Fixes https://github.com/Aurorastation/Aurora.3/issues/21944
Spiritual successor of
https://github.com/Aurorastation/Aurora.3/pull/22352
Cherrypicked changes from the C3 Crew Management branch, this PR
contains all NTNet extensibility features, including Field Relay
construction, off-site camera usage (contingent on standing up remote
hardware and being out of jamming), etc. This also fixes a handful of
outstanding telecomms and view/mobeye-related bugs adjacent to where I
was working.
changes:
- rscadd: "Adds NTNet extensibility, requires new machinery constructed
on away-site z-levels."
- rscadd: "Breaks NTNet Relay machinery into Quantum Relay ('core' obj
on Horizon) and Field Relay (deployable off-site constructions)."
- qol: "Embedded cameras (basically every video camera EXCEPT those
which are installed on walls) can now be viewed from NTNet-connected
z-level, not just connected ones."
- rscadd: "Adds several public camera monitor consoles to the Horizon
(near where public sensor grid feed consoles already exist)."
- rscadd: "Adds some spare camera console boards to Horizon technical
storage."
- qol: "Adds action button for 'cancel-camera-view' verb while viewing
cameras or looking up/down z-level."
- bugfix: "Fixes Jockey comms (frequency was missing from ANTAG_FREQS)."
- bugfix: "Fixes look-up/look-down actions intermittently failing
without first using cancel-camera-view."
- **Megacorporate Factions:** Corporate Reporter, Corporate Journalist
- **Independent Faction:** Independent Reporter, Independent Journalist,
Media Broadcaster
The largest change is `Freelancer` -> `Independent`, which allows
independent reporters/journalists/broadcasters to represent proper news
media (eg. Tau Ceti Times, Spurley, a head-canoned independent media
group), instead of being lucky solo freelancers who somehow landed a
position on a sensitive megacorporate vessel (though freelancers aren't
excluded).
`Media Broadcaster` is new and available to both independents and
megacorporate fations, mostly catering to reporters doing gimmicky talk
shows etc. with the camera drone. It has no additional access like news
media though, regardless of megacorporate affiliation
Complete overhaul of Integrated Circuits Final Edition!
- Adds phoron cost to circuits (not assemblies).
- Printer searching capability.
- Changed names of assemblies to better match their description.
- Adds cloning and auto appending JSON for large builds.
- Adds database, debug, advanced math circuits.
- Reworks the list circuits to finally accept anything other than NUM.
- Adds plenty of list circuits to allow functional building and clearing
of lists.
- Reworks Complexity/Space to allow a bit better flexibility in creation
of devices.
- Adds a "Headroom" concept where space/complexity can go beyond the
maximum to a very slight degree. Concretely, unused space gives `2`
extra complexity per unused component slot, capped at `15%` of
`max_complexity`. Unused complexity gives `1` extra component slot per
`6` unused complexity, capped at `15%` of `max_components`.
- Groups math and logic circuits and adds subgroups.
- Doesn't mess with the circuit tool kit.
- Adds a xenoarch drill assembly with a nice sprite. Thank you
@EnchantedCrocolisk for the sprite!
- Changes activation limit time to 1 second from 2 seconds, adds a 1
second timer that is unique to the INTEGRATED CIRCUIT PRINTER with the
advanced design disk.
- Ports several Baystation integrated-circuit manipulation components,
primarily from
Baystation12/Baystation12https://github.com/Baystation12/Baystation12/pull/22458,
with anchoring bolts and hatch lock sourced from
Baystation12/Baystation12https://github.com/Baystation12/Baystation12/pull/25052.
- Changes the electronic ear piece into a workable radio headset with
working encryption keys capability and unique ways the Microphone and
TTS interacts with it.
- Removed the ability for all the electronic wearables to spawn with a
basic cell.
- Combines https://github.com/Aurorastation/Aurora.3/pull/22466,
https://github.com/Aurorastation/Aurora.3/pull/22456,
https://github.com/Aurorastation/Aurora.3/pull/22455,
https://github.com/Aurorastation/Aurora.3/pull/22446 that are now
closed.
