🆑 Cobby
:tweak: Allows Quantum Pads to be renamed. Trust these as much as you trust the "try jumping" messages on Dark Souls.
/🆑
This allows for quick [re]labeling of Quantum pads and was the purpose of setting `unique_rename` to /obj/ anyways.
As alluded to in the CL, feel free to use this maliciously as antag ;-)
* CTF guns only hurt mobs with CTF armor
This is moving towards the possiblity of spawning CTF spawns and flag
spawns onto the station without people being caught in the crossfire.
* Debug messages are bad
* Cyborg upgrade board tweaks
🆑 coiax
add: Cyborg renaming boards cannot be used if no name has been entered.
del: Cyborg rename and emergency reboot modules are destroyed upon use,
and not stored inside the cyborg to be ejected if modules are reset.
/🆑
Reasons: Because being renamed "default name" isn't fun, and it means
you have to hang around to be renamed AGAIN. And for lore/balance/sanity
reasons, you don't get to get the reboot board back after you used it;
try dying less.
* Naming changes, and transformer tweak
- A new unnamed cyborg will copy the user's prefered cyborg name if
possible, defaulting to the old format if there's no preference.
- A rename board with no setting will apply the cyborg's default name,
if one exists, see above.
- Cyborg transformers (from the traitor AI) will no longer destroy all
items.
* Made behaviour more consistent
* Fix spelling
Replaces the drone shells on the derelict space station ruin with unique
drone shell spawns, making them detectable via the orbit command, like
most lavaland ghost role spawners currently are.
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
Geis bindings will break, powered structures will disable and consume power, clockwork obelisks will cut off gateways, interdiction lenses will disable for a long time, caches and ocular wardens will force-unanchor and take some damage, and anima fragments will slow down briefly. Cogscarabs no longer actually DIE to emps, but are still stunned by them.
Basically, I want you to throw EMP grenades at the machine cult, because that seems like a thing you should be able to do, right?
To put it simply, this adds the vars girder_type and sheet_amount to the wall code, and cuts down on a small amount of now unneeded lines.
This simplifies it so adding newer walls and different wall/girder combinations is slightly simpler. It is also easier to adjust how much sheets a wall drops when deconstructed and what type of girder is left behind.
Tested and everything works as intended. Please inform me if I mixed anything.
* Adds the twitterize proc, which takes a list of strings and turns it into a plaintext newline seperated list of 140 or less quips.
* makes the nonfunctional code less nonfunctional, but still not completely functional
* Almost functional!
* We've reached theoretical functionality!
The . += syntax wasn't valid, since . started out as null, not a list,
causing a runtime, more importantly, nothing used the return value, so
I've refactored it to be a bit cleaner and not use two loops