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The Debug and Admin MODsuits now take a lot less time to (de)activate. (#76261)
## About The Pull Request Read the title. An equivalent 'activation_step_time' variable has been added to the mod theme datum to accomplish that. ## Why It's Good For The Game Why do we have to wait over 10 seconds for a debug suit to activate or deactivate on top of everything else that comes with coding, programming, bugfixing etc? It now takes about 2 seconds to do so, which should be enough to notice the effects of modules such as the springlock anyway. The admin one takes 0.5 seconds, as it's by all means a better debug suit. ## Changelog 🆑 admin: The Debug and Admin MODsuits now take a lot less time to (de)activate. 2 and 0.5 seconds respectively, compared to the default of 10s. /🆑 --------- Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
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@@ -102,6 +102,7 @@
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extended_desc = theme.extended_desc
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slowdown_inactive = theme.slowdown_inactive
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slowdown_active = theme.slowdown_active
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activation_step_time = theme.activation_step_time
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complexity_max = theme.complexity_max
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ui_theme = theme.ui_theme
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charge_drain = theme.charge_drain
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@@ -41,6 +41,8 @@
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var/slowdown_inactive = 1.25
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/// Slowdown of the MOD when active.
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var/slowdown_active = 0.75
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/// How long this MOD takes each part to seal.
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var/activation_step_time = MOD_ACTIVATION_STEP_TIME
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/// Theme used by the MOD TGUI.
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var/ui_theme = "ntos"
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/// List of inbuilt modules. These are different from the pre-equipped suits, you should mainly use these for unremovable modules with 0 complexity.
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@@ -1633,6 +1635,7 @@
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siemens_coefficient = 0
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slowdown_inactive = 0.5
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slowdown_active = 0
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activation_step_time = 0.4 SECONDS
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allowed_suit_storage = list(
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/obj/item/gun,
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)
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@@ -1692,6 +1695,7 @@
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siemens_coefficient = 0
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slowdown_inactive = 0
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slowdown_active = 0
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activation_step_time = 0.1 SECONDS
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allowed_suit_storage = list(
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/obj/item/gun,
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)
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