Fleshes out wire panel skill behavior and signaler management.
Electrical Engineering 4 was very OP for revealing all wire labels of
all machines, and it was super fun while it lasted.
Wire panels now have associated skills with their use, and increased
skill ranks will increase the proportion of wires (chosen at random)
that are easily recognizable on sight for certain types of wiring
panels.
**Professional:** 75% revealed
**Trained:** 50% revealed
**Familiar:** 30% revealed
_(note: having both Electrical and Mechanical engineering at least
Trained gives you that baseline 30%, reflecting how your knowledge can
probably translate to decent guesswork.)_
The following wire panels are affected:
**Electrical Engineering:**
- APCs
- Cameras
- IFF Beacons
- Radios
- Smartfridges
- SMES Units
**Mechanical Engineering**
- Airlocks
- Disposal Units
- Fabricators
- Vending Machines
**Atmospherics Systems**
- Air Alarms
**Reactor Systems**
- Particle Accelerator Control Boxes (lol)
**Robotics**
- Hardsuits
- Suit Storage Units (sharing the love is all)
- Robots
- Tag Scanners
**Xenobiology**
- Stasis Cages
Also, I made it possible to blow out all the lights in an APC's area by
snipping the power regulator cable and then pulsing the lights wire.
Great for signalers.
Speaking of signalers, new app deployed to all Engineering, Research,
and Robotics personal modular computers:
<img width="816" height="722" alt="Screenshot 2026-07-14 144049"
src="https://github.com/user-attachments/assets/3d588712-ebfd-47ac-b699-7cdac2c04907"
/>
Self-explanatory. Please only use corporate-provided software for
behavior within your contract regulations.
Movement sounds for mobs are now handled by a single component. Movement
sounds are fed into it through signals, which contain both a movement
source (like an item for a mob, causing the sound) and a list of sounds
to pick from.
To-do:
- [x] Figure out how to do barefoot species sounds
- [x] Maybe movement sounds for simple mobs
- [x] More movement sounds for other items
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Some light rigs don't even have boots to deploy, so they shouldn't get
slowdown because of it.
Decided just to make all light RIGs have no slowdown, as none of them
had footstep sounds anyway.
changes:
- bugfix: "Fixes light rigs getting slowdown from having undeployed
boots."
- bugfix: "Fixes light rigs having no energy armour."
- Adds the Caria origin, by request of human lore. Carians are vulnrable
to light, but have low light vision.
- Adds the Caria accent.
- Adds Carian flags, available in the loadout.
- Adds the Carian tribunal necklace, available in the loadout.
- All description are by Schwann.
- All sprites are by me.
---------
Signed-off-by: Fyni <itsfyni@gmail.com>
Signed-off-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
The closest thing to a balance change is the hardsuit boots being
deployable without the chestpiece again.
The SFX can be moved with the recent update to armour sounds if someone
wants, but the slowdown is a heavy enough penalty to discourage it.
- bugfix: "Fixed the Retract All Hardsuit Parts verb, by making hardsuit
boots retractable with the chestpiece deployed, at a heavy slowdown"
- bugfix: "Fixed the stealth system module not decloaking when the user
fires a gun or hits a mob."
- bugfix: "Fixed being able to instantly remove your hardsuit if it had
a storage module in it."
- bugfix: "Fixed mounted energy guns being stuck in taser mode. Also
extends support to other guns with multiple firemods."
- bugfix: "Fixed most hardsuit modules not having an on-mob sprite."
- bugfix: "Fixed synthetic chargers not charging the hardsuit, if the
wearer was an IPC."
- bugfix: "Fixed the hardsuit UI not updating when toggling jetpack
stabalizers."
- bugfix: "Fixed the advanced hacking tool searching the wearer's entire
contents to see if it had been dropped every tick."
Latex gloves (and by extension, nitrile and all other child items) had a
75% chance to leave fingerprints. This reduces that chance to zero.
While some impressions can be left by these gloves in real life, it is a
counterintuitive behavior for the purposes of the game (and we have
enough of those to memorize elsewhere anyways).
