This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
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Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
See title. Currently, we have this awkward hodgepodge in which every
non-baseline IPC can wear both the machine and human voidsuit suits, but
only baselines can wear the helmet, leading to perennial confusion from
IPC players.
This removes the ability of Bishops, Zeng-Hus, and industrials to wear
human-fitted voidsuits, and allows them to wear the machine refitted
helmet. If you're an IPC and you aren't a shell, you can consistently
expect to refit your voidsuit to the machine variant regardless of your
subspecies. Any voidsuit that has had this functionality removed should
still have an IPC refitting option.
Refitting code does slightly scare me, so the code here could use some
decently careful interrogation. In testing, everything seems to work
fine.
Greenlit by synthlore.
Added armor defines
Converted raw strings use to defines
Added UT test to ensure people set the armor var correctly (to a list)
No player facing changes
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
Adds several ruins for the uninhabited planets of Uueoa-Esa.
Adds a pre-contact Unathi spacesuit for one of the ruins and potential
future use.
Voidsuits and other refittable clothing items (if any are added) can now
be set to refit to a species on initialize rather than copypasting code
for mapped-in suit variants.
Will require updating for #18850 and #18920 when merged.
* repaths various factional voidsuit icons
* tweak to gear loadout messages
* sol fix
* the new standard, apparently
* konyang voidsuit -> coalition.dmi
* a collection of offship fixes
* incorporates lavilla's fixes
* kasf revert
* all station voidsuits are now contained sprites
* fixes to corporate voidsuits & vaurca sprites
* stev's inhands
* yeah?
* we're so back
* modkits & kataphract contained sprites
* offship suit cyclers & ghostrole suit fitting
* offship suit cyclers
* just use a global list
* final tweaks
* dme fix
* tgui prettier
* himeo & galatea suits -> coalition.dmi
* h
Adds a full resprite of mercenary gear to be less excessively saturated. As well, this adds unique freelancer sprites and gives the freelancers a decent new RIG labelled the "Rhino Hardsuit," one that's actually equipped. It has slightly more bullet resist and less laser resist than the merc hardsuit.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Baseline frames can no longer wear regular voidsuits, they now must circle them inside a suit cycler. Also, adds ipc voidsuits and hardsuit sprites too.
Sprites were made by kyres.
changes:
Syndie hardsuit/voidsuit helmet lights now emit green light, the same color as the lights on the helmet's sprite.
Welding tools now use SSprocessing instead of the obsolete processing_objects list.
Converted some spawns to timers.
Fixes#2201.
Fixes#2162.
-fix several wrong tech origin related to the guns
-tweak some sprites
-add x-ray laser rifle
-add new sprites for the suit cooling unit, with one when being worn on the back
-fixed suit cooling units not working when worn on the back and inside exosuits
In this update:
Voidsuits have a better siemens_coefficient, the mercenary and wizard ones are far better.
Armor also had their siemens_coefficient buffed.
Security and the mercenary clothing also had a buff in their siemens coefficient.
Regular hos armor options should be all the same now, status-wise.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.