changes:
rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
Mice will no longer spawn in closed systems with nowhere to ventcrawl to.
Mice can no longer spawn in breached areas and die immediately. A spawnpoint with a safe environment will always be chosen.
target_list contains mob/living mobs while the previous loop only looped over living/carbon/human.
To make things a bit of a headache hud_list is defined separately for living/carbon/human and living/silicon, instead of directly on /living.
It is certainly possible to define hud_list at mob/living instead but adding an extra loop for silicons is the method that is least likely to break things, thus the most appropriate for a master fix.
Removed player_logged var since it didn't serve it's intended purpose and replaced with aghosted var. Changed SSD checks to only look at client since regardless of what key gets set to I think we probably don't want players being told a mob is SSD if there is some client controlling it.
This functions the same way as editing the ckey in vv.
Has the same permission check as assume-direct-control.
It requires the admin also be a ghost to avoid conflicts with other drag drop code.
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.
Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
Ghosts can now toggle darkness and seeing ghostly things independently.
Includes some extra work to allow observers to see AI eyes while (mostly) preventing cultists from doing the same.
Also defines new (see_)invisibility levels for the AI eye, to ensure that cultists visiting the other side cannot suddenly see it while still allowing observers to.
Uses a black and white version of the face hologram as placeholder.