Should make majority needed machinery useable while offline. Does not,
much to my own dismay, properly fix the APCs or atmos machinery shutting
down on itself (Bay code does it in another fashion, leading me to
believe that my solution is a little hamfisted. But it should work).
Rolls back the earlier mecha EMP changes into a much more simple system.
Same damage, similar energy drain, more likely to create subsystem
failures, no more breaking other EMP weapons or unnecessary atom pro
declerations.
Alters the EMP code so that mechas are actually affected by the exosuit
computer commands.
Anything that isn't a Gygax or a Durand will be instantly scuttled, with
the two surviving mechas losing 70-99% of their cell capacity.
Additionally, a small (1 tile) empulse is emitted from the position of
the mecha, disabling headsets and the like.
Known errors:
* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
- Admin Access
- Attack Log - Prays - Centcomm
- Singluo tells Mods/Admins when stage 4
- PA tells Mods/Admins when it is altered at all
- All stagg get a notification if any of the chat channels are muted at
login
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server
Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.
Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts. As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.
The main object:
/obj/machinery/gravity_field_generator/main
The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station
The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin