- adds tile update on attackby() to fix#6023 using a so far dormant icon state ( line 49 )
- adds missing console initalization on attack_hand() ( line 189 )
- comments unreachable ( via normal means ) mech_bay_power_console/Topic ( line 225 )
- gets rid of relative paths, leaving procs unchanged
note : recharge-floors currently don't care about what direction the console is, unlike the charger-port which always has to be west of the floor.
this should be probably changed to console having to be east of the floor, as most mappers do that anyway and to reduce the chance of future bugs. awaiting feedback on that one.
like the charger and floor.
If enabled, detects mechs/trains and blocks their movement if they are coming from any of the directions set by dir. Can currently only be enabled/disabled by radio command and airlocks are updated to utilize this.
The current setup allows mechs to move through airlocks during normal cycles, which for example lets Odysseus out to save lives.
Once a shuttle docks however, the sensors are enabled to prevent boarding.
If blocked, players receive a simple message stating that their command has been overridden.
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Also makes setting a thrown atom's throwing var the responsibility of
the handler, so that impact handling code can decide if the thrown atom
should keep on going.
this exploit is in all public builds i could look at.
using the mech fabricator, and you were able to duplicate any obj in the server.
as a nice bonus you could also abuse the part-description-function to identify any atom in the server
memory for even easier access to other yet unknown exploits of this kind.
and also range check was missing to make sure you are not on some other z level massproducing guns.
i will not go into details, as it is exactly the same kind of exploit over and over,
so if you are interested on how and why these exploits work, see some of my other exploit commits :
https://github.com/Baystation12/Baystation12/pull/5068https://github.com/Baystation12/Baystation12/pull/4750
i advise any coder team to be supercautious when changing/writing new Topic procs to prevent these,
and to always doublecheck other coder's works.
Nano manipulators were not lowering build time at all.
Stock and Pico manipulaors were lowering build time by 6%.
This fixes that. Now: Stock = standard build time, Nano = 6% faster, Pico = 12% faster.
Issue: Mechs are created/spawned with a high-capaciter cell that is named "Power cell" and confuses some of the less bright roboticists and their beards.
Solution: Shave the roboticist, and also renamed the cell that spawns to properly reflect it's higher capacity.