Merge pull request #1 from Aurorastation/master

merging as per request
This commit is contained in:
Raven
2016-01-04 16:11:21 -05:00
23 changed files with 485 additions and 368 deletions
+2 -2
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@@ -39,10 +39,10 @@
#define FILE_DIR "icons/obj/clothing/species/tajaran"
#define FILE_DIR "icons/obj/clothing/species/unathi"
#define FILE_DIR "icons/obj/custom_items"
#define FILE_DIR "icons/obj/door_braces"
#define FILE_DIR "icons/obj/doors"
#define FILE_DIR "icons/obj/flora"
#define FILE_DIR "icons/obj/machines"
#define FILE_DIR "icons/obj/magnetic_locks"
#define FILE_DIR "icons/obj/pipes"
#define FILE_DIR "icons/pda_icons"
#define FILE_DIR "icons/spideros_icons"
@@ -568,12 +568,12 @@
#include "code\game\objects\items\devices\binoculars.dm"
#include "code\game\objects\items\devices\chameleonproj.dm"
#include "code\game\objects\items\devices\debugger.dm"
#include "code\game\objects\items\devices\door_bracer.dm"
#include "code\game\objects\items\devices\flash.dm"
#include "code\game\objects\items\devices\flashlight.dm"
#include "code\game\objects\items\devices\isocube.dm"
#include "code\game\objects\items\devices\laserpointer.dm"
#include "code\game\objects\items\devices\lightreplacer.dm"
#include "code\game\objects\items\devices\magnetic_lock.dm"
#include "code\game\objects\items\devices\megaphone.dm"
#include "code\game\objects\items\devices\modkit.dm"
#include "code\game\objects\items\devices\multitool.dm"
+12 -12
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@@ -1346,22 +1346,22 @@ var/list/all_supply_groups = list("Operations","Security","Hospitality","Enginee
access = access_medical
group = "Medical / Science"
/datum/supply_packs/doorbracers_engineering
name = "Engineering Doorbracer Crate"
contains = list(/obj/item/device/doorbrace/engineering,
/obj/item/device/doorbrace/engineering,
/obj/item/device/doorbrace/engineering)
/datum/supply_packs/maglocks_engineering
name = "Engineering Magnetic Lock Crate"
contains = list(/obj/item/device/magnetic_lock/engineering,
/obj/item/device/magnetic_lock/engineering,
/obj/item/device/magnetic_lock/engineering)
cost = 30
containertype = /obj/structure/closet/crate
containername = "engineering doorbracers"
containername = "engineering magnetic locks"
group = "Engineering"
/datum/supply_packs/doorbracers_security
name = "Security Doorbracer Crate"
contains = list(/obj/item/device/doorbrace/security,
/obj/item/device/doorbrace/security,
/obj/item/device/doorbrace/security)
/datum/supply_packs/maglocks_security
name = "Security Magnetic Lock Crate"
contains = list(/obj/item/device/magnetic_lock/security,
/obj/item/device/magnetic_lock/security,
/obj/item/device/magnetic_lock/security)
cost = 30
containertype = /obj/structure/closet/crate
containername = "security doorbracers"
containername = "security magnetic locks"
group = "Security"
+1
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@@ -157,6 +157,7 @@ Devices and Tools;
Whitespace:Seperator;
Implants;
/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin:3:Adrenalin Implant;
/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
Whitespace:Seperator;
(Pointless) Badassery;
+1
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@@ -72,6 +72,7 @@ Devices and Tools;
Whitespace:Seperator;
Implants;
/obj/item/weapon/storage/box/syndie_kit/imp_freedom:3:Freedom Implant;
/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin:3:Adrenalin Implant;
/obj/item/weapon/storage/box/syndie_kit/imp_uplink:10:Uplink Implant (Contains 5 Telecrystals);
/obj/item/weapon/storage/box/syndie_kit/imp_explosive:6:Explosive Implant (DANGER!);
/obj/item/weapon/storage/box/syndie_kit/imp_compress:4:Compressed Matter Implant;Whitespace:Seperator;
+10 -9
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@@ -293,9 +293,10 @@
M.current.remove_vampire_blood(150)
M.current.verbs -= /client/vampire/proc/vampire_enthrall
spawn(1800) M.current.verbs += /client/vampire/proc/vampire_enthrall
else
M.current << "\red You or your target either moved or you dont have enough usable blood."
