MiniStation is now a single folder which isn't included by default. When you tick the code file for the ministation map, like with tgstation and metastation, it will then include the necessary code files itself. These code files modify certain datums, like jobs, supply packs and uplink datums.
The modified files outside the MiniStation folder are modifications made by the MiniStation branch which aren't changes exclusive to MiniStation.
Such as changing the unused circulator, which only MiniStation used, so that it was fixed and would correctly match the direction of the thermal generator.
The TEG was also changed to have a better interface and to include the above fix.
The department security was changed so it wouldn't runtime if it didn't find a checkpoint.
The preferences' SetChoices was changed so that the screen would automatically grow for every column in the job list.
The main difference between this version and the forked version is that the Unemployed and the Lieutenant was reverted back to their original names; since it would've been a massive pain to add support for that.
If throwhitsound isn't defined, a thrown item calls the hitsound
instead. If that isn't defined, no sound is played.
Circular saw now calls pierce.ogg as its throwhitsound instead of its
hitsound.
Added get_inactive_modules and get_usable_modules procs to use while looping through the cyborg's modules.
The cyborg's storage screen will now shrink if there is an empty row.
Added a new on_emag proc for modules, which is called when the module is emagged. Miner borgs use it to replace their borg drill for a diamond one.
Fixes a runtime where there is no client to update the hud.
Fixes a bug where if you emag a cyborg with no module and when they choose a miner they do not receive their diamond drill.
When you touch an item, to spread the blood, it would take the "bloody_hands" to 0; which is checked if true while you wash your hands. I limited it to only go down to 1, so it will still be true unless you wash your hands.
Fixed an issue where blood_DNA was being cleared before the blood_hands variable was being set to 0. Now you can properly hide your bloody hands with gloves and when you take them off the hands will still be bloody.
Removed an unused variable.
Set the bloody_hands_mob to null where it was appropriate.
The amount of blood you can transfer to other items, when you touch them, will be a little random for variety.
Revive() will now heal your hallos damage.
Conflicts:
code/game/objects/items/weapons/shields.dm
code/modules/events/ninja.dm
code/modules/mob/living/carbon/human/update_icons.dm
No more cloakers, no more cloak_stacks. Also removed that silly "I'll make an icon and then make an image of that icon" bullshit.
Changed water to a grey very transparent colour, so real. This also means when you water down reagents you can see them becoming very transparent, extra real!
Changed the plasma reagent's colour to look a little better.
Changed the icon of the reagent filling overlays so that they didn't mess up the colours so much.
Added a new "invisible powder" reagent which you can get by grinding the mime's crayon, this powder has no colour and has no alpha.