Expanded supermatter engine radiator bank. Incinerator disposals outlet moved slightly to prevent collision. Supermatter radiator circulator pump changed to a high-powered pump.
Supermatter critical temperature lowered to 5000K.
Tweaks syringe gun and dart gun, renames syringe gun cartridges and makes them printable.
Adjusts penetration so that passing through mobs happens with a probability that scales with damage.
Adds a .45 signal pistol to the HoP's closet and a 9mm one to the mercenary shuttle.
Security and medical belts could contain now no longer existing objects. These types have been removed.
Conflicts:
code/game/objects/items/weapons/storage/belt.dm
code/game/objects/structures/inflatable.dm
code/modules/clothing/under/ties.dm
Makes syringe guns a type of launcher gun, and removes the hack
projectile.
Also moves syringe and dart gun source files into the modules/projectile
folder.
Thermoelectric generators now generate much more power, mostly due to the increase in circulator intake volume.
Supermatter no longer powers radiation collectors, and is tweaked to run at 4000-6000K.
TEG supermatter engine mapped in. Currently generates ~1MW of power with chamber temperature of 5000K.
Includes 2 packs of flash powder cigarettes, 2 packs of smoke creating cigarettes, 1 pack of mindbreaker cigarettes, and 1 pack of tricordrazine cigarettes.
Removes can_fire() and moves some of it's functionality into
get_next_projectile(), which was renamed to consume_next_projectile() to
indicate the possibility of side-effects.
Also renamed flag var to check_armour
- Gives PACMAN type generators NanoUI, instead of the old UI
- Example screenshot: http://i.imgur.com/QhQEw1c.png (Red usually means it's bad. In this case, generator is operating at 10 power level, but maximal safe level is 4 (it's varedited to these values, normally it would be only 5/5). Overheats also give warnings (warning shown on screenshot is last warning which occurs approximately 20 seconds before explosion). Fuel is measured in cm3. For simplicity, 1 sheet = 1000cm3
Fixes machines not gaining the NOPOWER flag after a power failure
because they were turned off and had use_power set to 0.
Fixes machines not gaining the NOPOWER flag after being moved into an
area with no power.
Both bugs allowed power using machines to be used in areas with no
power.