Ranged weapons and laser eyes have a cooldown of 0.4.
Grilles, windows, windoors, walls and blobs have a cooldown of 0.8.
Hitting mobs will also have a cooldown of 0.8.
Removes the unused USEDELAY flag.
Only issue is that the damn things don't GC. Also lots of duplicate code between the two, still some other shittiness, but this is much better. I really just wanted to fix the bug where after usage you can't use em again until the tray gets deleted rather than GC'd.
On the plus side, they don't constantly make and delete trays every time someone opens them.
Also, and this is important, I uncommented the crematorium usage logging. It didn't runtime in testing so it should be good to go.
The garbage controller no longer bothers nulling out every variable on destroyed objects.
An object can opt to not be collected by returning true from Destroy(). Useful for pools or other edge cases.
Fixed boxes not being collected, along with a couple other things.
Turfs will not be monitored for collection.
generate_ion_law() is no longer a /datum proc, and I am an admin in the repo. Deal with it.
Added the most important damn checks of this entire PR that got eaten by
Git when I synced
Added a visual indication of a pAI being paired with a computer - a tiny
blue light at the bottom
Forbid to pair with computers that have non-standard icons, except the
arcade machine.
When the arcade is emagged, if the pAI loses, it will explode like a
detonated PDA. If it's slotted into a PDA, it will explode with it.
Severs connection if the pAI and the computer are on different z-levels
changed the var name from objectives to cult_objectives
cultists hitting mobs (and only mobs) will convert any holy water to unholy water
trying to summon narsie when shes not an objective will dose all the summoners with hell water
chaplain with his bible can purify the unholy water in a container
wrote the sac act for corgis - this will cause !!FUN!! to the sacrificer
Holy water will deconvert cultists now, takes around 2 minutes
Unholy water generally buffs cultists, but causes brain damage. Its very poisonous to non-cultists.
Hell water - this is a punishment reagent, amongst other bad affects chiefy it (re)sets people on fire
Misc: Fixed hyperzine being double consumed.
It just puts the prefix of the borg into the $job var that is handled
internally by NTSL.
Also adds a var for the designation of the borg, it's kind of a
read-only variable that makes it fun & easy to get a cyborg's current
module without istyping.
Refactors the cyborg naming code a bit.
Removes additional fun (changes not shown in PR overview, 4317483141
counts of fun removed)
-Moved spare HoS uniforms and backpacks into a separate wardrobe closet. This is mostly to reduce the content size of the HoS locker, making it easier to use.
-Moved sec backpacks into the security wardrobe closets.
-Moved Captain's formals down in the stack order so it doesn't get in the way of the items that are used more often. Alt uniforms should be stored on the bottom of the pile.
-Removed stealth change giving the Captain the super-robust dermal armor
Sprites by Ausop, which he posted in his sprite thread.
The gravity generator is very sturdy, as it is almost indestructible, but explosions can break it and it will need repairs.
Changed C4 to stop del()'ing and instead will only use ex_act().
Added an interact_offline variable for machines that will allow you to interact with them even if they are depowered. The gravity generator only uses this at the moment.
Removed the stun that people get when gravity changes.
Shuttles have gravity still.
Added a gravity generator room to the west of Engineering. It is very secure, with a foyer and requiring CE or Captain access. There are instructions on the table for repairing and enabling/disabling the machine.