* Stacks automatically merge on Initialize
🆑 coiax
fix: Stacks of materials will automatically merge together when created.
You may notice differences when ejecting metal, glass or using the cash
machine in the vault.
/🆑
Okay, so instead of just obsessively checking every time we make a
stackable item to see if anything stacks (which not everything does
anyway), we put the check in Initialize. Obviously, you can't merge into
a full stack, so it just goes down the line.
Objects are allowed to qdel() in New/Initialize, we made that a thing
that was possible.
Also some generic code cleanup, mostly returns into `.`
* Don't reuse variable names
* New Chaplain traitor item: Haunted Magic Eightball
🆑 coiax
add: Toy magic eightballs can now be found around the station in
maintenance and arcade machines. Ask your question aloud, and then
shake for guidance.
add: Adds new Chaplain traitor item, the Haunted Magic Eightball.
Although identical in appearence to the harmless toys, this occult
device reaches into the spirit world to find its answers. Be warned,
that spirits are often capricious or just little assholes.
/🆑
* Compiles, fixes the bugs
* Adds toy eightballs to loot, toys; adds haunted to uplink
* Every 3 minutes
* Noiseless, random haunt, limited stock
* Added sprites for eightball
* Removed notice to replace sprites
* Librarian only
🆑 coiax
fix: Cyborg radios can no longer have their inaccessible wires pulsed by
EMPs.
/🆑
Adds a secondary flags system, for stuff that should be set as a flag,
but is too rare to clog up one of our coveted high speed flag slots.
Uses a null list to store the flags, when instanced, the list is in the
form flag_string->booleon, for the highest speed. I suggest we locate
other rare flags and move them to this system. (Like EARBANGPROTECT, I
mean come on).
🆑 coiax
add: Admins have a "Rename Station Name" option, under Secrets.
add: A special admin station charter exists, that has unlimited uses and
can be used at any time.
/🆑
I think station renaming has to include the special server config tag,
so I've made a global proc to handle that. I have other changes, but
these ones should be uncontraversial.
* Posters refactor
- Posters now use a simple type-per-poster definition, rather than some
large global lists requiring sprite numbers to be the same as entries in
a list.
- Putting a specific poster on a map now simply means putting the
specific type that you want, rather than var editing (often
unsuccessfully).
- There are random all-posters, random contraband posters, and random
official posters for mappers too.
- Ripped posters are now their own type.
- The potential to make additional classes of posters has been left
open, I'd like to move a bunch of the advertisement posters to their own
catagory, and clean up the "official" category to be more obviously
on-brand.
* Updates DeltaStation
* Changed the maps of Metastation
* OmegaStation posters updated
* Updated Pubby posters
* Map merged?
* Updated away mission and ruin posters
* Removes vars from garbage
* adds gauze reaction, partially refactors sink water interactions
* Hey guys scarce here
Apparently it takes bandit more than 3 days to make one simple change
* Update watercloset.dm
asdf
* Minor implants refactor
Fixes#24375.
Implant cases and implanters now have an `imp_type` var for making the
implant in New(), rather than individually creating the implant in
New(), which would have worked fine except when you try to create
subclasses of implanters.
* Initialize gt New