return
return
else
M.current << "\red You or your target either moved or you dont have enough usable blood."
return
/client/vampire/proc/vampire_cloak()
set category = "Abilities"
@@ -327,14 +328,14 @@
/mob/proc/can_enthrall(mob/living/carbon/C)
var/enthrall_safe = 0
/* for(var/obj/item/weapon/implant/loyalty/L in C)
for(var/obj/item/weapon/implant/loyalty/L in C)
if(L && L.implanted)
enthrall_safe = 1
break
for(var/obj/item/weapon/implant/traitor/T in C)
if(T && T.implanted)
enthrall_safe = 1
break*/
// for(var/obj/item/weapon/implant/traitor/T in C)
// if(T && T.implanted)
// enthrall_safe = 1
// break
if(!C)
world.log << "something bad happened on enthralling a mob src is [src] [src.key] \ref[src]"
return 0
@@ -526,4 +527,4 @@
bloodold = mind.vampire.bloodusable
mind.vampire.bloodusable = max(0, (mind.vampire.bloodusable - amount))
if(bloodold != mind.vampire.bloodusable)
src << "\blue <b>You have [mind.vampire.bloodusable] left to use.</b>"
src << "\blue <b>You have [mind.vampire.bloodusable] left to use.</b>"
+3 -3
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@@ -51,7 +51,7 @@
var/door_sound='sound/machines/airlock.ogg'
var/door_sound_distance=30
autoclose = 1
var/obj/item/device/doorbrace/bracer = null
var/obj/item/device/magnetic_lock/bracer = null
/obj/machinery/door/airlock/command
name = "Airlock"
@@ -718,12 +718,12 @@ About the new airlock wires panel:
set_frequency(ST.change_freq(frequency))
return
if (istype(C, /obj/item/device/doorbrace))
if (istype(C, /obj/item/device/magnetic_lock))
if (bracer)
user << "<span class='notice'>There is already a [bracer] on [src]!</span>"
return
var/obj/item/device/doorbrace/newbracer = C
var/obj/item/device/magnetic_lock/newbracer = C
newbracer.attachto(src, user)
return
-6
View File
@@ -108,12 +108,6 @@
holder.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(patient.has_brain_worms())
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
else
holder.icon_state = "hudhealthy"
@@ -5,10 +5,10 @@
#define LAYER_ATTACHED 3.2
#define LAYER_NORMAL 3
/obj/item/device/doorbrace
/obj/item/device/magnetic_lock
name = "magnetic door lock"
desc = "A large, ID locked device used for completely locking down airlocks."
icon = 'icons/obj/door_braces/centcom.dmi'
icon = 'icons/obj/magnetic_locks/centcom.dmi'
icon_state = "inactive"
w_class = 3
req_access = list(103)
@@ -17,38 +17,49 @@
var/department = "CENTCOM"
var/status = 0
var/constructionstate = 0
var/drainamount = 20
var/obj/machinery/door/airlock/target = null
var/obj/item/weapon/cell/powercell
/obj/item/device/doorbrace/security
icon = 'icons/obj/door_braces/security.dmi'
/obj/item/device/magnetic_lock/security
icon = 'icons/obj/magnetic_locks/security.dmi'
department = "Security"
req_access = list(1)
/obj/item/device/doorbrace/engineering
icon = 'icons/obj/door_braces/engineering.dmi'
/obj/item/device/magnetic_lock/engineering
icon = 'icons/obj/magnetic_locks/engineering.dmi'
department = "Engineering"
req_access = null
req_one_access = list(11, 24)
/obj/item/device/doorbrace/examine()
/obj/item/device/magnetic_lock/New()
..()
powercell = new /obj/item/weapon/cell/high()
/obj/item/device/magnetic_lock/examine()
..()
if (status == STATUS_BROKEN)
usr << "<span class='danger'>It looks broken!</span>"
else
usr << "\blue This device has [department] department markings on it."
if (powercell)
var/power = round(powercell.charge / powercell.maxcharge * 100)
usr << "\blue The powercell is at [power]% charge."
else
usr << "\red It has no powercell to power it!"
