* ABSOLUTE PATHING!!
* absolutely fucking pathed
* stuffs
* oh that was there for a reason.
* fixes
* stuffs
* my fucking identation >:[
* double no
* no delayed global proccalls.
* /var/s
* /var/s/2
* catch(vars)
* var/expression/e broke without the var/
* lists and wrappers!
* Update SDQL_2.dm
* Update SDQL_2.dm
* Update SDQL_2.dm
* Makes qdeleted and qdestroying macros
* Makes QDELETED and QDESTROYING uppercase
* Swap qdel checks istype's for != null's
* Fix it
* How was this missed?
* Adds an IC issue button
* Actually logs to the game instead of two message_admin
* Oops
* Closing hrefs is a good idea
* Makes reject and IC issue locate() in clients instead of world.
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
So, this really changes the way the rocket pods work now. So now they're proper projectiles, which means they keep going until they hit something, then they go boom. Downside of this, the sprite looks really silly now, as rockets spin about like a discoball in flight. I have no idea how to fix that. When they hit a non living target, they explode with 0 1 2, if it hits a living target, it explodes with 0 0 2. and the projectile now does 30 brute damage as well, meaning direct hits on mobs do 60 brute damage, plus a 50% chance to knock out and 7% chance to sever a limb. Should actually buff that considering you can only fire a rocket once every 2 seconds it seems like. But, this is good for now.
🆑 vcordie
tweak: The SRM-8 Rocket Pods have been loaded with new explosives designed to do maximum damage to terrain. These explosives are less effective on people, however.
/🆑
* Adds Romerol (the REAL zombie powder) to uplink
🆑 coiax
add: Syndicate agents have gained access to a highly dangerous
experimental bioterror agent, that causes partial reanimation and
aggression after death.
del: Zombie infections are no longer visible on MediHUD.
/🆑
- Adds a reagent to the uplink that gives anyone who injests it a
dormant zombie organ that will reanimate them as a zombie after they
die.
- Initial price estimate is 20TC because this is some fungal TB level
!fun!.
- Good for traitor chefs.
- Zombies are fun, let's have more of them.
* Fixes runtimes, removes airlock tearing
* aGGression
* Update health?
* Zombies are not TOXINLOVERS that's dumb
* Removes from uplink
* Revert "Removes from uplink"
This reverts commit a0acd313929b0787c2eab0d7f289e305212fa0ed.
* 25 TC
* Fixes timers being left around, Makes addtimer() sanic fast.
This adds a new flag, TIMER_STOPPABLE. Most(80%) of the overhead for addtimer() was in adding the timer to the associated lookup list for deltimer() to use. Moving that functionality to a flag so it wouldn't slow down the 70% of things calling timers puts the final nail in the coffin of byond's sleep/spawn().
spawn: 324 seconds across 5,948,372 calls
addtimer: 67 seconds across 5,953,220 calls
The testing setup for profiling was included in this commit, it will be removed in a later commit. @Fox-McCloud
* Remove profiling procs.
* fix runtime
luckly when this happened, we were about to resume anyways.
* Updates to the "Drop Bomb" verb
Bombs now ignore the cap
Added damage ranges to the preview
Added a maxcap option
* Whoops, her face is up here
* Warranty void if seal broken
* READ DAMN YOU!!!
* Or null
* Null or
* I can't read
* Players can now see afk mins
It's important that players know ahead of time that their ahelps are not
reaching someone who is currently active
* Add feedback for the player when adminhelping about how many admins saw
their message
Previously, if you pressed Start Now while the server was still
initialising, it would complain, and you'd have to wait until the lobby
was ready.
Now pressing it will have the server start as soon as able.
Uses: debugging qol.
* Fixes sdql2 applying comparison operators to lists incorrectly
* Add a comment to prevent future reverts
Just in case
* Removes oranges comment
I'm fucking sick and tired of this shit where people touch code they don't understand.
By adding the comment, you imply that every bit of code thats the same without the same comment is safe to change, but thats not true.
These landmines are important for teaching new coders not to fuck with shit they don't understand.
When you see something and go "why is it doing it that way". the answer is not to go "fuck it, it seems to still work when i change it" the answer is to leave it the fuck alone until it doing it that way is actually an issue.
How many god damn bugs have we had this last year from non-changes like that. I'm sick of them.
* Trimmed down map_merge function to be simpler and straightforward, no
more recycling keys;
New function get_key, looks up a dict key by abusing python;
New function key_int_value, converts a base 52 key to a base 10 integer
value;
Map helper functions are no longer dependent on global values;
Reorganized map_helpers.py;
* Added Map Conflict Fixer Helper;
Changed parse_map function to accept a map's raw text instead of a file
path;
Tweaked some map merger code;
* Map Conflict Fixer readme.md entry
completed readme.md
more
Removed debug code
* Adds a whitelist, stripping out some dead code in the process
Old job whitelist that wasn't used has been removed.
Config has been repurposed, uncomment USEWHITELIST, only ckey's in
admins.txt or whitelist.txt in the config will be allowed to connect to
the server
* More examples
* Add a guy
* Update whitelist.txt
* Put him in