all antags that previously had massive equip chains now use the outfit datum system
commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
all outfit datums will now take into account backpack preferences
made the ERT job announcement / details more obvious
Gave the freelance mercs headsets. They have the common and response team channels.
Switched their id-type to agent ones, to allow them to be edited if needed.
Fixed the freelance merc leader's rifle being the wrong type.
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:
Stethoscopes
All medals
All badges
Armbands
Holsters
Machete Holster
Scarves
TCFL ribbons
Shoulder capes
Sleeve patches
Bandoliers
Political pins
"The ninja uplink now gives proper access to the infiltrator store."
"The powersink now drains more power."
"The cooldown for the emergency power generator has been reduced to 2 minutes from 5."
"The power generator now generates 3500 units of power."
Added a ninja frequency to radios which ninjas spawn with to collaborate.
Two ninjas now spawn instead of just one.
Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
The ninja suit now has new lights, and its shoes are now magboots.
Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
Added new advanced combat belt, can hold various gear that a ninja would usually come across.
Gave the ninja teleporter a 5 second cooldown between uses.
Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
Gave the ninja a new uniform + gloves.
Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
Spawns the rescue pods survivors with a GPS
Gives a ID to the pod-smuggler
Removes the prefix/suffix from the entered name if someone accidentally enters it
Makes the appearance changer configurable (so it´s possible to determine by spawnpoint what someone should be able to change about the char)
Makes the first part of the name prompt configurable
Adds species overrides for ghost-spawner equipment.
Fixes a bug with belt items being spawned twice.
* Added a drill to the survivor pod
* Fixed a bug which caused a spawner with unlimited slots to disable itself after the first spawn
* Fixes a bug with the CCIA Equipment. #Fixes #6844
* Added a verb to despawn to admin mobs
* Removed the human respawn delay from the visitor/pod survivor
* Prevents Tajara/Unathi from becoming checkpoint guards to avoid the shoe/gloves issue
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.