No longer unconditionally attempts to transfer NanoUIs from one mob to another.
Previously caused runtimes if the source-mob was gibbed or otherwise destroyed.
Fixes airlock doors being able to be opened and closed remotely (by
buttons, airlocks, or docking) when broken. Also removes some redundant
code, and refactors a few checks.
Kills unecessary photo datum which wasn't even used correctly anymore.
Photos have a global id for ease of synth syncing.
Changes how law/photo syncing is handled when pulsing the appropriate borg wire.
Also ensures re-synced borgs are added/removed from the appropriate AIs.
- Pulsing input/output wires now toggles the input/output settings, instead of disabling for 60s
- Pulsing grounding wire now disables grounding until the wire is cut and mended again.
- Allows remote control of SMES units and Breaker Boxes.
- Adds wires to SMES units. Wires may be cut/pulsed for various effects. Signallers are supported.
- RCON console(s) may be used to monitor the SMES units (which have RCON enabled) remotely, showing output loads and charge percentages.
- SMESs may be quickly discharged by cutting the grounding wire. This however comes with little risk of overload which may damage APCs on output powernet.
Fixes being able to show papers to AIs through deactivated cameras.
Fixes being able to break doors with TOX, OXY, and CLONE damage.
Fixes camera alarms persisting after the camera is deleted.
Fixes#7021.
Some camera cleanup.
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
It is a valuable piece of technology, but alone it is not really powerful at all. This is the same price as the RUST core and TE generator, which are both admittedly much more complicated. I know this was for balance reasons, but as it is now engineers will rather steal the coils from solar panel SMESes than to deal with cargo who are not very supportive of ordering expensive stuff like this.
This is to prevent griefing using supermatter (it is bad if I can order four of them after ~20 minutes in game and destroy most of the station with them) and to be coherent with the lore - SM is SUPER FREAKING EXPENSIVE. Also (hopefully) makes the crew think before ejecting the SM 4noraisin.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.