Commit Graph

555 Commits

Author SHA1 Message Date
John Willard
794f1477a6 makes alt cookies a var on species (#66245) 2022-04-18 09:32:41 -04:00
GoblinBackwards
edcd1d70ba Fixes AIize (Player panel Make AI button) killing the client of whoever it was used on (#66168)
* Fixes AIize (somehow)

* Why does this even exist it's never false

* Someone please explain why this is a bad idea
2022-04-17 01:16:03 -04:00
Mothblocks
85e81e81dc Fix typos in "slight changes to admin messages" (#65914)
Mistakes not caught in https://github.com/tgstation/tgstation/pull/65871
2022-04-05 09:50:47 +01:00
wesoda25
a9f7acedd2 Slight change to admin messages, ensuring people actually see and read them (take 2) (#65871)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-04-03 15:57:29 -07:00
ArcaneMusic
6a461dff81 Arconomy Adjacent Content: Newscaster Refactor Omega (#65038)
This PR moves the in-game Newscaster over to TGUI, which is one the most bothersome html to tgui projects on the codebase being that it's gone untouched for like... over 4 years now after the introduction of tgui. Newscasters are widely used in-game by players wanting to be deranged whistleblowers, noir detectives, and journalists. They're flavorful, fun, and we still use an html window to make them run so it looks like it's from 2003.
2022-03-25 23:42:42 -07:00
Ryll Ryll
071b6f05e8 Misc admin tools improvements (#63665)
About The Pull Request

This PR makes a few small tweaks to admin tools that I think frequent users may appreciate.

    Adds the "Find Updated Panel" button to the player panel, which bring up that ckey's newest PP if one exists. Useful for when the person you're inspecting has changed mobs so you don't have to search for their new mob to get their new panel.
    Adds VV and TAG links to all the entries in the Get-Contents right click verb. This should make checking and editing someone's gear easier, since you don't have to VV the person -> their satchel -> their survival box -> their oxygen tank for example, you can just click the VV link for the tank directly.
    Lets you ignore punctuation in the F6 player search menu. This was a request, so if you have a silicon named "H.E.R.A.", you can now pull it up by just searching "hera". Also ignores spaces, but I doubt that'll cause any issues.
2022-01-12 18:58:32 +13:00
Seth Scherer
0fef8b8019 Fixes admins being able to use the JMP verb as a new player (#63835)
they should NOT be able to do this
2022-01-05 20:27:06 +00:00
Jeremiah
9c6fdb567d TGUI list conversions + bug fixes (#63354)
About The Pull Request

    Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
    Did any surrounding text/number inputs as well
    Added null choice support so users can press cancel.
    Added some misc TGUI input fixes
    Fixed custom vendors while I was there

I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game

Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog

cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
2021-12-31 11:07:28 +13:00
Ryll Ryll
45eb682ee6 Adds Datum Tagging for admins (#62982) 2021-12-21 14:00:46 -08:00
Ryll Ryll
b5089e714b Cleans up unnecessary transformation options in admin player panel (#62832)
I got tired of having to walk new admin candidates through the admin buttons and telling them about all of the antiquated buttons they'd never use, so I'm doing my part and removing a bunch of the transformation bloat from the player panel. Below is the current menu
The only button admins I know ever actually use is the human rudimentary transformation one, and literally nothing else. Judging by how the options are a random choice of some of the station pets, these options probably haven't been updated since like 2012. In addition, the non-rudimentary transformations only work if you're a human, so not sure why they show up for non human player panels.
Here's the new pared down selection, I figured these would be the only useful ones from the bunch. They work no matter what mob the target was previously, whether it be another living mob or a ghost. In addition, I also cut out the transformation equivalents from the VV dropdown, because lord knows that menu keeps getting longer and longer. Lastly, I refactored stuff where possible without getting too trapped in cursed pre-MSO era admincode.
2021-12-02 09:29:06 +00:00
John Willard
88d7dbfc10 removes double spaces before symbols (#62397)
This can apparently cause some bugs on occasions, so I thought I might as well try to kill them all.
2021-10-28 19:25:50 -03:00
Timberpoes
eff18729dc Fixes 2 issues with the unbanning panel and adds a reban button. (#62122)
* Rearrangeify

* Add unban button, fix input box shittery

* Better unban/reban button logic. Actually add the topic call.

* Improved logging message.