/obj/item/device/doorbrace/attack_hand(var/mob/user)
/obj/item/device/magnetic_lock/attack_hand(var/mob/user)
if (status == STATUS_ACTIVE)
ui_interact(user)
else
..()
/obj/item/device/doorbrace/bullet_act(var/obj/item/projectile/Proj)
/obj/item/device/magnetic_lock/bullet_act(var/obj/item/projectile/Proj)
takedamage(Proj.damage)
..()
/obj/item/device/doorbrace/attackby(var/obj/item/I, var/mob/user)
/obj/item/device/magnetic_lock/attackby(var/obj/item/I, var/mob/user)
if (status == STATUS_BROKEN)
user << "<span class='danger'>[src] is broken beyond repair!</span>"
return
@@ -97,6 +108,16 @@
playsound(loc, 'sound/items/Screwdriver.ogg', 50, 1)
setconstructionstate(0)
return
if (istype(I, /obj/item/weapon/cell))
user.drop_item()
I.loc = src
powercell = I
return
if (istype(I, /obj/item/weapon/crowbar))
user << "<span class='notice'>You remove \the [powercell] from \the [src].</span>"
powercell.loc = loc
powercell = null
return
if (istype(I, /obj/item/weapon/weldingtool))
var/obj/item/weapon/weldingtool/WT = I
if (WT.remove_fuel(1, user))
@@ -119,7 +140,16 @@
setconstructionstate(4)
return
/obj/item/device/doorbrace/proc/attachto(var/obj/machinery/door/airlock/newtarget, var/mob/user as mob)
/obj/item/device/magnetic_lock/process()
if (powercell && powercell.charge > drainamount)
powercell.charge -= drainamount
else
if (powercell)
powercell.charge = 0
visible_message("<span class='danger'>[src] beeps loudly and falls off \the [target]; its powercell having run out of power.</span>")
setstatus(STATUS_INACTIVE)
/obj/item/device/magnetic_lock/proc/attachto(var/obj/machinery/door/airlock/newtarget, var/mob/user as mob)
if (status == STATUS_BROKEN)
user << "<span class='danger'>[src] is damaged beyond repair! It cannot be used!</span>"
return
@@ -152,7 +182,7 @@
setstatus(STATUS_ACTIVE, newtarget)
return
/obj/item/device/doorbrace/proc/setstatus(var/newstatus, var/obj/machinery/door/airlock/newtarget as obj)
/obj/item/device/magnetic_lock/proc/setstatus(var/newstatus, var/obj/machinery/door/airlock/newtarget as obj)
switch (newstatus)
if (STATUS_INACTIVE)
if (status != STATUS_ACTIVE)
@@ -187,7 +217,7 @@
icon_state = "broken"
status = newstatus
/obj/item/device/doorbrace/proc/setconstructionstate(var/newstate)
/obj/item/device/magnetic_lock/proc/setconstructionstate(var/newstate)
constructionstate = newstate
if (newstate == 0)
if (status == STATUS_ACTIVE)
@@ -201,7 +231,7 @@
else
icon_state = "deconstruct_[constructionstate]"
/obj/item/device/doorbrace/proc/detach(var/playflick = 1)
/obj/item/device/magnetic_lock/proc/detach(var/playflick = 1)
if (target)
if (playflick)
@@ -212,9 +242,11 @@
target.bracer = null
processing_objects.Remove(src)
anchored = 0
/obj/item/device/doorbrace/proc/attach(var/obj/machinery/door/airlock/newtarget as obj)
/obj/item/device/magnetic_lock/proc/attach(var/obj/machinery/door/airlock/newtarget as obj)
adjustsprite(newtarget)
layer = LAYER_ATTACHED
flick("deploy", src)
@@ -222,9 +254,11 @@
newtarget.bracer = src
target = newtarget
processing_objects.Add(src)
anchored = 1
/obj/item/device/doorbrace/proc/adjustsprite(var/obj/target as obj)
/obj/item/device/magnetic_lock/proc/adjustsprite(var/obj/target as obj)
if (target)
switch (get_dir(src, target))
if (NORTH)
@@ -255,7 +289,7 @@
pixel_x = 0
pixel_y = 0
/obj/item/device/doorbrace/proc/takedamage(var/damage)
/obj/item/device/magnetic_lock/proc/takedamage(var/damage)
health -= damage
if (damage >= 40 && prob(50))
@@ -269,7 +303,7 @@
if (prob(50))
spark()
/obj/item/device/doorbrace/proc/spark()
/obj/item/device/magnetic_lock/proc/spark()
var/datum/effect/effect/system/spark_spread/s = new /datum/effect/effect/system/spark_spread
if (target)
@@ -294,6 +294,8 @@
if(H.species.flags & IS_SYNTHETIC)
return
if(istype(H) && H.species.insulated)//Insulation
return
if(M.buckled && istype(M.buckled, /obj/structure/stool/bed/chair/wheelchair))
return ..()
@@ -52,6 +52,25 @@
flick("e_flash", M.flash)
M.Stun(2)
M.Weaken(10)
//Vaurca damage 29-012-15
var/mob/living/carbon/human/H = M
if(H.species.flags & IS_BUG)
var/datum/organ/internal/eyes/E = H.internal_organs_by_name["eyes"]
if(!E)
return
//Reworked damage 29/12/15
usr << "\red Your eyes burn with the intense light of the flash!."
