changes:
Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
-fix #1217
-fix being unable to put the tactical pistol into belts/holsters, also remove needless code from it
-fix the scout rifle not accepting other magazines
-fix the hardsuit nutriment being useless and just dealing minor toxin damage
-fix missing tactical masks and tapes from unathi and tajaran sprites
-fix tapes cuffs, blinders and etc not updating when equiped to said mob
-some extra tweaks to the hud code
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
Fixes#531Fixes#276
`/mob/living/proc/revive` now also sets `mob/var/suiciding` to false. This is to stop rejuvinated/ling revived mobs from dying again after being brought back.
Fixes#92Fixes#479Fixes#157Fixes#533Fixes#486Fixes#528
The Vampire gamemode, as ported right now. The gamemode is in, as well
as creating a vampire through the traitor panel. All abilities seem to
function, unable to test enthrall however (though I have a feeling it
will have to be redone). Enthralling someone without a CKey will give
you the correct response, however.
Any abilities having to do with lums will need to be redone. Vamphud as
well.
If looking over this and pointing out errors/fixing is faster than
simply porting it yourself, then feel free to do so!
Now if virus can infect lesser/greater form of specie, it can infect its counterpart.
Also made viruses affect only joinable species to lessen a chance of spawning a virus that they can't work on (e.g. slime-affecting viruses that can't be injected into monkeys). As a side-effect viro reports are a little less inane listing all the species crewmembers aren't supposed to know about like xenomorphs and Shadows.
Computers now use an overlay based system, instead of demanding a full set of icons (on, off, broken) for every different computer.
Partially ports ParadiseSS13/Paradise#1468 which is a port of tgstation/-tg-station#9931.
Attempted to limit regular surgery to non-robotic limbs and added surgical steps for robotic limbs.
Readded checks for smoking reagent transfer.
Fixes, oversights, tweaks with IPC.
Added some reagent bypassing for NO_BLOOD and some checks to various affect_touch() calls for NO_SCAN/IPC.
Added prosthetic-scanning functionality to cyborg analyzer.
Added prosthetic analysis to the robot analyzer.
Allowed people with internal cells to charge in robot chargers (IPCs).
Moved some organ code around, added icons and limbs for IPC, added IPC limb manufacturer.
Reimplementing checks in place of IS_SYNTHETIC.
Rebalancing EMP a bit for IPC.