* Jordie review
2021-10-20 18:56:50 +11:00
Ghilker
95c8e00af7 cleanup _HELPERS/_lists.dm and all the necessary files (#61827)
Bring _HELPERS/_lists.dm to latest standards by:
-Adding proper documentation and fixing existing one
-Giving vars proper names
-Procs now use snake case as per standard (many files that use those procs will be affected)
2021-10-12 14:48:51 +01:00
windarkata
2d01f4713e change job slot logging to use job_debug (#61688)
admin topics for updating available jobs weren't logged at all and that was kinda dumb
john willard logged the console to game which i disagree with so i want to move that also
2021-09-26 21:28:37 +01:00
Mothblocks
0990a8ddcf Give admins the ability to put a popup notice for players in tickets (#61010)
Admins can now give players a popup if they are not responding to tickets.
Popup is cleared when player replies or ticket is resolved/closed.
As more and more of the chat screen is made irrelevant, new players read it less and less.
This means that a lot of new players are ignoring ahelps, which is something I've encountered myself.
2021-08-29 21:11:38 -03:00
Mothblocks
dc6d079899 Add admin panel for viewing circuits (#60504)
* Add admin panel for viewing circuits

* Resizable, make wider

* Better info, button to open panel

* Add saving/duplicating
2021-08-04 19:08:08 +02:00
Rohesie
4c21166e4f Job refactor: strings to references and typepaths (#59841)
* Job refactor: strings to references and typepaths
2021-07-18 20:48:47 +02:00
Wayland-Smithy
0d1ef29662 Drastic Lag Mitigation Subsystem: SSlag_switch (#59717)
Requested by oranges and inspired by the upcoming event. A new subsyetem, non-processing (for now), aimed at providing some toggle switches that can be flipped as a last ditch effort to save some CPU cycles by sacrificing some non-critical mechanics. Below you can see each individual toggle.

Screenshot of the admin panel:
image
Surely there are more opportunities for toggles I missed, but adding new ones is not very difficult at all.
Why It's Good For The Game

Better performance during extreme pop, I hope.
Changelog

cl
code: Introduces the Lag Switch subsystem for when a smoother experience is worth trading a few bells and whistles for. Performance enhancement measures can be togged by admins with the Show Lag Switches admin verb or enabled automatically at a pop amount set via config.
config: Added a new config var: number/auto_lag_switch_pop
2021-07-08 11:02:52 +12:00
Ryll Ryll
d25e17241f Fixes OOC heart commendations (#59543)
At some point in the last few weeks, the OOC heart commendations that players were polled for during the shuttle's return trip at the end of the round stopped appearing for people on the live servers, even though admin logs showed it was still calculating how many people were supposed to be asked, and it seemed to be working fine on my local server. My only guess is it might somehow be related to #58419 since that was the last PR to touch hearted.dm, even if it's not clear how it might've broken it.

I also neaten up the code for commendations a bit, making it so the procs are easier to follow and have less unnecessary checks. Also, the proc nominate_heart has been reworked to receive_heart, since it makes more sense for it to run on the person receiving the commendation as opposed to the person sending it. It will also properly cancel polling if the "how many to ask" check returns 0 people, rather than always polling at least one.

Edit: Figured it out, #58419 was indeed the culprit, it blindly replaced src with usr without considering that src and usr aren't necessarily the same thing (as it was here, since query_heart() was called by the ticker SS)
2021-06-19 18:26:42 -03:00
Watermelon914
375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00
Timberpoes
01eba3bbdd Admins will no longer accidentally undelay round end or reboot the server when multiple admins attempt to delay it at the same time. (#59551)
Delaying/undelaying round end is no longer a toggle under the same href.

Delaying and undelaying the round end are now explicit operations. If two admins attempt to delay round end at the same time, the first admin to input a reason wins and the second admin instead gets an alert that the round end is already delayed along with the reason instead of accidentally untoggling it.

FINALLY, undelaying round end will no longer trigger an immediate auto server reboot when SSticker.ready_for_reboot is TRUE. The admins are messaged that they must Reboot World manually. This is the final guard against admins accidentally undelaying when they're not actually ready to do so.
2021-06-08 19:00:00 -03:00
Mothblocks
e2b929974e Remove a bunch of old gamemode code (#59067)
* Beep beep gamemode removal coming through

* More cleaning

* More cleaning

* Clean up station_was_nuked

* Station nuke source

* Remove name

* More unused functions

* Remove antag rep, which was unused in dynamic

* Remove more antag rep stuff, which was UNUSED IN DYNAMIC

* Station goals outside of mode

* Remove setup_done

* Remove player lists

* Move some older procs

* Fix simulations

* Attempt to fix this stupid case sensitive bullshit

* Revert "Attempt to fix this stupid case sensitive bullshit"

This reverts commit 8693c02d67602543d7d4b92130a7a32cd973e5bf.

