Fixes not being able to place wrenches on (unweakened) reinforced
tables. The return statement in the conditional for the wrench in
attackby was preventing control from reaching the conditional later on
that places the wrench on the table. The conditional for the wrench now
checks if it can destroy the table, and if not it continues down to
where it is then placed on the table. table_destroy is now guaranteed to
destroy the table. Also removed the now redundant check in table_destroy
and made it more portable between different kinds of tables. Also fixed
an obvious typo.
I observed a round where a player cheesed the AI Chamber during Malfunction by closing false walls on himself and using that as a shield against electrodes, lasers, and the cleaner fluid. This is to prevent that.
adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi
meteorshot, made with compressed matter cartridges
pulse slugs, shotgun rounds with the properties of a laser weapon.
dragonsbreath rounds, area-of-effect flame weapons.
renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate
splits RND designs up into their own files
-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)
Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.
This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.
Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
Their direction changes will work even better if mob movement code finally removes all the spawn() calls. I'm not planning of adding any special code for that here.