Fixes several runtimes from the past few weeks, some additional material
repath regressions, and the fact that if I shoot you with a stream of
ionized deuterium particles, it doesn't riddle you with cancer.
changes:
- bugfix: "Fixes emergency shields runtiming when hit by thrown
objects."
- bugfix: "Fixes several stale global list runtimes."
- bugfix: "Fixes several health percentage checks that could use unset
initial health values."
- bugfix: "Fixes additional materials regressions in INDRA code."
- bugfix: "Fixes invalid fuel injector depletion math."
- bugfix: "Makes accelerated particles apply radiation damage to living
mobs they pass through."
Soft-ish port of https://github.com/NebulaSS13/Nebula/pull/540. Except
we call them singletons.
Repaths all materials as singletons instead of datums, and replaces
material defines from strings to paths so that we can just run
GET_SINGLETON instead of needing to use SSMaterials. This is Step One.
This PR has no player-facing changes.
changes:
- refactor: "Repaths /material to /singleton/material."
- refactor: "Replaces all material string defines to path defines,
replacing SSmaterials procs w/ GET_SINGLETON instead."
- refactor: "Removes all material var edited objects from all maps,
adding new presets where necessary."
- refactor: "Updates recipes unit test to run all recipes against all
material singletons."
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: kano-dot <bhutanlikanoxy@gmail.com>
Life() was wasting a bunch of processing time on "Every hardsuit
forever" regardless of if it was equipped or not. Additionally Life()
was responsible for double-processing hardsuits, which is extremely
improper. Since hardsuits are being moved to SSprocessing instead of
SSmobs, which has a different tickrate, I went ahead and tick
differentiated them to make sure that nothing will break.
Adds a variety of loadout origin items from Reade and New Gibson.
_All sprites by Alsoandanswer/Wezzy._
---
**New Gibsonite Uranium Glass Accessories:**
- Adds a bracelet, ring, and necklace that are an emissive green.
- Only selectable by characters with the New Gibson origin, incl. Tau
Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="965" height="101" alt="accessories"
src="https://github.com/user-attachments/assets/4a235dee-28ce-485f-931d-4913853a22ef"
/>
---
**Readic Personalised Breath Mask:**
- Adds a recolourable breath mask with an oni mask-like design.
- Only selectable by characters with the Reade origin.
<img width="1331" height="107" alt="mask"
src="https://github.com/user-attachments/assets/ef500fed-bf0f-4b22-a037-0a21938e2928"
/>
---
**Reade Extreme Racing Jackets:**
- Adds an extreme racing jacket with a bi-colour design and various
decals that can be selected.
- The jacket has an action that temporarily hardens the wearer against
heat/near-void conditions for 1 to 2 minutes (though only covers the
torso and so cannot replace a soft/voidsuit).
- Only selectable by characters with the Reade or New Gibson origins,
incl. Tau Ceti Skrell and Tau Ceti IPCs (for lack of New Gibson-specific
skrell/ipc origins).
<img width="1393" height="97" alt="jacket"
src="https://github.com/user-attachments/assets/20ec051e-3fe5-49b0-ace3-5159ec8a9938"
/>
Coloured Example:
<img width="654" height="309" alt="image"
src="https://github.com/user-attachments/assets/0fc81d89-c1b3-452a-87c7-374cc1e6dd18"
/>
---
**New Gibsonite Voidsuit and Modkit:**
- Adds a sleek/high-tech engineering/ops voidsuit to contrast against
the lower tech ones.
- A modkit to convert engineering/atmospheric/mining/hangartech
voidsuits is available in the loadout.
- Has human, skrell, and tajara variants.
- A unathi variant has also been sprited but is not available ingame.
- Only selectable by characters with the New Gibson, incl. Tau Ceti
Skrell (for lack of New Gibson-specific skrell/ipc origins)
<img width="1625" height="110" alt="suit"
src="https://github.com/user-attachments/assets/330db8cd-2bc2-4745-a720-6a0409b97332"
/>
Unused vars take up memory and worsen proc overhead. By far the worst
offenders to this are vars on /atom and /mob since they more or less
globally stack lots and lots and lots and lots of proc overhead. So I'm
cleaning up unused vars on these to save resources. I also noted several
vars that are excellent candidates for making components or elements.