* ???

* Delete icons/Testing directory

* Move station_goals global definition
2021-05-29 11:03:41 +02:00
Celotajs
190d0a0384 Replace alert usage with tgui_alert (#58419)
Pretty much every alert() call is replaced with tgui_alert, except one I replaced with tgalert as a fallback. If tgui_alert exists, why not use it?
2021-05-20 22:43:27 +12:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
Trigg
1542aa66bc TGUI Outfit Manager and Editor (#58125)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 20:47:03 +03:00
bloons3
185dd4b88f Quick-Create-Antagonist tweaks (#57913)
Gives admins control of how many antags they spawn, instead of assuming a maximum of (generally) 3.
image
2021-03-27 14:50:14 -07:00
Cimika/Lessie/KathyRyals
e9880251e4 Added the N.E.R.D. (Nanotrasen Emergency Response Drone) team as an admin ERT. (#57766)
Added the ability to call a Nanotrasen Emergency Response Drone Team in the Create Antagonist.
2021-03-21 22:40:25 +00:00
Arkatos1
74d24a58f3 Topic transform fixes (#57745)
Co-authored-by: Arkatos <arkatos1234@email.com>
2021-03-16 21:25:43 -04:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Timberpoes
9ce1073a12 Re-adds the admin button to let them exempt players from job exp requirements. (#56799) 2021-02-10 22:55:31 -05:00
Ryll Ryll
e6cae4fac5 Improves friendly commendation code (#56453) 2021-02-05 01:42:34 -08:00
Mothblocks
de442458ba Dynamic 2021 (#56221)
About The Pull Request

Dynamic 2021, among much other things, splits the threat level into two separate budgets, one for round start and one for midround/latejoin. You can read the design doc, plus methodology and charts here: https://hackmd.io/@tgstation/S1C4dYJkO.

To server owners: this is incompatible with current dynamic.json configurations. This is not just because some fields have different values now, but because the older values are not balanced towards this system.

Inidividual list of changes (as I remember them):

    Threat level is now split into two separate budgets, one for round start and one for midround/latejoin.
    In TESTING, you can now run dynamic simulations to see the roundstart picks.
    antag_cap is now based on an equation rather than a fixed list of antags per indice--the old system is not scalable. You can now pass it either a number for a fixed constant, or a list with "denominator" and an optional "offset" to fit the equation ceil(x / denominator) + offset, with x being population.
    Midround/latejoin timers are now vars on /datum/game_mode/dynamic itself, and thus can be configured by head admins per server.
    Removes some older, as far as I can tell completely unused admin tools relating to dynamic.
    autotraitor_cooldown is now properly respected from config, and is based on an exact time rather than on ticks (450 used to be 15 minutes, now it's just 15 MINUTES).
    The rulesets dynamic chooses are now in a dynamic.json file in round logs. Relies on tgstation/tgstation13.org#64 to be public.
    Adds more logging to the autotraitor ruleset for admins.
    Midround/latejoin chance modifiers are now configurable.

Labelled "Do Not Merge", as the design doc outlines the specific playtesting schedule I would like to perform.

    Note to self: Remove the custom MOTD before merge.

Why It's Good For The Game

(Copied from design doc)

Dynamic currently dumps as much threat as it can into round start threats. This means that rounds at ~50 threat can have an absurd amount of antagonists round start, while leaving very little threat for midround/latejoin antagonists. What inevitably happens is just one of those picked decides to murderbone, leading to the inevitable 20 minute shuttle call. Furthermore, once those antagonists are dead, Dynamic doesn’t have any threat left to spend on new antagonists that keep the round flowing, promoting the mentality of “antags dead, I’m bored, let’s leave”.

The proposed solution of Dynamic 2021 is to split threat level into two separate budgets, one for round start and one for midround/latejoin. This split, like threat level, will also be done on a lorentz curve–meaning that while most rounds will have them evenly split, there is still the possibility of chaotic high antagonist round start rounds, or the possibility of a midround onslaught.
2021-02-04 10:06:11 +01:00
dragomagol
f837ce4397 Cyborg modules renamed to models (#56312)
Changes the references of borg module (type) to model, adds a file for robot declarations and one for model declarations. Basically trying to make the code layout a little more sane.

