Title says it all.
This needed some changes to offhand (which is now a subtype of weapon, not /weapon/gun), but otherwise it seems to work well in testing.
Diona Gestalt no longer has stump left after it has regenerated lost limb.
Diona nymph can now be attacked by any weapons. By deleting duplicated override of attackby()
Detached limb nymph now gets all verbs of regular nymph, and no longer ignores damage.
Detached nymph that merges back together now moves inside of Gestalt, thus preventing Gestalt from regenerating another nymph and wasting energy.
view duty log verb and changes the way their recorder works.
CCIA recordings are now written to the database once the interview is complete (if enabled) and printed out.
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.
These weapons had a very high damage per hardness value (75%), causing situations where materials with high hardness such as plasteel (hardness 80) and diamond (hardness 100) could create stupidly unbalanced and powerful weapons that are capable of dealing base damages of 60 damage (for plasteel) or 75 (for diamond) per hit.
For comparison, an esword, one of the stronger antag items, has a base damage of 30, and the energy glaive, something generally only found by adminnery, is 40.
Keep in mind also the average character has a maximum of 200 hp, and going below 100 is enough to crit someone enough to pass out and need medical attention or they die.
With these new values even a diamond spear has been brought down to a much more manageable 35 base when two handed.
Also, gold and uranium are much softer, but also heavier, and better for using on thrown weapons than melee.
Adds SSDocs, which manages randomly spawned documents.
These documents can be specified in a json file or in a database.
Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.
Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.
The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.
All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.
This needs a test merge to see how badly I broke shit.
Adds ability for Gestalt to detach their limb nymphs and use them for scouting or whatever.
Detached Nymph can switch back and forth between controlling Gestalt or nymph
Detached nymph can merge back into Gestalt, restoring lost limb instantly.
Makes initialization of Diona nymphs based on external organs it has, not a hardcoded number
No longer Nymphs spawn on turf and move into Gestalt during initial setup.
No longer removing internal limbs would cause spawn of nymph. Only external organs do that now.
Timers:
Adds new proc in timers that calls the callback and deletes timer afterwards. Used when you need to make active timer execute now.
Turrets now use max accuracy value between gun or projectile accuracy which also gets 25% more bonus. Making turrets more accurate than people.
Turrets now have deploy, retract and rotate sound effects.
Extracted from #6505
On request from a staff member, I have implemented a delay on using Absorb DNA. Changelings will be unable to use the ability for a full minute after successfully completing it.
balance: "Medical borg's are now able to handle tanks, breath mask's and organs with chem gripper."
tweak: "Renames Hunter Killers to Military Frames."
Modifies the Handheld Health Analyzer's readouts a little.
Firstly, it displays if someone is malnourished or dehydrated.
Secondly, it changes the numerical damage values you get if you scan someone into words, this prevents doctors from screaming "OH YOU HAVE 0.3 TOXINS", which doesn't really make sense in any term of lore standards. I guess. Lmao.
Thirdly, it removes the weird "Anatomical damage detected" lines, because those are literally just repeats of the damage values you're already getting.
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.