E.damage += rand(10, 11)
if(E.damage > 12)
M.eye_blurry += rand(3,6)
if (E.damage >= E.min_broken_damage)
M.sdisabilities |= BLIND
else if (E.damage >= E.min_bruised_damage)
M.eye_blind = 5
M.eye_blurry = 5
M.disabilities |= NEARSIGHTED
spawn(100)
M.disabilities &= ~NEARSIGHTED
@@ -333,22 +333,20 @@ the implant may become unstable and either pre-maturely inject the subject or si
implanted(mob/M)
if(!istype(M, /mob/living/carbon/human)) return 0
if(!istype(M, /mob/living/carbon/human))
return 0
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode.head_revolutionaries)
if (H.mind in ticker.mode.head_revolutionaries)
H.visible_message("[H] seems to resist the implant!", "You feel the corporate tendrils of Nanotrasen try to invade your mind!")
return 0
else if(H.mind in ticker.mode:revolutionaries)
else if (H.mind in ticker.mode:revolutionaries)
ticker.mode:remove_revolutionary(H.mind)
H << "\blue You feel a surge of loyalty towards Nanotrasen."
return 1
implanted(mob/M)
if(!istype(M, /mob/living/carbon/human)) return 0
var/mob/living/carbon/human/H = M
if(H.mind in ticker.mode:cult)
else if (H.mind in ticker.mode:cult)
ticker.mode:remove_cultist(M.mind)
H << "\blue The implant robs you of your faith in Nar-Sie, leaving only obedience to NanoTrasen."
H << "\blue The implant robs you of your faith in Nar-Sie, leaving only obedience to NanoTrasen."
else if (H.mind in ticker.mode:changelings)
H << "\blue <b>We have weaved our flesh around and isolated the simple chip. It has no effect on us.</b> But they do not know it yet..."
H << "\blue You feel a surge of loyalty towards Nanotrasen."
return 1
//Alternatively! This is the null-rod deconversion, if the above doesn't work. There's two things down there and I don't know if that's okay.
@@ -386,14 +384,21 @@ the implant may become unstable and either pre-maturely inject the subject or si
return dat
trigger(emote, mob/source as mob)
if (src.uses < 1) return 0
trigger(emote, mob/living/carbon/human/source as mob)
if (src.uses < 1)
return 0
if (!istype(source))
return 0
if (emote == "pale")
src.uses--
source << "\blue You feel a sudden surge of energy!"
source.stat = 0
source.SetParalysis(0)
source.SetStunned(0)
source.SetWeakened(0)
source.SetParalysis(0)
source.lying = 0
source.setHalLoss(0)
source.update_canmove()
return
@@ -82,6 +82,16 @@
O.update()
return
/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin
name = "boxed adrenalin implant (with injector)"
/obj/item/weapon/storage/box/syndie_kit/imp_adrenalin/New()
..()
var/obj/item/weapon/implanter/O = new(src)
O.imp = new /obj/item/weapon/implant/adrenalin(O)
O.update()
return
/obj/item/weapon/storage/box/syndie_kit/imp_compress
name = "box (C)"
+1 -1
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@@ -678,4 +678,4 @@
icon_state = "printer"
var/printing = 0
density = 1
anchored = 1
anchored = 1
+7 -7
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@@ -1132,6 +1132,10 @@
return //TODO: DEFERRED
proc/handle_regular_status_updates()
if(species.flags & IS_BUG)
adjustBruteLoss(0)
adjustFireLoss(0)
if(status_flags & GODMODE) return 0
@@ -1408,6 +1412,9 @@
see_in_dark = 8
if(!druggy) see_invisible = SEE_INVISIBLE_OBSERVER_NOLIGHTING
if(species.flags & IS_BUG) //Vaurca nightvision 29/12/15
see_in_dark = 8
if(seer==1)
var/obj/effect/rune/R = locate() in loc
if(R && R.word1 == cultwords["see"] && R.word2 == cultwords["hell"] && R.word3 == cultwords["join"])
@@ -1817,13 +1824,6 @@
holder2.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(has_brain_worms())
var/mob/living/simple_animal/borer/B = has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
holder2.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
if(virus2.len)
@@ -75,6 +75,7 @@
var/blood_color = "#A10808" //Red.
