Renames the entire deal. Also gives a powercell to the maglocks, making them last about 16 minutes with a high capacity powercell. Cell can be replaced by unscrewing the front, and crowbarring it.
Adds handheld radio jammers, costing 2 TC, to the traitor uplinks. These jam all headsets within range, as well as PDAs. If dropped next to a messaging server, they will start jamming it as well.
there are a lot of robots on station and this seems the most practical.
also, xray/vampeyes use see invisible observer nolighting, which don't
worry doesn't let you see ghosts or anything and is essentially the same
as see invisible minimum. it actually sees at a lower level than a
normal mob can see.
Suit cooling units will now work while on back as well, much like an
oxygen tank. They also come with an invisible sprite for now, will
figure something out for that at a later date.
* Fixes#431 by redoing the canesword (disguised sword). Makes you able
to lock it by clicking on it, and unsheathe it by clicking on it with
another hand.
* Removes the old box-hack for having a canesword.
* Swaps out references for the old canesword.
* Modifies how deconversion with the null rod works, to be less ganky.
Fixes suit cooling units so they no longer have infinite power. Made
their batteries last much longer, too.
Anom suits can now hold suit coolers. Softsuits can now hold large o2
tanks.
Prosthetics now malfunction at brute+burn-11% chance so getting your arm
scratched doesn't turn you into humpty dumpty.
BSTs get a new verb to ruin everything.
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.
Vamps: Hypnotize now a free power, cooldown increased. Space bats
nerfed, but ability now summons two as before since they don't kill each
other anymore. Vampjaunt brought back down to thirty. Holy water
ignites and burns vamps.
Laserpointer permablinding severely nerfed. Bad idea in retrospect.
Added things to custom gear prefs.
All energy weapons made more accurate, to compare with bulletweapons
being generally way more deadly. Snipers/modulasers accuracy buffed, to
account for aiming at a distance being broken.
Isocubes. They're done but need a sprite. Pocket dimension that you
suck highly dangerous criminals into. Spell edits were mostly to
contain wizards and vamps from poofing out, which would cause them to be
permastunned since only getting ejected removes the permastun.