Wheelchairs can now be collapsed by click-dragging them to you, much like rollerbeds. You can then pick them up. They are, however, too large to stuff into a backpack.
These new collapsible wheelchairs are now available in the loadout, under utility, for 4 points. They're also color-customizable now. No more plain white wheelchairs available only by missing feet.
The loadout wheelchairs will spawn with you buckled into them, just like how it works when you spawn without feet, except that the loadout wheelchairs can be more colors than just white.
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.
* Adds in body snatcher
* Modifies method the bodysnatcher works
* Fixes merge & compile error
* Update trash_pile.dm
* Update trash_pile.dm
* Gets transfer_to to work
- Reduced trash piles by probably half. There shouldn't be more than one
trash pile in any room.
- Replaced steel beds with comfy beds everywhere.
- Removed syndie ID from trash pile, because there's absolutely no way
to detect it by Security, making it OP.
- Added sizegun to trash piles. Is technically not contraband, so enjoy.
I've discovered from using it on the tether map in Vorestation that it
being on layer **9** is really unneccessary and it just looks absurd
when layered over other things.
I don't think you actually use trees for anything right now, but
whenever you do, you'll want this to prevent them from looking dumb.
-Took out the minimum oxygen requirement from space oties. They all died outside as oxygen was not one of the gases there.
-Moved guard otie to security category in cargo.
-Moved the collared otie from pred crate to its own crate. Bare one is still in the pred crate chances.
-
The radio jammer is very obnoxious, and I feel like it should not appear as often as it does. Every shift I have been on since its addition has seen a jammer easily located.
Added SC map files for further work. Including hopefully all the related files.
New airlock sprite thanks to Virgo, with a alternate non-see through sprite.
Changes to the space and transit tiles (ported from bay).
Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
- Removed gun_vr judge, Polaris has one now.
- Removed vorestation m44 mags, Polaris has those now.
- Removed detective's .44 magnum because NO YOU CANNOT HAVE A FUCKING
MAGNUM
- Corrected inconsistent naming of .44 speedloaders
- Corrected inconsistent naming of .357 speedloaders
- Fixed broken calibers for .357 stuff to be consistent with upcoming
Polaris sync.