* atmos/fire alerts are now linked to an object and not its area, as intended
* simplified and full pathed the radio frequency datum
* made radio objects properly clean on del/qdel, instead of letting the radio controller remove nulls at each post_signal()
All radios now have a keyslot var (replacing keyslot1 for headsets).
- recalculateChannels() proc moved to radios instead of just headsets.
- Removed the duplicated recalc proc for borg radios.
- Moved the translate vars to radios as well.
- The syndicate headset subtype has been removed in favor of using the
make_syndie() proc on it instead.
This PR is intended to support #5283 .
- Traitor AIs, when set as a traitor, will be given a new internal radio
calibrated to hear and transmit to the encrypted syndicate frequency.
Since traitors can buy a headset key for getting the Syndicate Channel,
Traitor AIs can get one too, as they cannot purchase their own TC items.
a disease may now have more than one spread type
added "infectivity" variable which replaces a prob(65), defaults to 65
affected_species is now viable_mobtypes, and lists typepaths, this is due to us actually having a species system now so it's confusing
adds defines for a bunch of stuff
- Corrects the logic for when the AI can speak on its radio.
- Added a missing "-" to the radio instructions.
- Removed an unneeded feedback line for toggling the AI's radio via
intellicard.
- The AI now has its own built in radio headset!
- The headset receives all department channels, including AI Private.
- AI Private can be accessed using :o, .o, #o, :O, .O, and #O.
- Carding an AI will automatically disable the AI's ability to transmit
on its radio.
*The AI's radio transmission ability can be toggled via the InteliCard's
interface
- Added instructions to newly spawned AIs such that they know how to use
their radio.
- ED-209's effective range has been reduced to 7, down from 12, to
prevent them attacking people off-screen.
- Ruthlessly nukes ".src" from the bot files, especially ed209bot.dm and
secbot.dm!
- Summoned bots now report on their department radio when summoned by
PDA.
- Bot radio frequencies now use the helpers instead!
- Officer Pingsky (On the MiniSat) is now set to declare his arrests on
the AI Private frequency, instead of Security.
- The remote_disabled var now prevents bots from being summoned or
controlled via PDA as well removing them from the AI's control panel.
- The AI can no longer re-activate a bot's remote control radio by
hacking it from the interface.
- The telescopic baton is now considered a safe weapon to carry and
wield by security bots.
- Added a small reminder to PDA users that bots can download access from
their ID to reach them.
I have no strong opinion about this, but it does seem kinda pointless, I guess message spam could be a problem in the future
If it is decided it should stay I'll probably rework it to use user.changeNext_move instead
Fixes some runtimes related to electropacks.
Securing electropacks will no longer be required to use a helmet on it, same with dissembling the shockkit with a wrench or placing it in a chair.
Removes the atom var 'moved_recently' that was only used by electropacks (really). Now the electropack will have an inner cooldown instead.
The cooldown of the shock will be 10 seconds, giving the shocked person some small time to move in-between shocks (the shock gives you 5 of weakened).
*FIX: issue4487 (lasersound)
*Fix: repairing bot with weldingtool off. Gives warning msg.
*FIX: medbot fleeing one step when using weldtool/holosword.
*Fix: attacking silicon w/ holosword no longer gives spark.
*FIX: attacking bot w/ holosword is an assault.
*FIX: bots produce spark when damaged via attakby, similar to borgs.
*FIX: attacking ED209 with weldingtool on harm now triggers the bot response to the assault.
*FIX: bots can produce sparks when hit by projectile w/ damage>0. (to have some feedback b/c there's no msg otherwise)
*FIX: ED209 doesn't try to tase monkey despite wanting to arrest.
*FIX: LaserTAG ED209 points at monkey despite not shooting/hunting them.
*FIX: we don't check projectiletype and sound each time we fire. (Now only when using New() or emagging/hacking/emp'ing) (also
simplifying code)
*FIX: cannot access behavior mode to toggle patrol on lasertag ED209 (despite the fact that it should be able to patrol.
*FIX: ED209 tases cuffed target that are standing.
*FIX: ED209 can stun through a closet! And, it can cuff through windows and closet.
*FIX: the handcuffing problem. (issue2025)
*FIX: no message when trying to screwdriver panel of bots open but it's locked.
*FIX: added one audible message instead of for+show
*FIX: make 'detain' mean stun repeatedly. (issuenumber???)
*FIX: After finishing summon order, bot goes patrolling even if no auto_patrol.
*FIX: ED209 cannot be summoned or appear on the PDA securitron interlink cartridge.
FIX: autocustom names for lasertag ed209s doesn't work (if you don't give them a custom name, it gives them a custom one from a
list)
Removing maxstuns var in process() proc of both ED and beepsky. It doesn't do shit.
Lasertag ED no longer calls look_for_perp(), the loss in reaction speed is minimal. And it no longer calls for infraction
Adding myself as game master admin list.