This is part 3 of the work of the big shuttle update started by Poze (#5771, description not up to date.) with more to come as that pr is split up into more manageable chunks. (Previous part: #7457)
Gave Admins a gigashatter proc, which will fracture every single bone in your body. Fear the wrath of the redname.
Admins, you can call this proc by VVing a human mob, going to "call proc", then typing in 'gigashatter', then press finished and OK.
Adds additional function to the merchant software - Bulk Buy.
Activating this function prompts the user to enter a number.
If text is SOMEHOW entered, returns IC error message.
If number lesser than 1 is entered, returns IC error message.
Expects numbers equal or greater to 1.
Function then executes standard money-purchase function using a loop. This loop executes X amount of times where X is the number user entered, ensuring they purchase the amount of items they want to buy up to as much money as they actually have
This makes sure they cannot abuse this to buy more things than they can afford.
This function greatly reduces lag caused by server spawning excess amount of items and makes merchant much more pleasant to play.
Compiled without errors, tested on up-to-date private server, worked as expected.
Adds a full resprite of mercenary gear to be less excessively saturated. As well, this adds unique freelancer sprites and gives the freelancers a decent new RIG labelled the "Rhino Hardsuit," one that's actually equipped. It has slightly more bullet resist and less laser resist than the merc hardsuit.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds
Fixes#7594, gemstones separated from a mixed stack were being shoved inside a mob rather than dropped in neat stacks to the floor. Additionally, I discovered some errors in calculating stack size.
These have been corrected, pls merge.
alert() is a inbuilt byond proc that shows a popup message to the user.
to_chat(alert()) shows the popup message to the user and then prints the result (what button they pressed) into their chat.