Allows players to float when using the 'Space' holodeck scenery.
Fixes holodeck deleting space carp when the scenery is changed.
Holocarp start docile and cannot leave the holodeck unless the conole is emagged.
- Power monitor is now /computer/ subtype
- Different rounding of values in power monitor display
- Unfortunately, PDA power monitoring for engineers is broken and probably won't be fixed as it relies on old powernet monitoring computers. Laptops work OK
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.
Makes reinforced glass a subtype of glass, cleans up window creation copypasta.
Cleaned up window initialization leaking outside of the window constructor.
Removes unnecessary init_dir var from windows.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
One can one access and view newsfeeds from the comfort of one's PDA.
Possible to change and disable the newsmessage beep.
Known issues:
Unlike browse() NanoUI does not appear to wait for browse_rsc(), the method which to transfers image to the client's cache, to finish.
This often results in newsfeeds not always displaying their images the first time they are viewed.
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().