Adds new drugs:
-Red Nightshade: a drug that induce a berserk-like status, you see only red, can smash windows, stuns go away slower and etc
-Paxazide: a medicine that induces pacifism on the target, like the mutation
-Spectrocybin: a hallucinogenic that has a small chance of giving a glipse of the other hidden to mere mortals, can be found in a mushroom variety
Adds a new secret chem:
-Bottled Lightning: causes a tesla zap when in contact with someone's blood or when splashed on the ground
Also removes some broken/unused plants.
Now its actually useful
It triggers with absolute certainty if you let go and dont deactivate it first.
Be that because you are knocked down, stunned, shot, intentionally let go, put it in a pocket, backpack, ...
I'm going full steam ahead with this.
Adds firing pins/ Authentication mechanisms. these are needed to fire any specific weapon.
Weapons generally spawn with firing pins in them. or at least should. The exception to this is anything made in R&D - which needs to secure a firing pin from somewhere.
There's currently the following firing pins:
One that checks for a specific implant, EG a loyalty implant one.
One that always fails, and can replace other pins. (this one would likely be admin only. it's clown themed)
The Laser tag code got refactored to the pins. so each gun has a different pin. if you somehow got this pin, you could make it so you could only shoot a gun while wearing a laser tag vest, for example.
A Testing range pin, which only allows firing in specific areas - of which are mapped in currently.
A DNA locked one. and a subtype which will explode if someone else tries to use it.
the system's designed to be easy enough to add on to.
Feedback fourm is here:
-throwing a grab should not properly fix/delete the grab, preventing people from spamming it
-you now must be at the side of your attacker when being tabbled, no more table-stun happening accross the room
-moving away from a grab will now act as resisting, to avoid some odd situations such as neckgrabs teleporting people
changes:
Autodrobes no longer steal your clothes if you had an oversuit on but not a custom jumpsuit.
Late Miscellaneous Init (LMI) no longer uses silent init logging.
equip_to_slot_or_del() will now equip even if the target slot would normally be inaccessible.
May fix#2826.
Fixes#2512.
Ports the bay's character preview system, which is far better to observe aesthetic changes in the character creation, also solves the issues such as markings don't showing up at the character selection menu.
In short, dropped has been redefined from its old usage of "left an inventory slot" to now mean "left a mob's direct contents" which is a far more useful definition programatically.
Equipment now first checks if an id card may be removed, rather than always forcefully doing so.
Station synthetics now have a custom id, rather than re-using the captain's spare, as utilizing robotic storage would otherwise make their id cards available for public use.
Fixes raiders not being able to ever spawn with guns that cannot be equipped to the belt, despite those gun types being in the raider_guns list.
Fixes raiders spawning with guns for which they have no ammo.
Fixes taj/unathi raiders having a 2/3 chance of spawning without any shoes.