It was incorrectly using closet examine code and it incorrectly kept displaying it as empty.
This should resolve that issue.
Also tides up code here and there and some cleanup.
PR'd again, in an attempt to stop travis cloning itself.
Also makes a proc out of the examine to make things cleaner I guess
Fixes mech mounted autolathes.
Adds a hand-mounted toolset that has: a wrench, a crowbar, and a screwdriver setting.
Replaces the AI mech's drill with a hand-mounted toolset.
I need icon and on-mech sprites for the back-mounted autolathe and the hand-mounted toolset. Neither have to have any special animations or anything, static images are fine. Toolset sprite doesn't have to change with tool change.
Guess who the baton passes to.
Convert all runes to datums
Rework arcane tome mechanics, holy shit it's terrible
Convert rune effects to actually use rune datums
Add additional effects that are now possible because of non-shitcode code
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
The agent ID card now makes you invisible to the AI when electronic warfare is enabled.
The price of the agent ID card have been upped to 4, from 3.
Agent IDs now have a charge, which lasts for a few minutes. When the charge runs out, electronic warfare is disabled.
Credits to Loaf (the man of many names) from Nebula for teaching me this technique.
Wizard spellbooks can now be stored in the belt slot.
Necromancers now get 10 spell points, up from 8.
Smoke now properly layers over mobs, obscuring them.
Wizard Apprentices and Skeletons are now in the Ghost Spawner menu. The former can be enabled by buying an Apprentice Pebble artifact, a new wizard item which acts as a portable spawnpoint. The latter by casting Raise Dead on a corpse.
Apprentices are now given additional spells at the bottom of their spellbook, depending on which type of wizard their master is."
Bought artifacts now appear in your hands, if you have any free.
The Return to Master spell has received numerous bugfixes and should now work as expected, most of the time.
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:
Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.
Added nano reinforced barrel which has 10 more reliability than reinforced barrel.
Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.
Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.
Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.
Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore
Weapons analyzer:
Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.
Modular guns now need to be assembled inside of weapons analyzer.
Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.
Misc changes:
recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
Spawned borers now get added to the Ghostspawner menu, allowing players to inhabit them even if they didn't catch the original request.
Borers have gained the ability to survey their host's health, allowing them to better choose when to administer certain chemicals.
Borers now regenerate chemicals even if their host is unconscious.
Awakening psionics now take 15 seconds instead of 10, and the host now gets a message about feeling something bad coming on, allowing them to make a dash to safety and or seclusion.
Skrell returning from Srom no longer eject controlling borers to the lobby by replacing their ckey into the aether.
Skrell no longer spontaneously die when entering Srom on a map that doesn't have a Srom location.
Adds full variants of stacks of items in the spawn menu.
Adds local narrate, which allows you to narrate to all mobs in a 7 tile radius.
Allows admins to reset stationbounds via right click or Special Verbs menu.
Adds a random type golem rune to the spawn menu, if an admin wants to adminbus a random golem into a round.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.