmail.com fd46342093 - Fix to radio runtimes.
- Improved admin logging for NTSL a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5674 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-08 23:36:47 +00:00
giacomand@gmail.com e03fed2b44 - Added a simple way to modify which PDAs should be viewable in a list. Fixes Issue 1283.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5672 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-08 19:47:17 +00:00
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
aranclanos@hotmail.com a2b5256121 You might hate it. You might despise it. It's ugly. It's hacky. But you had 6 months to fix this issue.
-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
2013-02-07 01:04:54 +00:00
giacomand@gmail.com 87b611aec0 - Fixed some bugs with traffic computer. Added some more functions for NTSL, which I think will really expand the functionality of it. time() will return the time in the number variable, timestamp(format) will return it in string.
- 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
2013-02-06 10:33:29 +00:00
giacomand@gmail.com 00297a0d28 - Quick fix by SuperSayu for stuff not having icons.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5656 316c924e-a436-60f5-8080-3fe189b3f50e
2013-02-05 22:00:31 +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
d_h2005@yahoo.com f6847d1987 -Paint now has a limit.
-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
2013-02-01 21:07:55 +00:00
giacomand@gmail.com 46a4db06a3 - Committing the proposed commit by Carn. http://forums.nanotrasen.com/viewtopic.php?f=16&t=12049
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
2013-02-01 15:38:48 +00:00
Kortgstation@gmail.com ecb7050b02 Fixed the yellow slime light reaction.
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
2013-01-30 02:19:00 +00:00
quartz235@gmail.com d24cd192bf Logging update
- Added logging for prayers
- Added logging/admin messages for law uploads

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5624 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-29 02:27:24 +00:00
d_h2005@yahoo.com 2bcc351de4 -Moves the seed-making code in the extractor to its own proc. This is used in the new portable seed extraction bags, which can be found in the hydroponics lockers.
-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
2013-01-28 04:22:41 +00:00
ericgfwong@hotmail.com e6a652771b Security frequency chatter now appears in cyan (Similar to how command is gold)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5620 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-27 23:25:16 +00:00
petethegoat@gmail.com 3c02e14efd Fixes issue 1179. If gravity is off, can't escape trash chutes
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
2013-01-27 13:20:59 +00:00
petethegoat@gmail.com 15b88d2192 Fixes issue 1160. Pill names in the attack log are the same as the person who administers the pill
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
2013-01-25 20:44:42 +00:00
baloh.matevz@gmail.com 31dfb6ca9e - Replaced MAX_EXPLOSION_RANGE with MAX_EX_DEVASTATION_RANGE _HEAVY_ _LIGHT_ and _FLASH_.
- 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
2013-01-24 17:38:20 +00:00
ericgfwong@hotmail.com d2e1be34bb Added new descriptions to each of the rigs and gave them unique armor values.
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
2013-01-23 05:26:07 +00:00
giacomand@gmail.com 0b3ed70a2a - Changed the min/max damage of plasma to be less deadly.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5594 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-21 03:42:21 +00:00