*Changes sprites for pens, papers, books, scanners, cabinets and the whole lot.
*needs help with the code cause i cant code a simple animation flick for shit
adds some more durable caligae as to not literally wear sandals to drop wrenches upon. adds differing tajaran and unathi sprites to fit their different feet. makes unathi feet durable.
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
Okay, a big update kinda.
* Shaking, punching, grabbing, pushing, throwing objects, shooting, attacking any carbon mobs while they are willingfully asleep wakes them up instantly. ISkrell in a shared dream will recieve a message if their physical body is being disturbed, message will be different depending on severity of disturbance. If their health is below 50% and they are being attacked/shot/thrown stuff at, they will be forcefully woken up.
* Skrell are no longer displayed as an SSD when while in shared dream. Fixes#5759
* Examining skrell who are in shared dream will display if their astral body is AFK/ghosted.
This pr fixes some issues with the Aut'akh unathi subspecies, such as them counting as synthetic, having full internal robotic organs and organ action buttons not updating properly.
Hoodies have been resprited to be less ugly, and now also function in a similar way to winter coats, i.e. actually having a hood. In addition to that, they can still be opened and closed. They're also recolorable in the loadout.
The hood icon not being colored is a known issue, but I'm not sure how to fix it. This affects roughly nothing except for the UI.
The PR also makes a slight tweak to my cardigan sprite for it to be less ugly.
If you are buckled and cuffed to a chair it now takes 60 seconds longer to unbuckle yourself, but you are uncuffed at the same time.
If you use harm intent, you can break out of your cuffs in around a minute, but you will dislocate one of our arms in the process.
Adds a helper proc for money transfers between two accounts.
Cleans up the EFTPOS and cargo delivery code to use said helper proc.
Changes SSEconomy to use indexed lists for accounts and look up the accounts by accessing it via the index.
-fixes #5961
-fixes #5965
-fixes #5964
-fixes the blaster carbine fitting inside holsters
-places the drop pods behind blast doors for now
-removes some non medical related chemicals from their dispenser
The head of security officer came with a magazine for the tranquilizer rifle, however the rifle did not accept magazines, and worked like the regular am rifle, where you have to load one shell at the time. This pr replaces the magazine, that forced you to empty it on the ground to load the rifle, with a regular box full of darts.
This PR fixes Tesla not having miniballs. Problem was that it would delete its own generated balls. Fixes#5749
Tesla that has 9 or more balls will start to melt down any tesla coils or grounding rods.
Tesla that has 10 or more balls will start to target and melt down emitters
Tesla with no balls looses power as intended, thus dying with less than 0 power.
This pr creates a new check, can_feel_pain, it checks for the NO_PAIN flag, if the target is under influence of mind altering drugs or strong painkillers. This check replaces all the species procs and fixes somethings, like people under the influence of pain killers still getting knocked out from pain and etc.
rscadd: "Added a new drink recipe, Martian Special, made with 4 parts coffee and 1 part pepper."
No new sprites added, the glass is the same as the coffee glass. No special effects either it's just shitty coffee
#5911 was poorly (read: not) tested, and didn't actually work due to closed state being unspecified, producing an error message upon attempting to unbutton. This is a fix. smh reviewers
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.