var/flesh_color = "#FFC896" //Pink.
var/base_color //Used when setting species.
var/darkness_view
//Used in icon caching.
var/race_key = 0
@@ -626,7 +627,8 @@ See code\modules\mob\new_player\preferences_setup.dm for where it's used.
secondary_unarmed_type = /datum/unarmed_attack/bite/strong
rarity_value = 2 //according to the code this does nothing but upset me so i guess it can stay
slowdown = 1 //slow
darksight = 666 //good at seeing
darksight = 8 //good at seeing
darkness_view = 7
eyes = "blank_eyes" //made out of butts
brute_mod = 0.5 //note to self: remove is_synthetic checks for brmod and burnmod
burn_mod = 2 //bugs on fire
+1 -7
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@@ -74,12 +74,6 @@
holder.icon_state = "hudxeno"
else if(foundVirus)
holder.icon_state = "hudill"
else if(patient.has_brain_worms())
var/mob/living/simple_animal/borer/B = patient.has_brain_worms()
if(B.controlling)
holder.icon_state = "hudbrainworm"
else
holder.icon_state = "hudhealthy"
else
holder.icon_state = "hudhealthy"
client.images += holder
@@ -104,4 +98,4 @@
return "health0"
else
return "health-100"
return "0"
return "0"
+3 -1
View File
@@ -273,11 +273,13 @@
//No animations will be performed by this proc.
/proc/electrocute_mob(mob/living/carbon/M as mob, var/power_source, var/obj/source, var/siemens_coeff = 1.0)
if(istype(M.loc,/obj/mecha)) return 0 //feckin mechs are dumb
var/mob/living/carbon/human/H = M //29/12/2015 INSULATION INITIATION
if(istype(H) && H.species.insulated) return 0
//This is for performance optimization only.
//DO NOT modify siemens_coeff here. That is checked in human/electrocute_act()
if(istype(M,/mob/living/carbon/human))
var/mob/living/carbon/human/H = M
//var/mob/living/carbon/human/H = M Changed for inulation 29/12/15
if(H.gloves)
var/obj/item/clothing/gloves/G = H.gloves
if(G.siemens_coefficient == 0) return 0 //to avoid spamming with insulated glvoes on
@@ -7,22 +7,51 @@
var/blood_type = null
New()
..()
if(blood_type != null)
name = "BloodPack [blood_type]"
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
on_reagent_change()
/obj/item/weapon/reagent_containers/blood/New()
..()
if(blood_type != null)
name = "BloodPack [blood_type]"
reagents.add_reagent("blood", 200, list("donor"=null,"viruses"=null,"blood_DNA"=null,"blood_type"=blood_type,"resistances"=null,"trace_chem"=null))
update_icon()
/obj/item/weapon/reagent_containers/blood/on_reagent_change()
update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) icon_state = "empty"
if(10 to 50) icon_state = "half"
if(51 to INFINITY) icon_state = "full"
/obj/item/weapon/reagent_containers/blood/update_icon()
var/percent = round((reagents.total_volume / volume) * 100)
switch(percent)
if(0 to 9) icon_state = "empty"
if(10 to 50) icon_state = "half"
if(51 to INFINITY) icon_state = "full"
/obj/item/weapon/reagent_containers/blood/attack(mob/living/carbon/human/M as mob, mob/living/carbon/human/user as mob)
if (user == M && (user.mind in ticker.mode.vampires || user.mind.vampire))
if (reagents.get_reagent_amount("blood"))
user.visible_message("\red [user] raises \the [src] up to \his mouth and bites into it.", "\blue You raise \the [src] up to your mouth and bite into it, starting to drain its contents.")
