MODsuit module update: new stuff and improved old stuff (#67042)

Doubles the range of the MOD Pathfinder AI
Fixes modules rendering below the suit.
Adds the ability for modules to be used when inactive.
Documents/cleans up some code.
Updates some old descriptions and explains some concepts better.
Armor Booster and Ash Accretion can no longer boost your speed over no slowdown at all.
Makes flashlight module start with 4 instead of 3 range, so it's better for people that don't know about configuration.
Doubles t-ray module range, from 2 to 4 (t-ray scanner is 3).
Puts the noslip module lower in progression, lowers its' price to 2.
New sprites for the magnetic harness module by Onule.
Brings back the holster module, it can now be used when the suit is inactive, can be printed with security suit research.
Adds the power kick module for the ERT Commander. It's a powerful kick.
This commit is contained in:
Fikou
2022-05-18 01:19:31 -04:00
committed by GitHub
parent 30838d991c
commit f501b1e49e
26 changed files with 429 additions and 123 deletions
+1 -1
View File
@@ -145,7 +145,7 @@
playsound(src, 'sound/machines/scanbuzz.ogg', 25, TRUE, SILENCED_SOUND_EXTRARANGE)
return FALSE
for(var/obj/item/mod/module/module as anything in modules)
if(!module.active)
if(!module.active || module.allowed_inactive)
continue
module.on_deactivation(display_message = FALSE)
activating = TRUE