Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.
Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.
All attack logging *should* happen AFTER damage is applied now.
Removed the confusing attack entry for when a changeling stings another changeling.
Tweaked how punch attack logs worked
* Removed camera wires.
* Tracking time is now dependant on distance to eye instead of core.
* AI detectors will light up when the AI tracks you.
Also added a changelog.
You can no longer open or interact with the wire window after the wires are removed.
You can no longer cut the final wire while the panel is closed.
Adding wires to the air alarm now properly reset the variables that the wires change upon cutting/pulsing.
* atmos/fire alerts are now linked to an object and not its area, as intended
* simplified and full pathed the radio frequency datum
* made radio objects properly clean on del/qdel, instead of letting the radio controller remove nulls at each post_signal()
Gives the ability to take and view photo to Cyborgs
AI's share their photo album with connected Cyborgs, and connected Cyborgs have the pictures they take saved to the AI's album. If a Cyborg is not connected to an AI, photos are saved to the Cyborg's camera object. If a Cyborg has photos in it's album while not connected to an AI, but is subsequently connected to an AI, the photos are added to the AI's album. This is initiated by pulsing the appropriate wire on the borg.
Cyborgs can attach images to newscaster feeds, from the active album available to it (the AI's, or its own if disconnected)
Cyborgs cannot interact with photocopiers, but however have become a moving printer. They are every inefficent at printing, and thus can only print two color pictures before needing to be refilled with toner (simply click on them with toner in active hand).
Added some span classes to the previous AI photography work.
One minor bug fix to photocopier which could result in a photo object ending up in the 'hand' of an AI or cyborg.
Intended to allow the deconstruction and replacement of the doors without needing an RCD. Emagged doors will be unusable for at least 60 seconds, so weld+emagging still works. It's just not permanent.
Using an emag on a door will:
-Try to open the door
-Cut power for 60 seconds
-Drop bolts
-Cut bolt lights
-Effectively make the door unusable for at least a minute
Doors that have been emagged:
-Can only be opened with a crowbar or axe if the power is off and the bolts are up
-Can be hacked as normal, except the Open wire will not work
-Cannot be interfaced by silicons at all
-No longer prevent players from using tools (Can we unwelded, wires cut, etc)
-Can be deconstructed and repaired
Misc: Also made it so you can bump open doors even if the panel is open. So people can't go around opening all the panels and making the doors really annoying to open.
-Changed the way emergency access override is handled. It now toggles a var which overrides access requirements instead of removing/adding access
-Airlocks now have blinking amber lights when in emergency mode
-AIs can toggle emergency override on individual doors
-Humans may disable emergency overrides by pulsing the ID scanner wire. They can't enable it, since IMO there are enough methods to hack open doors without an easymode all-access wire
Refactored some of the code into procs.
Small feature: bombs tick louder when they are 10 seconds or less left, nuclear bombs were given the same treatment but with 20 seconds.
Fixed a bug with the syndicate bomb wire datum not using the CanUse().
Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.
Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.
Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!
Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
The bombs themselves no longer explode, the payloads (which now actually exist in the bombs) do.
This means that you can play cruel jokes on people by activating bombs with removed payloads or easily code in other kinds of payloads (there'll be a future pull with a few from me at the very least) and not have to touch the bomb code itself.
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object