This state has two checks:
A preliminary check of the remote target, ensuring it's powered, etc. If the remote target is fully disabled, it closes the window and conducts no further checks.
It then makes a full check, ensuring that the mob is capable, within range of the source remoting to the remote target, etc.
Unlike most other static interaction states, whoever initializes the remote state is responsible for deleting it properly.
Collection of Security changes:
New heavy vest sprites, replacing the old toggle system.
New helmet sprites.
Heavy vests reduced to 2 pockets.
Regular vests have no pockets.
Holobadge sprite change and badge addition for HoS/Warden.
Teargas Grenades, replace flashbangs in vendor and officer lockers,
flashbangs located in armory and with warden.
Detective 1911 starts with flash magazine, has one rubber magazine in
locker.
Rubber bullet damage halved to reduce frequency of bone breakage and IB.
Flash bullet buffed to cause small halloss.
Armory loadout changed to static 4 e-guns, 4 laser guns, 2 ion rifles, 2
shotguns starting loaded with beanbags, 4 Mk 58s loaded with flash
rounds.
Tactical armor removed, still available in cargo.
Sub-Armory restored to warden access only, officer access storage rack
added.
Now with Changelog.
Threads and Polls located here:
http://baystation12.net/forums/threads/discussion-poll-security-energy-weapons-antag-projectile-weapons.932/http://baystation12.net/forums/threads/discussion-poll-detective-weapon.865/http://baystation12.net/forums/threads/discussion-armory.792/http://baystation12.net/forums/threads/discussion-security-vest-and-helmet.790/
Quick Fix
modified: code/datums/supplypacks.dm
modified: code/game/machinery/vending.dm
modified: code/game/objects/items/devices/uplink_items.dm
modified: code/game/objects/items/weapons/grenades/chem_grenade.dm
modified: code/game/objects/items/weapons/storage/boxes.dm
modified: code/game/objects/structures/crates_lockers/closets/secure/security.dm
modified: code/modules/clothing/suits/armor.dm
modified: code/modules/clothing/suits/storage.dm
modified: code/modules/clothing/under/accessories/badges.dm
modified: code/modules/projectiles/guns/projectile/pistol.dm
modified: code/modules/projectiles/projectile/bullets.dm
modified: code/modules/projectiles/projectile/energy.dm
modified: code/modules/random_map/drop/drop_types.dm
new file: html/changelogs/Raptor1628-Dev.yml
modified: icons/mob/belt.dmi
modified: icons/mob/head.dmi
modified: icons/mob/suit.dmi
modified: icons/mob/ties.dmi
modified: icons/obj/clothing/hats.dmi
modified: icons/obj/clothing/suits.dmi
modified: icons/obj/clothing/ties.dmi
modified: maps/exodus-1.dmm
modified: maps/exodus-2.dmm
- Hardware pieces are now items, rather than datums.
- Adds deconstruction for computers. Empty tablet/laptop/console frames may be wrenched to break them back into metal sheets. You have to empty the frame first, by using screwdriver to take out components one by one.
- Components may be moved between devices. You can for example take your tablet, remove it's hard drive, and slot it into a console. It will have all the files it had on your tablet.
- Not all hardware can be fitted into all devices. Tablet can't hold 2K GQ cluster hard drive, for example.
- Hardware may be fabricated by research for relatively low costs, once you have relevant research levels. Obtaining computer this way is much cheaper than buying it at the vendor.
- Data crystals added (glorified USB flash sticks) that allow file transfer to different devices. File browser program updated accordingly to support importing/exporting of files to these crystals.
- Battery module added. These are wrappers for actual power cell object and act as limit for cell size, otherwise it would be possible to have 30k cells inside devices, which would allow them to run insanely long.
A random lobby screen is now picked at server start, and presented to all players. Sadly in our case we currently only have one every day lobby screen.
Port of https://github.com/PolarisSS13/Polaris/pull/321, with added sanity checking.
Allows the AI to use the "Toggle Hologram Movement" verb to toggle whether the hologram should follow the AI eye or not.
Also adds a check to ensure that the holopad can see the hologram, otherwise it shuts down.
Partial port of https://github.com/PolarisSS13/Polaris/pull/11.