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.
Don't try to Destroy() objects that get del(). It was causing infinite loops and other problems. It's now ok to have something call del(src) as part of Destroy().
Adds a side pony tail, longer over the eye hair, a braid along with a
front braid, a bun, an ahoge, pig tails, and a over used anime protag
hair style.
DMI of the new hair. http://puu.sh/7IAKi.dmi
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
6 starting cultists below 30 players and 9 above, escape objective is 10 for below 30 players and 15 for above.
HoP is restricted from becoming a cultist.
qdels
reduced supply talisman uses from 5 to 3
fixed typo in corgi sac_act
Tidied the supplypacks up for consistant names and to avoid The Bureaucracy crate etc.
Created an Innate Communication verb thats given to the cultists when converted and removed when deconverted.
It possibly works with constructs but cant really test because the make constructs procs are all kinds of messed up.
Anyway - they'll tear at their arms, smear blood on the floor, and communicate as normal per the rune. Its pretty rudimentry right now and could be improved in a few ways - see the comments.
Added a link to open the Read Tome window on the Notes page as apparently alert() is limited to a whopping three choices.
Added a built in communication system for the tomes, it works pretty much like the current communicate rune.
Fixed a load of fucked up tabbing in ritual.dm, I don't know who to blame but I'm betting it was sadbutt.
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)