Removes the flashing effect on manhack grenades. It lasted around two to three seconds, making escape nigh impossible.
Made manhacks do a random number between 10 and 15 damage.
Made manhacks easier to click on by giving them a small invisible square around their sprite.
This pr changes how telescience works; instead of just teleport things with zero risk or consequences, telescience will now create two portals, one in the telepad, and the other in the location.
Why?
Telescience has always been a really problematic part of the game, causing a lot of fuckery over the ages. It is pretty much riskless, besides some possible explosion, limb loss or whatever if you fuck up, but if you somewhat knew what you were doing, you could steal shit, and just teleport bombs or whatever upon your victims.
Now, telescience has some risk and difficulty attached to it. Since, for the scientist to steal/kidnapp/save someone, they must enter the portal, which puts them in the location of where they want to reach. It is also possible for the people that can reach the portal to end in the telescience lab, allowing for some counter play.
Humans could enable autohiss. This resulted in the handle_autohiss proc runtiming, due to missing expected maps. The runtiming rendered the person unable to speak until they turned autohiss off again.
Fixes this by checking for the presence and length of autohiss_basic_map. The map is expected as a predicate towards autohiss working in the first place.
Force gloves allowed you do the first upgrade instantly, meaning you skip both passive and blue. According to the code, this is unintentional behavior and leads to further bugs, such as being stun-locked when this happens repeatedly.
-kois can now infect people by being injected into the bloodstream as well
-vaurca warforms have their own fire overlay now
-fixes a missing error in the warform right arm
Autopunctuation will no longer autopunctuate if markup (* or /) is present at the end of the sentence.
It will also no longer input an empty period if you put nothing in the chat box.
Fixes#6536
Update details
-Stealth suit is half as expensive to maintain, but costs 750 power to activate, to encourage it being used for actual stealth instead of cheesing by attacking and repeatedly re-cloaking.
-Power sink draws power twice as fast now. It is possible to use this while stealthed and have positive energy gain (about 100 every couple seconds, kind of like the reverse of the speed stealth used to drain power). This makes it better for use with the stealth module than the emergency power module, because using it doesn't decloak you. However, it still does make a lot of noise and sparks. There is a tradeoff for everything.
-Deactivating stealth is now a lot quieter, and should not be nearly as audible over long distances, reducing meta.
-Interacting with mobs deactivates the stealth field.
-Leg actuators no longer are disruptive and do not deactivate stealth.
This reduces the time it takes to hop onto a table by half, I think it's 3 seconds now, down from 6. I can't read code, man. I just made big number smol number.
No longer are you a leper that can't scoot onto a waist-high table in a reasonable time, yay!
Removed the ability to examine people and see that they are "severely malnourished" or "severely thirsty". I figured it would be odd to, one, see that someone hasn't eaten in two hours, and two, have someone become visibly malnourished and visibly thirst-ridden in only two hours.
Reverts #6547
This introduces an HTML-injection attack. You can inject arbitrary HTML code into character names and have it be executed upon examining someone.
Fixes#5650.
Fixes an asymptomatic accidental oversight caused by kevinz000's pixel projectile refactor a year ago, which doesn't come up if people do their jobs properly anyway. Whoops. My bad.
See title. Shouldn't interfere with most if not all cases, however I've no way of testing bolding as it just doesn't work locally - theoretically, should be fine.
Refactors objects.dmi and items.dmi
Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker
also improves sprites for wrapping paper and the pocketwatch
This basically makes it easier for future sprite improvements
Typical synthetic laws state that an intelligence should guard itself against unauthorized tampering, which means a station intelligence might try to wipe itself e.g. after a Syndicate shuttle takes off. From a gameplay perspective, this could rob antagonists of a hard-earned victory!
Lore-wise it also makes sense to limit this: "wipe core" returns the SI to Station Intelligence storage. You wouldn't be able to do this from an Intellicard, only from a core.
Under this pull, admins may still wipe the cores of players who need to leave the round, ahelp it.
Replaced the hivebot sprites (Thanks to Kyres1) as suggested in this thread. https://forums.aurorastation.org/topic/11610-hivebotspace-bear-resprite/
Hivebot beacons now spawn in as one of three different variants, their only difference right now is the type of defensive weaponry they use. (Rapid firing taser, Radioactive/toxic beam or an incendiary beam)
Hivebot beacons keep track of their spawned bots, halting further spawns if the number of existing bots becomes that of the max allowed.
Added a red variant of the hivebot sprite, to easily differentiate between the melee and ranged variants
Hivebots are now affected by emps.
The timer now works properly, the hivebots will all not spawn at once.
New: Added a snoozing var, that if set to 1 will not allow the beacon to spawn bots until it has spotted an enemy. Will possibly be used in future mapping stuff related to dungeons and the like.
The balancing is something I'm torn on and will likely tinker with further in the future, pending feedback.