When I'm not drowning in school work anymore, their time is numbered.
Mfw every space carp forever has a CCIA record, no wonder mobs are
laggy.
- renames/redescs/etc existing stuff to fit new TCAF lore
- lots of 4 years defunct TCFL stuff has been deleted or
repathed/renamed
- the tcfl peacekeeper ship that was soft-removed has been deleted
- the uniforms has also been modified and have had the necessary amount
of blue added. essentially i kitbashed the old TCFL uniforms with the
new TCAF uniforms
i probably missed a lot of tcfl stuff still.
---------
Signed-off-by: c#min7 <sadkermit01@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
On one fateful day when I was playing security I spotted an Idris unit
wearing a white coat. It was all great and good until it turned and the
white changed from white to an ugly grey. This could not stand, someone
should do something with that awful sprite.
Then I remembered I'm a spriter, so here we go.
> - imageadd: "Resprited Idris Unit coats. Brown Idris Unit coats are
now teal."
NEW sprites on the top, old (current) on the bottom.
<details>
<summary>Black Idris Unit coats: </summary>
<img width="2048" height="1024" alt="black coats"
src="https://github.com/user-attachments/assets/1afb2d20-93c4-46fd-a800-13ef20631e74"
/>
</details>
<details>
<summary>White Idris Unit coats: </summary>
<img width="2048" height="1024" alt="white coats"
src="https://github.com/user-attachments/assets/ddbe6c03-42f3-49bd-b780-82344161f969"
/>
</details>
Brown Idris Unit coats were redone to be teal to comply with the Idris
palette.
<details>
<summary>Teal Idris Unit coats: </summary>
<img width="2048" height="1024" alt="teal coats"
src="https://github.com/user-attachments/assets/fb1b3824-9bf0-44ff-a519-a92497590eee"
/>
</details>
<hr>
This is how the coats looked at the time this PR was posted.
<details>
<summary>First iteration black Idris Unit coats: </summary>
<img width="3072" height="1536" alt="black Idris unit coat"
src="https://github.com/user-attachments/assets/2f4ad7d8-617f-4ef9-aef0-618b690abdb1"
/>
</details>
<details>
<summary>First iteration white Idris Unit coats: </summary>
<img width="3072" height="1536" alt="white Idris unit coat"
src="https://github.com/user-attachments/assets/37b06fb7-a6bd-4577-a372-91892ae6f518"
/>
</details>
<details>
<summary>First iteration teal Idris Unit coats: </summary>
<img width="3072" height="1536" alt="teal Idris unit coat"
src="https://github.com/user-attachments/assets/d739db17-dc0a-4083-935f-d6651e65c5b0"
/>
</details>
<hr>
This PR is NOT related to me making an IPC whitelist application. Trust
me.
Have an Idris day!
Part 3 of the Mob Destroy Refactor, this time going through the entire
list of every ref stored up to a mob/human, and (attempting) to verify
and cleanup every possible circular ref. This PR also fixes some
mistakes made with cleaning up UI elements, namely that tgui's really
don't like it when you qdel them, and screen objects also weren't always
clearing their own references if Qdel'ed directly. There were several
niche situations too where circle refs might be retained by a mob. I
also found an issue where static lights were only cleaned up on
/atom/movable/ but actually existed farther up the chain on /atom. I
don't know if any /atoms that aren't /atom/movable ever get static
lights, but the fact that they can be needs to be correctly accounted
for.
I can't possibly have gotten all of them, but this is every single one I
could find after 3 hours of work.
Adds a Ceres Lance beret, armor, and new uniform in preparation for
future CL events.
Also modifies the Ceres Lance crate to contain these items and carry a
more diverse weapon mix for merc rounds and ease of spawning during
event rounds..
