Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
* Adds a "full" variant of the xenoarchaeology belt that starts with a
GPS, hand pickaxe, wrench, excavation picks, depth scanner,
Alden-Saraspova scanner, ore detector, core sampler, and wrench.
* Makes radios and camera film able to be stored in a xenoarchaeology
belt.
* This PR is dedicated to the brave coders of events, RustingWithYou.
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
Premade exosuits weren't spawning with power cores, which meant that
mapped-in mechs off the Horizon were effectively unusable. All premade
mechs will now spawn with an appropriate power core.


changes:
- rscadd: "Adds Synthetic Blood Substitute."
other info:
- ~~shell IPCs have white blood (other IPCs keep their black oil
blood)~~ (removed/reverted on request, shells keep black oil blood, no
change here with this PR)
- organics can optionally pick the SBS blood type to get white blood
- this is intended mainly for heavily augmented organics, and you have
to be have at least 8 augmented organs or limbs
- white blood has no mechanical differences (positive or negative)
represented in game, as it is supposed to still just be blood (but with
potentially better characteristics)
- white blood is incompatible with red blood, both ways, including organ
transplantations
---------
Co-authored-by: DreamySkrell <>
BWUH. I'm so sorry for the gitlog spam. I'm going to just not touch it
once this is up. No idea what's going wrong.
~~Nonetheless, adds the NCO patch and two dominian cloaks into the
loadout.~~
Adds a dominian cape to the loadout. Requested by Schwann.
Adds tents, in two variants (A larger and smaller one). These utilise a
new large structure framework allowing a single item to spawn multiple
structures (The parts of the tent) in the correct places. The tents
count as inside, so can be used to shelter from weather. Tents have
roofs which become semi-transparent when entered. There are also
mappable effects which generate a tent at round start for mapping.
Adds sleeping bags, which can be attached to the outside of bags for
easy carrying. Ideally this would be an accessories interaction, but
backpacks aren't clothing and converting them to be such is outside of
the scope of this PR.
Adds foldable tables, for setting up on expeditions.
Second attempt at adding a colorable hood to the loadout, with less
mandatory deletion of aurorastation.dme
Sprites by ASmallCuteCat (aka Revenant1367)
Added the gentlemans coat, gentlemans cap, bear pelt hat, and carp
slippers to the loadout menu after being requested for them. I also
deleted the variable from the gentlemans coat that made jumpsuits
invisible, as while it did hide some minor sprite issues, the coat
itself didn't go down far enough for it to not look weird.
---------
Signed-off-by: Silvore <62766806+Silvore@users.noreply.github.com>
Ported SSThrowing from TG, to handle throwings.
Updated movement system to the latest iteration, made it a datum as per
latest iteration.
Updated pass/hit handling of atoms, introduced pass_flag_self to
determine what atoms allow to pass.
Moved procs and defines around to make them more organized.
- rscadd: "Adds Sedantis Water to the Zo'ra Soda vendor."
- rscadd: "Adds Skye'mok in a V'krexi organ to the Booze-o-Mat"
- rscdel: "Adds a new sprite for the Flagsdale Mule drink."
Basically, you get vendored the organ in a wrapper, you open the wrapper
and pull the organ (which is in-code the bottle) out.
---------
Signed-off-by: senorsapo <70925284+senorsapo@users.noreply.github.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Operation Managers and Hangar Techs were supposed to always have the
Cargo Control program downloadable, but it was access-locked behind HOP
(which has been changed to executive officer). I also gave the program
the ability to run on laptops, so cargo techs actually have a reason to
bring a laptop.
Fixes some cargo bounties that were bugged (including #17225) and
removed some that cannot be fulfilled. Smoke grenades were removed from
security, machinists can't print the Telecomms Traffic Control board,
science can't print NVGs anymore, and there is no way in-game to produce
monkey hide.
- made dionae verb spelling congruent with other verbs
- fixed dionae verbs not updating when switching to a nymph/gestalt
- fixed weird behaviour with breaking off nymphs and documented whatever
the fuck that proc did
Co-authored-by: Matt Atlas <liermattia@gmail.com>
This PR brings back the more accurate title for First Responders, of
Paramedic, to bring it in line with some snippets of the SOP and to be
more accurate to the role itself, as both Security Officers and the rare
and elusive Firefighting Atmospherics Technician can be considered first
responders.
also I just like it better.
Changes any mentions of first responder in gear/access/etc to Paramedic
or PARAMEDIC where applicable.
Autohiss/stutter no longer procs twice when using `say :w` to whisper
**PLEASE TESTMERGE THIS BEFORE MERGE**. Say proc is spaghetti so had to
touch alot of things to get this to work.
Co-authored-by: Ben10083 <Ben10083@users.noreply.github.com>
Added a single-use-per-round rune that can convert a mech into a cultist
mech, needs 2 minutes to do so and is single use, so max 1 cult mech per
round.
Added the ability to upgrade a pylon into turret mode using the cultist
blood, by clicking on the pylon with disarm intent.
Fixed do_after not using the callbacks at all (because it never passed
the parameter to do_after_detailed).
Some improvements to the pylons and runes code, DMDocs.
---------
Signed-off-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: Geeves <ggrobler447@gmail.com>
Adds the ability to use pens to write names and orders on takeaway cups.
Allows you to click on syrup dispensers with a cup to dispense the
syrup, rather than having to pick them up.
Moves the chemical heater from the bar backroom to the front, so
bartenders don't need to walk away and come back every time they need to
make steamed milk.
* Adds uniforms and hats for the Grupo Amapola.
* Sprites made by me (Lavillastrangiato), recoloured/modified from the
Sol army uniforms.
To-do:
- [x] Make the rolled sleeves and the rolled-down suit sprites show up
- [x] Figure out why the hats aren't showing in the loadout
---------
Co-authored-by: La Villa Strangiato <mangodeity@gmail.com~>
Co-authored-by: Llywelwyn <lewiiswynne@gmail.com>
- The sprites are unsatisfactory and don't fit the environment.
Additionally, single-tile sprites are missing, and some areas have an
amalgamation of stairs and ramps - with ramps looking far worse than
stairs in general. Cute experiment, but I don't think it's worth it.
- The medical lift remap looks extremely awkward on live.
Adds ramps, which function as dummy verticality like many of the stairs,
except they don't trigger the "Stairs are dangerous" response, allowing
certain areas to be more accessible.
Extends the medical lift to deck three, allowing a non-stair based way
to reach the upper department.
Fixes the "Stairs are dangerous" interaction not checking for gravity.
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>