Adds the radioactive microlaser, a device disguised as a health analyzer
used to irradiate people, as a traitor item. It costs 4 telecrystals to
purchase, and is fairly powerful in clever hands.
The strength of the radiation is determined by the 'intensity' setting,
while the delay between the scan and the irradiation kicking in is
determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period.
Higher intensity will increase the cooldown, while higher wavelength
will decrease it.
Wavelength is also slightly increased by the intensity as well.
Adds a formal-wear crate, makes lawyers have laceup shoes, adds a better
sprite for the memorizer, adds the formal uniforms to each job's closet,
and fixes a typo in the object name of the black jacket. [FORMALNESS
INTENSIFIES]
Adds formal uniforms, a black tango dress, and a professional black suit
(with added Memorizer for maximum CIA spookyness). To do: make this
stuff orderable from cargo, and add some of it to the lawyer's closet.
Updated flashlight code a little.
Added inhand sprites for desk lamps.
Standardised modules/paperwork.
Decapitalised a bunch of mining items.
Slightly reverted update_icons.dm, so we're not looping through mutations more than we need to. Also, skeletons can now wear lipstick!
A few other things which aren't worth listing individually.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4855 316c924e-a436-60f5-8080-3fe189b3f50e
-Gave all the new hardsuits actual inhands, instead of all of them using the rig one.
-Changed a good bit of Brain/MMI damage processing, now an MMI will never go unconscious, and it will not be deafened/blinded by explosions or whatever (Since the MMI acts as senses). However, it does mean they are vulnerable to emps, with all kinds of fun effects (impaired vision, hearing, the ability to speak, the ability to speak PROPERLY)
Fixes Issue 655
-Also gave MMIs some emotes, things like blinking lights, alarms, beeping and booping, etc...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4168 316c924e-a436-60f5-8080-3fe189b3f50e
- I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet.
- I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era).
- I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self-explanitory. If not, check out their descriptions in the file previously mentioned.
- Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file.
- New telecomms bus mainframe sprite, thanks to WJohnston.
- New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors.
- A couple of minor bugfixes here and there, along with some code tidying.
Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3692 316c924e-a436-60f5-8080-3fe189b3f50e
Sink path has changed- /obj/machinery/sink to /obj/structure/sink
/obj/machinery/sink/kitchen2 to /obj/structure/sink/kitchen
Sinks have been slightly updated, if you're wearing gloves, your hands will stay bloody underneath. Nothing drastic.
Added Cheri's puddles.
Updated showers, they actually clean now. They're pretty powerful, so I'm going to add a way to make them lethal, to ensure the washing machines still get some use.
Updated hydroponics trays, to make them work better with soil.
And a couple of map fixes, for toilets that were facing the wrong way in the prison and on the mining asteroid.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3603 316c924e-a436-60f5-8080-3fe189b3f50e
-New sprites for mass-spectrometers and advanced mass-spectrometers.
-Sprites for empty bookshelves and book overlays added to library.dmi.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3585 316c924e-a436-60f5-8080-3fe189b3f50e
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3168 316c924e-a436-60f5-8080-3fe189b3f50e
I'll probably do some more work on them, but they're basically finished.
Copiers are in cargo, the lawyer's office, and the heads meeting room.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2979 316c924e-a436-60f5-8080-3fe189b3f50e
Mech Fabricators:
- They were generating an absolutely ridiculous amount of runtime errors because, somehow, an /obj/screen object leaked its way into the part_sets (/list) variable. To stop this, I have changed a for() iterator to loop through a specific object type instead of general /atom-ic instances.
Chemistry-Holder.dm:
- Fixed an infinite-loop problem with "mixing" virii in reagent containers. I have removed a check that makes sure no two of the same virus exists in the same container because it's entirely unnecessary. The same virus cannot infect a mob more than once, so having multiple virus instances is not at all harmful.
- This should hopefully fix some very serious that lag nearly crashes the server.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2218 316c924e-a436-60f5-8080-3fe189b3f50e
Toilets now work more like actual toilets. They will auto-flush when you insert a small object. You can also dunk people's heads into the toilet and try to choke them if you have a good grip.
Fixed wiring near detective's office.
Fixed larva and monkeys not being able to move on tables.
Fixed larva not being able to crawl through vents.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1535 316c924e-a436-60f5-8080-3fe189b3f50e
latex loves + short piece of wire + some air from tank = ballon!
Another version of kitchen sink sprite.
New vending machine - dinnerware. Dispenses knives, forks and trays. Will do more once we get functional spoons.
New uniform - Waiter Outfit. Chef can give it to his assistant.
Water cooler was added to kitchen.
Kitchen was expanded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1453 316c924e-a436-60f5-8080-3fe189b3f50e
Also reloaded my new shovel, which DH accidentally killed.
Finally I reorganized the Items DMI in a logical organization style (tools with tools, material sheets with material sheets, papers with papers).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1424 316c924e-a436-60f5-8080-3fe189b3f50e
-new sprite for library scanner(not in-use until I get binder sprites done).
-added fax machine sprite(not used for anything yet, just in case someone ever codes them for QM).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1415 316c924e-a436-60f5-8080-3fe189b3f50e
Miner Cyborg looks better.
Better jackhammer (I like it at least).
New sink for kitchen
Few sprite fixes for the emergency oxygen tanks
Cyborg's RED eyes, will not work now.
Code Stuffs:
Adding some code for mining so I can eventually make the top tier mining items work for radius mining.
Showers are in their begining stages.
Tool boxes give weapons research bonus, of 1 (lol, tool boxers).
Map Stuffs:
Added a few more hazard signs.
Added enclose the engine (still airless).
Kitchen has new sink.
I desided the dispencer should be a water dispencer in the mine station.
Barely worked on the wizard's lair, just added lights I guess.
More colored clothing lockers in locker room/ arrivals shuttle. Now expect to see green wearing assitants.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1315 316c924e-a436-60f5-8080-3fe189b3f50e