while (do_after(user, 25, 5, 1))
var/blood_taken = 0
var/need_to_break = 0
if (reagents.get_reagent_amount("blood") > 10)
blood_taken = 10
else
blood_taken = reagents.get_reagent_amount("blood")
need_to_break = 1
reagents.remove_reagent("blood", blood_taken)
user.mind.vampire.bloodtotal += blood_taken
user.check_vampire_upgrade(user.mind)
if (blood_taken)
user << "\blue <b>You have accumulated [user.mind.vampire.bloodtotal] [user.mind.vampire.bloodtotal > 1 ? "units" : "unit"] of blood and have [user.mind.vampire.bloodusable] left to use."
if (need_to_break)
break
user.visible_message("\red [user] licks \his fangs dry, lowering \the [src].", "\blue You lick your fangs clean of the tasteless blood.")
else
..()
/obj/item/weapon/reagent_containers/blood/APlus
blood_type = "A+"
@@ -45,4 +74,4 @@
/obj/item/weapon/reagent_containers/blood/empty
name = "Empty BloodPack"
desc = "Seems pretty useless... Maybe if there were a way to fill it?"
icon_state = "empty"
icon_state = "empty"
+20 -3
View File
@@ -56,6 +56,26 @@ should be listed in the changelog upon commit though. Thanks. -->
<!-- DO NOT REMOVE, MOVE, OR COPY THIS COMMENT! THIS MUST BE THE LAST NON-EMPTY LINE BEFORE THE LOGS #ADDTOCHANGELOGMARKER# -->
<div class='commit sansserif'>
<h2 class='date'>04 January 2015</h2>
<h3 class='author'>Skull132 Updated:</h3>
<ul class='changes bgimages16'>
<li class='rscadd'>Fuel fires are back in the game (both welder fuel and flamethrowers burn properly).</li>
<li class='rscadd'>Adrenalin implant kits added to syndicate uplinks, worth 3 TC. Upon activation, the implant removes any and all stun effects that you have.</li>
<li class='rscadd'>Gave the vampires the ability to suck blood from bloodpacks. Just attack yourself with one. Note that only total blood is gained, not usable blood.</li>
<li class='tweak'>Loyalty implants tweaked: messages are now handled properly, head revs are safe once more, revs are properly removed, lings are given instructions on the fact that they can ignore the implant's effect.</li>
<li class='tweak'>Having a cortical borer in your head no longer flags you as such on the medical HUD.</li>
<li class='tweak'>Reworks whitelists to be SQL dependant, as opposed to running from a local file (should speed up server reboots).</li>
<li class='tweak'>Tweaks magnetic locks to have a powercell. Standard high cap cell will run a magnetic lock for about 16 minutes. Cells can be removed by using a screwdriver, then a crowbar.</li>
<li class='bugfix'>Loyalty implanted people cannot be enthralled. The vampire is now informed as such and the enthralling will fail.</li>
<li class='bugfix'>Vaurca eyes now take damage from flashbangs and flashes.</li>
<li class='bugfix'>Vaurca are now properly 'insulated' and resistant to electric shock.</li>
<li class='bugfix'>Multiple bugfixes on the map, by Witt.</li>
<li class='bugfix'>Organ transplants are fixed and now work, with the possible exception of eyes. Need to test. This also means that you can use the use the advanced operating table to conduct full on brain transplants.</li>
<li class='bugfix'>Head re-attachment surgery no longer deletes the brain.</li>
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>8 December 2015</h2>
<h3 class='author'>SoundScopes updated:</h3>
@@ -70,8 +90,6 @@ should be listed in the changelog upon commit though. Thanks. -->
</ul>
</div>
<div class='commit sansserif'>
<h2 class='date'>Probably October</h2>
<h3 class='author'>SoundScopes updated:</h3>
@@ -86,7 +104,6 @@ should be listed in the changelog upon commit though. Thanks. -->
<li class='imageadd'>Peanut seed sprite</li>
<li class='bugfix'>Space has been fixed so you only need to define an area once</li>
<li class='bugfix'>SQL bug</li>
</ul>
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