Fixes#7666
Since you can spray people and objects, it would spray your coat (and therefore you) if you clicked on it.
Added a check to make sure the thing you're spraying isn't on your person.
Removed redundant safety checks for pepperspray.
tweak: "Pets have more discipline regarding food. They will no longer beg for food, seek it out, run towards it, steal it, or eat like there's an endless void in their stomachs. They'll still eat food on their tile if sufficiently hungry, and you can still feed pets by hand, if you'd like. Chefs, rejoice!"
tweak: "Corgi stomach capacity adjusted to a way more sane level."
rscdel: "Removed guilty messages about pets starving when you examine them; they won't go hungry in a single shift, don't worry."
rscadd: "You can brush most friendly animals. Combs work for fuzzy and feathered animals, rags work on other ones."
tweak: "There's a small chance that when you pet a guard dog (like Columbo) on help intent (and aren't his master), he won't immediately maul your face off; instead, he will growl at you to warn you not to do that. I still don't recommend it."
tweak: "Like other pets, baby carp can eat now. But not a lot."
Fixes a bug where station safe could be impossible to open if certain tumbler_open values were rolled.
The bug in question is caused by tumbler rolling which is a core process of the safe-cracking minigame.
After testing it on private server, I have determined that changing tumbler rolling values creates way more newer issues, and as such solved the rare glitch by making sure that any and all values rolled by a safe on initiation are possible to be solved within confines of tumbler rolling
[35 differential value between tumbler_open 1 and 2] = Max of tumbler rolling.
Station Safes now check on initiation if the differential is bigger than 34. If yes, they reduce the differential to 34, making the otherwise impossible station safe spawn possible to crack.
Currently, if you harm intent click yourself with a bottle, thinking that you might get a refreshing drink after securing your valids, you instead smash it over your stupid head like an animal.
Funny as hell OOCly. Not so great ICly.
Now there's a prompt asking you to confirm if you really wanted to do that. This is ONLY for clicking yourself, so there's no interrupting flow during your barfight. Since harm intent is also linked to splashing reagents, "splash reagents" is also an option if for whatever reason you wanted to pour the reagents on yourself without smashing your face open.
This is part 3 of the work of the big shuttle update started by Poze (#5771, description not up to date.) with more to come as that pr is split up into more manageable chunks. (Previous part: #7457)
Gave Admins a gigashatter proc, which will fracture every single bone in your body. Fear the wrath of the redname.
Admins, you can call this proc by VVing a human mob, going to "call proc", then typing in 'gigashatter', then press finished and OK.
Adds additional function to the merchant software - Bulk Buy.
Activating this function prompts the user to enter a number.
If text is SOMEHOW entered, returns IC error message.
If number lesser than 1 is entered, returns IC error message.
Expects numbers equal or greater to 1.
Function then executes standard money-purchase function using a loop. This loop executes X amount of times where X is the number user entered, ensuring they purchase the amount of items they want to buy up to as much money as they actually have
This makes sure they cannot abuse this to buy more things than they can afford.
This function greatly reduces lag caused by server spawning excess amount of items and makes merchant much more pleasant to play.
Compiled without errors, tested on up-to-date private server, worked as expected.
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
Adds forced holocalls.
If you have an id with head access level, you get an additional pop-up when making a holocall prompting you to choose between regular or forced.
A forced call automatically picks up on the other end (After a short delay so people can hide their drugs and whatnot) and cannot be terminated on the receivers side.
Also added the id of every holopad to its description, which was in the original bay version, but didn't get ported here for some reason. Makes it easier to tell someone where to call you.
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds
Fixes#7594, gemstones separated from a mixed stack were being shoved inside a mob rather than dropped in neat stacks to the floor. Additionally, I discovered some errors in calculating stack size.
These have been corrected, pls merge.