Initially changed them to 'configurations' but I prefer model; its meaning is closer to module than configuration and avoids confusion with actual config.
2021-01-22 21:38:35 +02:00
zxaber
50357cb9d6 Admins transforming a humanoid into an AI can now choose to not move them to the satellite. (#56075)
Adds a Yes/No/Cancel button to the AI transform proc that admins use on whether the new AI should be moved to the satellite or not.

Sometimes admins want to make an AI somewhere off-station for whatever reason. Also makes testing things with AIs less of a hassle.
2021-01-21 12:04:31 -08:00
Mothblocks
57f0b88518 Allow dynamic to be configured when used as the forced secret mode (#56122)
Allow dynamic to be configured (roundstart rulesets) when used as the forced secret mode
2021-01-15 15:44:30 -05:00
tralezab
1fd0485206 [READY] Hark! The Medieval Reality Simulation Dome Emergency Shuttle! (+speech mutation, NOTELEPORT fixes and teambuilder improvements) (#55424)
* HARK! THERE ARE SOME MAIDENS THAT NEED SAVING!

* claymores, chairs

* mapmerge, price increase, no losing the flag, no teleporting in, other small stuff

* oldworld language, medieval mutation, reviews

* see desc for full changelog

huge improvements to how medieval speech feels, CTF now fully lit, json beautified, bugs squashed and more NOTELEPORT exploits also quashed. (I NEED TO UNDO THIS FOR ATOMIZATION)

* removes my fixes? also bugfixes and CTF separation

* dumb json mistake, starting work on reality simulators

* BOWS ARE BROOOOOOOOOOOOOOOOOKEN

* br

* getting closer to working

* well, mostly everything now.

* finally ready

* removes languages stuff as it is buggy and does not work, fixes more bugs, fixes more bugs, fixes more bugs

* conflict fix

* linting

* more lint

* bow buff, speech fix, TON of ctf fixes

* oh fuck year

* NO MORE INSTA DELETING CREW

* whoops

* review handled

* pooosh

* conflict fix
2021-01-05 00:49:53 -08:00
Qustinnus
f66ca34626 Refactors monkeys into a species (#55614)
Changes monkeys from carbon subtype to species.
2020-12-30 16:30:15 +01:00
tralezab
89297332f7 tgui: Secrets Panel (#55698)
Tgui-izes the secrets panel

Removes one terrible shuttle button, but just know all of them are pretty shit
There can only be one (40 second delay) was condensed into an option for there can only be one

Before it was a blank HTML document. It has some kind of useful stuff, and also some shitpost-y stuff. Using some tab system really helps you pick out where the logging/issue fixing buttons are and where the silly garbage
2020-12-25 23:14:35 +02:00
Bobbahbrown
1b0b13a737 Replace tgalert with tgui_alert (#55157)
Adds TGUI-based alerts to replace the old tgalert system. Replaces all uses of tgalert with tgui_alert except for one, the 'Report Issue' button, as people were (understandably) concerned that this button using tgui will prevent a tgui bug from being easily reported.

These windows have a nice little progress bar indicator of how much time they have left, and will automatically close themselves after this time elapses.

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-11-25 22:46:19 +02:00
ArcaneMusic
bf39caca6a Refactors Pastries into newfood. (#54996)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Floyd <Floydje123@hotmail.com>
2020-11-24 16:18:10 -08:00
Ryll-Ryll
b023e29fed time to fix 2020-11-07 21:29:44 -05:00
Bobbahbrown
4e48e1379d Interview System / Soft Panic Bunker (#54465)
About The Pull Request

Ports and improves my interview system that has been previously used in the summer ball and toolbox tournament events. Allows for a 'softer' panic bunker, wherein players who fall below the required living time limit can still join the server and be restricted to filling out a questionnaire. Upon completing the questionnaire, the player may be allowed into the server by an administrator. If the application is approved, they get a notification that they will be reconnected and upon reconnecting will have all verbs as they usually would. If the application is denied the user is put on a cooldown after which they may submit a new questionnaire.

Players who are being interviewed (herein interviewees) have no verbs other than those required for the stat panel to function, as well as a verb to pull up the interview panel. Interviews do not persist through restarts, and the ability to join that is granted by an accepted interview is only valid for the duration of that round.

