Made an attempt to implement something based on this suggestion - Brainmed UI and accessibility
New VueUI for bodyscanner.
IPCs display their cell charge for the suit sensors program.
Handheld medical scanners have some colour coding now.
Right now you can trade some really easy to get items for really dumb bullshit. Look at this:
A single telecrystal = any of these: energy axe, lwap, combat mech, merc rig, force gloves, A SYNDICATE CYBORG.
This PR splits the ERT file up into a bunch of files, to edit them later much easier.
1 Doctor (Lead), intended to do advanced medical stuff to heal people.
2 Paramedics, intended to bring injured to the doctor. (Can likely also do advanced medical stuff, but the doctor should be the primary one to do so)
1 Bodyguard, intended to stay with and defend in the IAC team. (Also trained in medical procedures, but not super advanced.)
A few issues:
Async response enums were bad.
Async requests didn't handle an unforeseen error properly.
Get pins were sending an input which would cause a crash of the DLL. (DLL is now fixed to not crash due to this.)
Implements Rust-g based HTTP requests. Removes old curl-based C library.
Features:
Adjustable method, body, headers.
Support for both HTTP and HTTPS.
Supports blocking (synchronous) operations, and non-blocking (asynchronous) operations.
-adds the harpoon gun, to the merchant list and as a raider weapon
-adds the foldable shotgun, to merchant list and as a raider weapon
-adds a new sprite and firing sound for the silenced pistol, giving it to the dpra consular as well
-makes harpoons better as a throwing weapon
-tweaks some guns' names
- Added a new category to the traitor uplink, which is only available to revolutionaries.
- Head Revolutionaries now spawn with an uplink that has 50 TC, they also get an alert telling them to not abuse it.
- Revamped the drill dropper into a generic orbital dropper, capable of dropping ANY sort of item you wish it to.
- Added a Mech orbital dropper. Added an Armory orbital dropper.
- Made loyalty implants display their text correctly when they implant someone.
- Added aggression implants, which makes whoever it is implanted into extremely aggressive. Quite useful for starting a revolution.
- Added some description_antag to mercenary cipherkeys, informing the reader that the mercenary radio key is :t.
- Added a gear crate (not for mercs) which is just six syndicate softsuits. Useful in a pinch.
Gave the Kataphracts a new backpack, the Hegemony Satchel, which has slightly more than normal storage space.
Tweaked the Kataphract oxygen tank and magboots to fit the aesthetic some more.
Tweaked the colours of the underclothes the Kataphracts spawn with to be more easy on the eye.
Gave the Kataphract Klax a set of magboots.
Fixed the powered hammer's sprites being duplicated instead of mirrored across hands, increased its chance to trigger by 5% (30%).
Added a Hegemony version of the powered hammer with orange lights and a 50% chance to trigger.
Made the powered hammer reset in 30 seconds instead of 45.
Kataphracts now have new voidsuits, no longer will they wear knight armour with ponchos.
Added new Unathi non-spaceproof body armour, which is ICly a new update to the old leather looking bodyarmour.
K'lax kataphracts share the abovementioned body armour, but now have special modified helmets for all four their eyes.
Buffed the K'lax helmet ever so slightly, to be on par with the new Unathi body armour.
Fixed the Jixizi dress to be back to its former beautiful glory.
Fixed Sinta Jumpsuits allowing you to roll down people's jumpsuits and sleeves from range.
* 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>
-changes how the tajara species handles citizenship in game: you now have to pick one of the three factions, this also enables consular officers for them
-adds a new var to the species: default_citizenship, which citizenship should be the default one for that species, so you can have species that can't get biesel citizenship as their main one
-adds a bunch of loadout options to the tajaran section
-restricts tajara from being necropolis contractors
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
Adds a full resprite of mercenary gear to be less excessively saturated. As well, this adds unique freelancer sprites and gives the freelancers a decent new RIG labelled the "Rhino Hardsuit," one that's actually equipped. It has slightly more bullet resist and less laser resist than the merc hardsuit.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left