Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
* Changes oxyphoron to hydrophoron
* Stops hydrophoron magically producing oxygen
Instead, it creates a spark when it's tossed on the ground., and shoves
phoron into the air. Hooray!
* Change hydrophoron touch_turf proc at Anewbe's request
* Missed a /2
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
* adds a load of lore-friendly drinks
* changelog
* uncomments radioactive drinks
:(
* nuka cola comeback
* Fixes the pull request.
* Makes drinks a bit more powerful.
But also changes a bad design choice and makes spider meat a viable
alternative to recipes requiring Xeno meat.
Now, for those of us who do still use xenos for things, xeno meat isn't
suddenly completely useless, while spiders still produce their own
unique meat that is usable in these recipes.
Research Cyborg
-Science gripper can now pick up health analyzers
-External organ gripper renamed to robotics organ gripper
-Robotics organ gripper can hold synthetic eyes
-Picking up brains has been moved to robotics organ gripper
Medical Cyborgs
-Chemistry gripper renamed to medical gripper
-Medical gripper can now hold pills and blood bags
-Crisis cyborgs now have crisis hyposprays which include dylovene
-Crisis cyborgs now have advanced burn and trauma kits instead of bruise
packs and ointment
-Surgeon cyborgs now have medical grippers
-Surgeon cyborgs now have surgeon hyposprays which replace tramadol with
oxycodone
-Oxycodone has been made scannable by health analyzers
-Surgeon cyborgs given a dropper to do the necrosis removal operation
Service Cyborgs
-Now have a multitool to cryogenically freeze plants
Fixes a line printed about staying close to your patient printed in error, and makes syringes work on laying patients again.
The do_surgery overrides are from a bygone era.
Tested == yes
* /datum/reagents/Destroy() does everything /datum/reagents/delete() does and more, and delete() is called only from /obj/effect/Destroy() which is *itself* redundant with its parent /atom/movable/Destroy()
* Fixes https://github.com/VOREStation/VOREStation/issues/561
* Prevents multi-clicking from doing the construction steps multiple times (spawning multiple jugs, or emptying contents of jug multiplie times).
* Prevents after-attack from transferring reagent from jug to cooler twice when putting a jug on.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.