Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12
Merge branch 'master' of https://github.com/Baystation12/Baystation12
The yield mode on the somatoray gun now uses a diminishing-returns formula to determine the chance of increasing yield (instead of a hard cap at 2)! Cleaned up somatoray code a bit too.
Doctor's Delight, the miracle drug, now requires tricordrazine to brew.
Fixes Issue 858. The text is now gender sensitive.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4571 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
-Made wizard require at least 20 players, instead of any. This is hopefully stop a low pop wizard from killing the whole crew and not calling the shuttle until an admin intervenes.
-Made nuke ops require at least 20 players. I did this because 15 wasn't low enough and it is a 5 heavily manned organized team vs 10 crew members who are just going along their own business.
-Made the spells only target living mobs. This was because the spells were listing the AI eye as a target.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4573 316c924e-a436-60f5-8080-3fe189b3f50e
-The weaken in the choke code wasn't enough and people were able to escape from being choked. I've upped it and tested it, you should not be able to escape from a lethal choke on your own any more.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4574 316c924e-a436-60f5-8080-3fe189b3f50e
Bot's lights ow turn off when they are turned off.

Removed a shed-load of lights. Mainly ones right next to eachother and a whole bunch from the mining asteroid (it's a mining site not a god damn stadium!) Number of light_sources at round start has nearly halved.

Fixed the title-screen again because apparently it didn't commit last time.
Fixed some more broken icon_states

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4575 316c924e-a436-60f5-8080-3fe189b3f50e
Added movement speed config options.
Basically these numbers get added directly to movement values.

run_delay and walk_delay affect all mob's walk/run speeds before their mob-specific modifiers take effect. Make this number higher to slow things down, make it lower to speed things up.

human_delay, robot_delay, monkey_delay, alien_delay, metroid_delay and animal_delay will affect those mobs specifically. So if you'd like humans to slow down but you don't want robots to suffer, just raise the value of human_delay! Same as before, raise the number to slow things down, lower it to speed it up.

Note: most mobs already run as fast as byond will let them.

Although these are config options. It is possible to adjust these values in-game. The values will reset at the end of the round however.
To adjust the values in-game you must be a high enough level admin to have access to the 'Debug' tab. Open the Debug tab and select 'Debug Controller". In the popup list, select "Configuration". The variables will have the same name as those in the config options.

Note: The values will act a little differently between servers with ticklag compensation turned on and those which have it turned off.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4576 316c924e-a436-60f5-8080-3fe189b3f50e
Standardized musician.dm
Also the piano now has a 50/50 chance to spawn as the minimoog or space piano

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4577 316c924e-a436-60f5-8080-3fe189b3f50e
Mob movement now works on world.timeofday instead of world.time.
I've tested each mobtype with this and didn't see any issues but as always, it's possible that I've missed something. If it's an issue let me know. If it's a critical issue, go ahead and revert.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4578 316c924e-a436-60f5-8080-3fe189b3f50e
Removing some empty folders.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4579 316c924e-a436-60f5-8080-3fe189b3f50e
Added an attack sound to:
Glass shard
Broken bottle
Sord/Claymore/Katana
Cult blade
Kitchen knife/Butcher's cleaver
Nettle/Death nettle
Hatchet

Thank you carn for testing this for me :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4580 316c924e-a436-60f5-8080-3fe189b3f50e
Removed a pair of empty and unused .dmis

Moved the extinguisher_closet .dm file out of the locker folder and into the structures folder.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4581 316c924e-a436-60f5-8080-3fe189b3f50e
File restructuring!

This brings down a bunch of defines from /code/defines/obj.dm unto their appropriate files.

I've moved morgue.dm from game/machinery into game/objects/structures since that file contains no machines.

I've reorganized the objects/items/stacks folder and made a 'sheets' and 'tiles' folder to keep things separate

I've separated stool_chair_bed.dm into its own folder which now contains the files: stools.dm, chairs.dm, bed.dm and alien_nests.dm to make it a little easier to go through.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4582 316c924e-a436-60f5-8080-3fe189b3f50e
Map and Animal fixes!

Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a bug where the oxygen damage overlay would remain on your screen if your oxyloss suddenly jumped from a number to 0.
- Added a similar overlay for brute and burns damage too. Video: http://www.youtube.com/watch?v=L9SmbaSYh_w

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4584 316c924e-a436-60f5-8080-3fe189b3f50e