---------
Signed-off-by: TheStryker <thestryker289@gmail.com>
Co-authored-by: Kano <89972582+kano-dot@users.noreply.github.com>
Re-creation of https://github.com/Aurorastation/Aurora.3/pull/21046 to
skip merge conflict hell. Brings us modern TGUI.
**ALTERNATE TITLE: TGUI HELLSCAPE PR
ABANDON ALL HOPE YE WHO ENTER HERE**
- [x] Migrate build tools (javascript -> typescript, bun for package
management).
- [x] Upgrade all TGUI dependencies and associated root files to
TG-congruent versions (axios, babel, dompurify, eslint, highlight,
marked, prettier, sass, source-map, stacktrace-parser, typescript).
- [x] InfernoJS -> React migrations
- [x] React cleanup and polish (migrate all remaining .js files to
appropriate .ts or .tsx filetype, all remaining hooks, linting, error
corrections, etc.)
- [ ] Test all remaining TGUI interfaces
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.
This may very well be the end of the lag war.
In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com>
Adds clothing item versions of some existing shirts that were previously
only in the undershirt selection next to underwear.
Mostly graphic t-shirts.
Also adds a cropped tank top, modified from the existing tank top.
Various fixes and cleanups for hardsuits following the rework.
changes:
- bugfix: "Adds additional safety checks to hardsuit deployment logic to
better handle boot checks."
- bugfix: "Hardsuit Health Analyzer module works again."
- rscadd: "Adds 'Retract All Parts' verb for hardsuits."
- rscdel: "Removes Vitals Scanner module; hardsuits which had this
module by default have had it replaced with the Health Analzyer module."
- rscdel: "Removes hardsuit Maneuvering Jets onmob sprites."
So in the effort to make it so badges display on belts, I have gazed
upon the ever so slightly better looking investigator badge and wondered
why aren't all security badges like that. So now they are like that.
Also they display on belts now.
From the changelog:
> - imageadd: "Tweaked the sprites for security badge accessories and
added belt sprites for them."
The change (left is what is being changed to right, which is what is
contained in the PR):
<img width="2048" height="1024" alt="badges and things (just badges)"
src="https://github.com/user-attachments/assets/fd0925dd-f094-47d8-afc2-1ab54ed8420c"
/>
The Outer Eyes opens its eyes for diversity hires.
Okay, originally I did not make species variants (and an obj sprite for
the helmet) in https://github.com/Aurorastation/Aurora.3/pull/22394, and
I do not have a good explanation for why beside saying I was lazy, so
here they are. Also a suit cycler for easy spawning.
From the changelog:
> - rscadd: "Added species variants to the Outer Eyes voidsuit."
> - rscadd: "Added an Outer Eyes suit cycler."
> - imageadd: "Added a proper object sprite to the Outer Eyes voidsuit
helmet."
<img width="1536" height="1536" alt="diversity"
src="https://github.com/user-attachments/assets/762a88dc-9e47-494d-a064-a8b5764c390c"
/>
**Silence,
Violence.**
Changes:
- Added various clothing shortcuts. You can now Alt-Click to adjust
layers, Alt-Shift-Click to remove accessories, etc. on most clothings.
- Tweaked inventory HUD icon frames to process shortcut clicks
(Alt-Click and Shift-Alt-Click for now). This means you no longer have
to click specifically on item icons to use shortcuts.
- Moved a block of code to where it belongs, minor code improvements.
There might cases where the new shortcuts collide with already present
snowflake shortcut interactions on certain items, i tweaked the ones i
stumbled into but there might be more
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.
Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.
I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
Small handful of obj/item size adjustments for common sense, QoL, and
standardization.
changes:
- balance: "Decreases size of Dosimeter from Normal to Small."
- balance: "Decreases size of Bomb Defusal Wirecutters and Music
Cartridge from Small to Tiny."
- balance: "Increases size of Airlock Electronics from Tiny to Small
(matches other circuitboards)."
**Summary**
Converts hardsuit NanoUI to TGUI and overhauls much of the associated UI
and module code.
