- Explosive grenades have gotten a major upgrade, (borrowed code from fragmentation grenades).
- Box for explosive grenades lowered to 5 grenades per box instead of 7.
- Evidence locker moved to forensics area from detective's office. Body bags, latex gloves, and evidence bags moved to said locker.
- Low yield EMP grenades created including sprites. Box for them created (neither added to the map).
- Can now spawn from the elevator.
- Added missing shutters to certain areas.
- Military Jacket variant added (different patches)
- Added different colored jumpsuits to the loadout
- Fixed some voided tiles on the telecomm outpost
- Added missing equipment to the forensics area
- Edited the crew transfer wording to be more lore friendly
- Soda fountains added to heist base and merc base. Flamethrowers removed.
- Reduced the amount dufflebags can carry to 12 slots
- Additional shuttles added to captain's office, bridge hallway, hop office, engineering engine area, chapel, security restroom.
- Double disposal pipes and atmos pipes removed from several areas.
- Tweaked engineering restroom
- Two communicators added to the map, hotel area and civilian lockeroom.
- Groundwork added for head of staff folders added.
- Created prescription Huds for medical and security. Two exist in the medical exam room, two in the security restroom.
- Boot Knives Bar Sign
- Tactical light in the warehouse replaced with a more low speed option
- Adjusted Atmos SMES to input from round start
- Adjusted Main SMES to start with about 70% power and a 700k Output.
This state has two checks:
A preliminary check of the remote target, ensuring it's powered, etc. If the remote target is fully disabled, it closes the window and conducts no further checks.
It then makes a full check, ensuring that the mob is capable, within range of the source remoting to the remote target, etc.
Unlike most other static interaction states, whoever initializes the remote state is responsible for deleting it properly.
Conflicts:
polaris.dme
However, ghosts can now also only view objects in range to ensure that the NanoUI window count is kept low.
Admins do not suffer this restriction and may also interact with these windows.