Open interviews are listed under a new 'interviews' tab for admins, which is VERY similar to the existing tickets tab.

Below is what a player who is flagged as an interviewee will see when they join the server. They can do nothing but respond to the questionnaire or leave.
image

This is what an administrator sees after an interview is submitted, they will also see a corresponding message within their chatbox, and an age-old BWOINK when an interview is submitted.
image

The interviews tab, which is similar to the tickets menu. You can open the interview manager panel to view all active (including non-submitted) interviews, queued (submitted) interviews, and closed interviews.

image
FAQ:

What happens if someone submits an interview when no admins are on? It's treated like adminhelps are, the message gets sent to TGS to be dispatched off to configured end-points (like Discord or IRC), and the user is notified that their interview was handled this way.

Can you configure the questions? Yes, in config/ there is now a interviews.txt file in which the welcome message and the individual questions can be set and modified.

Can this be turned on and off during a round? Yes, it can be toggled like the panic bunker. It requires the panic bunker to be raised in order to function.

Can interviewees have further questions asked to them? Yes, if you admin-pm them, which is possible using regular means or a conveniently placed button on the interview UI, they will be able to respond to the message.
Technical details

To use the interview system you must have the panic bunker enabled, this is an additional setting for the panic bunker. It can be set through the PANIC_BUNKER_INTERVIEW setting in config.txt, or alternatively enabled in-game as prompted during the panic bunker toggling process. It also can be toggled on its own using a verb added for this purpose, Toggle PB Interviews found under the server tab. These new actions are included in the logging for the panic bunker. I have also added a reporting stat to the world topic status keyword, which now reports if the interview system is on using the keyword interviews.

As mentioned above, for server operators, configure the questions and welcome message in config/interviews.txt.

Note to maintainers and those with big brains I had to add a call to init_verbs on the stat panel window being ready because seemingly a race condition exists wherein the add_verb of the 'view my interview' verb doesn't cause a refresh of the tabs (and therefore doesn't show the 'Interview' tab) when running in dream daemon but running it directly from visual studio code properly shows the tab. Adding a init_verbs call directly after adding the verb didn't seem to help.
A note for downstreams

If you don't use the HTML stat panel (which may not be a bad thing) then you will have to do some conversion from the HTML stat panel stuff used here to the old style stat panels. It's pretty trivial, but just be aware of that. You can see how I used to use the old stat panels in my PR from the summer ball, here, which should be helpful.
Why It's Good For The Game

This allows for a softer version of the panic bunker which impedes the flow of malicious players while allowing genuine players a chance to enter a round to gain enough time to not be affected by the panic bunker's restrictions.
Changelog

🆑 bobbahbrown
add: Added the interview system, a 'soft' panic bunker which lets players who would normally be blocked from joining be interviewed by admins to be selectively allowed to play.
/🆑
2020-10-25 14:10:06 +13:00
TheChosenEvilOne
e04e24fa8b Moves dynamic ruleset execute buttons + fixes forced rulesets ignoring configs. (#54477)
Moves buttons for forcing dynamic rulesets from game panel to game mode panel,
and as a side effect fixes forced midround/latejoin rulesets ignoring configurations.
Also fixes forced roundstart rules ignoring configs.
2020-10-20 14:12:45 -03:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
Qustinnus
eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
TiviPlus
ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Arkatos1
b40e58f342 Admin controlled shuttles improvements (#53237)
This PR improves options for admin controlled shuttles - all shuttle controls can be admin-locked, and players must request authorization so the shuttle can move or for controls to unlock. Before this PR, authorization request always redirected admin staff to control the CentCom ferry, even if request came from a shuttle elsewhere, which was a little odd.

Authorization request will now properly prompt the staff to control that specific shuttle, and now they also have quick option to unlock/lock the shuttle. Could come handy in events to restrict player movement.

Last change, escape pods no longer start as admin controlled, as they cannot be launched without atleast code red anyway. They instead properly state they are just locked.
2020-09-01 04:37:50 -03:00
Jordan Brown
239a356e46 Fix admin shuttle adjust anoucement times (#53172) 2020-08-25 11:30:27 -07:00
Rohesie
3a1020e47d Crit status refactor (#53117) 2020-08-24 07:41:00 -07:00
tralezab
5747441cb5 Changing how fast the emergency shuttle arrives now gives a more accurate estimate (#53129) 2020-08-23 05:15:14 -03:00