Changed the description on the uplink datum.
Made all the suit/helmet names lowercase for all the different versions.
Changed the max_w_class to allow the suit to be inserted, won't allow anything else to be inserted due to the can_hold list not being empty.
You can now put the syndicate suit back into the box it came in.
Gave the DJ Station the orange syndicate suit, looks very nice.
Replaced the syndicate suit in the derelict's singularity engine with the yellow/black engie version.
Replaced the other syndicate suit in the derelict with the red/black version.
Added a red/black space suit to the abandoned mining station, inside the resin corridor, along with a syndicate toolbox.
Moved the xeno suit to the hydro room, on the abandoned mining station. It looked out of place out in the open.
Moved the SWAT helmet on the derelict to the derelict armoury.
The garbage controller no longer bothers nulling out every variable on destroyed objects.
An object can opt to not be collected by returning true from Destroy(). Useful for pools or other edge cases.
Fixed boxes not being collected, along with a couple other things.
Turfs will not be monitored for collection.
generate_ion_law() is no longer a /datum proc, and I am an admin in the repo. Deal with it.
Added the most important damn checks of this entire PR that got eaten by
Git when I synced
Added a visual indication of a pAI being paired with a computer - a tiny
blue light at the bottom
Forbid to pair with computers that have non-standard icons, except the
arcade machine.
When the arcade is emagged, if the pAI loses, it will explode like a
detonated PDA. If it's slotted into a PDA, it will explode with it.
Severs connection if the pAI and the computer are on different z-levels
-Using a multitool on a completed cyborg body before inserting the MMI will allow you to set various settings to be transferred to the new cyborg mob
-Removed naming via pens. Naming is now done via debugging.
-Allows roboticists to force a module to load
-Allows roboticists to block ai syncinc and law syncing
-Allows roboticists to toggle the initial lockdown and panel lock state
I also rewrote NEO's note on cyborg objectives since he's never going to fix it now. IT'S A FEATURE.
changed the var name from objectives to cult_objectives
cultists hitting mobs (and only mobs) will convert any holy water to unholy water
trying to summon narsie when shes not an objective will dose all the summoners with hell water
chaplain with his bible can purify the unholy water in a container
wrote the sac act for corgis - this will cause !!FUN!! to the sacrificer
Holy water will deconvert cultists now, takes around 2 minutes
Unholy water generally buffs cultists, but causes brain damage. Its very poisonous to non-cultists.
Hell water - this is a punishment reagent, amongst other bad affects chiefy it (re)sets people on fire
Misc: Fixed hyperzine being double consumed.
It just puts the prefix of the borg into the $job var that is handled
internally by NTSL.
Also adds a var for the designation of the borg, it's kind of a
read-only variable that makes it fun & easy to get a cyborg's current
module without istyping.
Refactors the cyborg naming code a bit.
Removes additional fun (changes not shown in PR overview, 4317483141
counts of fun removed)
Sprites by Ausop, which he posted in his sprite thread.
The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.
Removed the stun that people get when gravity changes.
Shuttles have gravity still.
Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.