Things this does:
Refactors _app_preset_name to use a type name instead. This makes it validate the presets at compile time, making it much more secure.
Removes all records computers from the code, along with the CMC.
Replaces all records computers with appropriate modular computers
Each head of staff now has 1 departmental computer, 1 head-specific computer, 1 head laptop
Removes the C&C program from the heads that had it, because you're supposed to use the bridge for it.
Why:
The side effects are incredibly annoying right now, knocking you out constantly - somehow being worse than the previous ones. I've thought about replacing them but I can't come up with anything that's not gonna be a pain in the ass for the player, one way or the other. I guess CE_DROPITEM is a possibility but I'm not sure if people would like that.
Thus, I opted to remove them altogether. Slowing down REM is enough in my opinion.
Whenever you use help intent on someone who is lying down, you hold out your hand instead.
The person lying down can then click on you with help intent to take that hand and be helped up.
I also ported over Polaris' code for hoisting yourself up by grabbing onto other people but sets them on fire if you're on fire. I also modified the time it takes to pull yourself up so it's longer than in Polaris.
Clicking on the person lying down again, moving away, or getting incapacitated will retract your hand.
Clicking on the person helping you up while lying down with harm intent slaps away their hand.
Don't be a brute.
Teamwork makes the dream work.
The energy cell doesn't get moved to the crossbow when used on it. The rest works, though.
I also made the message about the rod getting supercharged stand out a bit more.
Fixes the integrated circuits list item editing. Before, half the functions were broken (not allowing in-place modifications of any kind), the other half unused. This PR fixes in-place editing and adds buttons for selecting items to edit.
* Ports a psionic system from Bay.
* Rip out this shitcode.
* shitcoden't
* fixes
* it should work fully now
* Admin fixes
* Remove todos
* remove todos part 2
* Removes psi-armour. We don't need this for now.
* Skrell are now operants. Tweaks coercion.
* Adds thralls.
* Temp removal of psiarmour. Fixes psigrabs.
* Thrall assay.
* fixes
* More fixes
* unused define cleanup
* Log and powers
* Skrell powers are done.
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/equipment/cerebro_enhancers.dm
* did this work???
* jargon
* arrow's fixes
Co-authored-by: Geeves <ggrobler447@gmail.com>
sounadd: "Added sounds to mech's punch. They are different for each mech arms type and volume depends on damage of arms."
tweak: "Ripley's arms damage was increased to 40 damage."
Fixes a disconnected vent in xenoarch, fixes the anomaly scanner in the pit scanning a window, adds a bookcase to make up for the empty space created. Fixed a protection check to recognise nitrile gloves now that we use them instead of latex.
-fixes heads and groin never being cut off at all
-removed the brute and burn armor check, the damage that is take in consideration here is already reduced by the armor in the basic attack procs
-removed the maim mallus from the head and groin
-gives more hp to hands and feet to make sure they can survive the armor bonus loss
Added a tweakable multiplier for situations where the supermatter is in no atmosphere (primarily, when someone opens the core vent). Right now, it delaminates in around ten seconds or less from its first announcement (especially if emitter is on) with no chance for engineering to respond. It should take much longer to do so now than before.
In testing, the speed was 4-8% per announcement on a reasonable number of shots (by aurora standards). It will still delaminate, including in space tiles (via core eject, etc, and still assuming it's been shot) but the rate will be less... instant. Turning the emitter on will still naturally increase the rate of damage as it fires.
Also decreased the damage cap some for in-atmosphere damage, also for being able to have time to respond to delaminations (said cap still scales with emitter shots)