The conversion alone is what necessitated quite a bit of cleanup of our
11-year-old hardsuit code, for which I leaned heavily upon tg's
implementation of MODsuits. Therefore, this is a PARTIAL (???) port of
both https://github.com/tgstation/tgstation/pull/59109 and
https://github.com/tgstation/tgstation/pull/77022. While a lot of
wonderful code and UI design was ported 1:1 (for which I am grateful!),
our hardsuits are still NOT MODsuits. Most of our back-end remains the
same.
Fixes https://github.com/Aurorastation/Aurora.3/issues/22071
changes:
- refactor: "Migrates Hardsuit NanoUI to TGUI."
- refactor: "Updates Hardsuit module type definitions, configuration
data, many misc other functions for the purpose of the UI refactor
(general utility and readability improvements)."
- balance: "Hardsuits now passively consume a small amount of energy
while online, even when retracted."
- balance: "Hardsuit boots can no longer be retracted without also
retracting the chest piece first."
- balance: "Mounted hardsuit storage module max space increased from 9
to 14."
- balance: "Plasma cutter (standalone and mounted) damage increased and
range decreased by 50% each."
- soundadd: "Adds several new sounds for hardsuit use (attribution
located w/ files)."
- code_imp: "Makes power_wattage_readable() a global proc and adds
power_joules_readable()."
- code_imp: "Lots of misc DMdoc updates."
- bugfix: "Synthetic Charging Stations now charge hardsuit power cells
as intended."
**Old UI**
<img width="804" height="1321" alt="Screenshot 2026-05-04 135705"
src="https://github.com/user-attachments/assets/f01957a0-7cec-4fcc-b862-c9dfde0dcc43"
/>
**New UI**
<img width="998" height="782" alt="Screenshot 2026-05-04 174658"
src="https://github.com/user-attachments/assets/ad402902-d489-435a-9c16-82150ed82618"
/>
### Asset Licenses
The following assets that **have not** been created by myself are
included in this PR:
| Path | Original Author | License |
| --- | --- | --- |
| icons/mob/rig_modules.dmi (mounted-plasmacutter)|
[Ghostsheet](https://github.com/ghostsheet) | CC-BY-SA |
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
Co-authored-by: VMSolidus <evilexecutive@gmail.com>
Moves all HUD screen object icon files from various scattered locations
to icons/hud. No changes made to any icon_states in this PR, no
player-facing changes. Part of larger icon organization work and in
preparation for action button rework.
Mechanically representing its pre-existing lore and description.
Mechanical description added on the item too.
<img width="416" height="97" alt="image"
src="https://github.com/user-attachments/assets/e70da937-30ab-42f3-bf85-5a8da5accddf"
/>
NEW:
Shaper Helmet now also removes Hive name when physically speaking.
<img width="330" height="65" alt="image"
src="https://github.com/user-attachments/assets/a56af02c-0494-4589-bf15-4d59f6d0767e"
/>
NEWER: Helmet affects visible name and messages. It ignores worn ID for
obvious reasons, but some Shapers may hide their ID while talking to
other Vaurcae.
<img width="533" height="225" alt="image"
src="https://github.com/user-attachments/assets/da85914d-52bc-4036-9616-66e479794fa3"
/>
Full Preimminent Shapers should wear robes and helmet with TTS accent to
be as anonymized as possible. Parts of your carapace that peek through
can be easily hidden as well.
NEWEST: Robes and helmet functionality have been swapped, as it makes
more sense for the robes that cover you up to remove from physical
messages.
Silence,
Violence,
Adds the Outer Eye voidsuit, and gear loadouts featuring it for antags
to use. Outer Eyes enforcers favour Xanan weapons, reflected in the
loadout. While human only for now, I hope to add variants for a few
species shortly.
Also adjusts the typo which meant the exclusionists / hoplan gear in the
uplink didn't work since it was right there. Sorry for the two in one, I
knew if I left it until after this merged I would forget.
SPRITES ARE BY THE WONDERFUL @ElorgRHG!
---------
Signed-off-by: Fyni <itsfyni@gmail.com>