Hardhats and Rig helmets now properly update their mob icons when toggled with the action buttons (buttons on the top-left of the screen.)

Items equipped with the 'equip' button now update the player's hands. Unfortunately since the procs it uses forces an update_icons() call, using the equip button will now call it twice.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4512 316c924e-a436-60f5-8080-3fe189b3f50e
Changes to the file structure!

There are many files, folders and chunks of code in areas that make absolutely no sense and thanks to the defines being located mostly in a completely separate file, it can be damn-near impossible to find something. Before moving defines to where the rest of their code is located; I'm going to move some code around into places that actually make sense to begin with. I'll mainly be focusing on the code/game/objects folder.

This commit mainly lays the groundwork for the work I'll be doing by adding in the effects, structures, decals and turfs folders. I'll slowly be moving appropriate files and code into these folders. I may end up moving machinery into 'objects' and mech stuff into its own module folder but I'll ask for some opinions on coderbus before doing that.

I've also gotten rid of the /magic/ folder. I've moved the library stuff into its own folder in modules/library, the cult stuff is now in gamemode/cult with the rest of it and musician.dm is now in objects/structures since the piano is a structure apparently.


I think I've got the hang of how DM and SVN handles folders and files but it's quite possible that something will break simply by svn committing it oddly. Please let me know if that's the case!

Remember to clean compile.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4513 316c924e-a436-60f5-8080-3fe189b3f50e
Moving stuff around part 2!

Committing this early to allow pete to commit something involving the .dme file which would probably conflict otherwise.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4514 316c924e-a436-60f5-8080-3fe189b3f50e
Apparently SVN didn't think this folder was important enough to include, so I got the whip out and showed it who's boss.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4515 316c924e-a436-60f5-8080-3fe189b3f50e
-Put in a control_disabled check for AIs operating cameras and calling/recalling the shuttle. Meaning they can't do any of those if they are carded without wireless. 
-Moved the AI shuttle calling proc from communications.dm to ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4516 316c924e-a436-60f5-8080-3fe189b3f50e
First part of a fix for issue 818.

Removed some pointless, unused objects. (i'm looking at you, rubber chicken without a sprite)
Added a few new "features"- lighting cigs with igniters, and toggle-able bedsheets.
Slightly improved the cow gib sprite because if I don't commit it now I'll revert it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4517 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed me being retarded.
Moved blender.dm to unused, updated the .dme.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4518 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed AIs being broken forever after being restored by the AI fixer, this was due to them lying down when they die, and being unable to get back up when they spring to life (Essentially, it was really dumb). Also made the console handle moving the AI from the dead_mob_list to the living_mob_list
-Removed the AI_status.dm, as it contained a single AI proc, which is now in ai.dm

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4519 316c924e-a436-60f5-8080-3fe189b3f50e
Another small chunk of reorganizing objects. 

I've cleared out most of the .dm files in code/game/objects/ and put it into appropriate files/folders. The stuff I've left is stuff I believe may conflict with carn's work and some code for stuff that does not have a home yet.

TODO:
- Files that were left in code/game/objects that may conflict with carns work
- Go through all the files in all the subfolders of code/game/objects.
- Move all the defines from /defines/ to their proper spots

Not much right?

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4520 316c924e-a436-60f5-8080-3fe189b3f50e
Added maintenance tunnels to Sec
In-hand items should now properly update when equipping items.

The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
Merge pull request #2 from Erthilo/TGUpdates

Mime/Clown, Tajaran. Mutantraces, Toggleable admin attack messages
I wanted to wait until after the feature freeze to commit this but there have been problems with Telecomms recently and this update that I've been keeping fixes most of the issues. I've tried to remove most features from it but there were some things that I couldn't.

-TCommsat machines no longer use their Z level to check if they can receive the signal or not. Instead, they use listening_level. It defaults to 0 for machines that don't change the value. If it is 0 when the telecomms machine's New() is called it will set itself to it's Z level.

-This allows you to manually change the value to other Z levels. I call this an off-site relay. I've added an off-site relay on the satelitte for the station and removed the one in the communications room.

-Players can create an offsite relay with two receivers, two broadcasters and, if necessary, a relay. Why two receivers and broadcasters? Otherwise any player can go to the Ruskie/Mining relays and turn them into off-site relays for the station! It would harm the TCommsat's usefulness. Instead, you will have to setup another broadcaster and receiver if you want to do that. Though it may be pointless, if someone sabotages the Commsat they would have destroyed/depowered the other machines there too.

-About the option to have an offsite relay, there is only a single Z level that you can lock onto at the moment and that's the station. Gameplay wise, the TCommsat is orbiting the station and if we do get the away missions then it would not make sense for the TCommsat's broadcaster/receiver signal to be able to pickup there. More sense if the Receivers and Broadcasters from there
are sent here... maybe. I don't know, seems more fun this way.

-Fixed an issue that doesn't let the Engineer Borg (or Borgs with multitools) be able to link machines with their multitool module.

-All-In-Ones do not have a Z level restriction. They can pick up ALL signals and send ALL signals (to Z levels 1-10)

-Fixed an issue with the player being unable to remove frequencies from the filter.

-Added support for additional interaction options for certain machines. To use it, create a new Options_Menu() and Options_Topic(href, href_list) for your machine.

-Added EMP_ACT to Telecommunication Machines. I've also added an event called "telecommunications_blackout()", it will loop through all telecomm machines, in telecomms_list, and EMP_ACT them. The EMP will last 2 minutes. Currently only admins can use it.

-Fixed issue 831

-Changed the map. The station no longer has the station relay, it is now on the Satellite. There's an empty room now, it should be used for something after the feature freeze.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4522 316c924e-a436-60f5-8080-3fe189b3f50e
-Will compile now.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4523 316c924e-a436-60f5-8080-3fe189b3f50e
Merge pull request #1679 from CubeJackal/master

Maintenance tunnels, requested by Cael
-Dropped the miner borg drill force down to 3 as it was supposed to be
-Added a proc for cyborg modules to 'rebuild', which makes it possible to remove items from the modules without clogging up the module menu
-Made the emag for minerborgs work better as a result
-Gave borgs their special radios back
-Fixed an apparently ancient bug where everything inside a borg will appear on the screen (MMI, cell, radio, etc...). It wasn't complex at all and I can't believe no one had fixed it yet.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4524 316c924e-a436-60f5-8080-3fe189b3f50e
-Brought the miner borg drill force back up to 15 based on feedback
-Gave back the miner borg stun arm to account for the smaller improvement for drills
-Fixed an issue where I accidentally made borg emag modules invisible

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4525 316c924e-a436-60f5-8080-3fe189b3f50e
Added some debugging code to help find out how the gender is being changed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4526 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an issue where the PDAs couldn't send messages.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4527 316c924e-a436-60f5-8080-3fe189b3f50e
Merge pull request #3 from Erthilo/TGUpdates

More merges