Initial addition of the labelled prisoner jumpsuits and cell control
functionality for the introduction of the communal brig. One note to
review (namely, if id = null for cell spawning, that may cause a runtime
error).
Changes all next_click modifications (except telekinesis) to use a
renamed function "AllowedToClickAgainAfter".
Creates a function called "AllowedToMoveAgain" which is used to test if
you're allowed to click.
Adding additional click delay timings to setup.dm.
Ooohkay, so I added a bit more to this while fixing the issue with the
backpack module select screen not refreshing when you stored items.
I did a pass over the hotkeys! Hurray!
All right. Lets do this:
Key X
Previously, this hotkey wouldn't start cycling if your first inventory
slot wasn't filled. So if you had slots 2 and 3 full, but 1 empty,
clicking X would do nothing. Now it works how you'd expect. It cycles if
you have something selected, and if you have nothing selected, it
selects the first item.
Key C
This deselects everything, leaving you able to interact with computers
and distant AI objects. Previously, to do this you had to click on an
empty area of your selected module. It was very awkward.
Key V
This stores your currently selected item.
Key Q
Previously this would just tell you that you weren't allowed to drop
items as a robot. Now it toggles your inventory open or closed.
Key 1,2,3
Previously hitting 1 would activate Help intent, and 4 would activate
Harm intent. Robots have only two intent types, making the toggle key F
more useful. These now select the respective modules.
I also revised how clicking on items in the backpack works. Now,
clicking on an item in the module storage, with a tool selected, will
hot-swap the item into your current module.
Taken together, these changes reduce an enormous amount of unnecessary
clicking.
fixes nanopaste to actually work plus gives it a healing buff to be
better than wires/welder. also nerfs mech teleporter bluespace levels
to reasonable levels.
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.
You are no longer able to modify the genomes for IPCs, nor inject them
with the DNA injectors. That way, no more IPCs with superpowers or
exploding IPCs from being monkeyed.
* Now called the thin sword, so that you wouldn't really know that the
sword used came from a cane as you autopsy
* Adds properly blue notification and missing fingerprint procs
changeling sword arms + riot shield growth abilities. as far as i can
tell, bug free.
forcegloves: see thread on forum for details. i personally think it's a
great idea to make them standard issue for sec or at least put them in
the armoury. they amp melee damage (varedit amplification if you want
ingame shenanigans with them) and also interact with harm-grab-disarm.
* 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.