* POLARIS: No string compare for assistants
* POLARIS: Move these planes to more useful places
* POLARIS: Only spam ghosts with chat messages from things with real clients
* Fix small forgotten lines of text accidentally left out of VS syncs.
* Fix typo'd plane in lighting.dm and remove redundant definitions.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
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.
* 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.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
- More welding goggles added to engineering (2)
- Security checkpoint modified slightly.
- Tables added to chemistry to prevent dancing on dispensers.
- Universal recorder added to research outpost and art storage.
- Prescription glasses added to antag bases (merc, heist, wizard).
- Door buttons added to the captain's office.
- Changed the power draw of light fixtures from active_power_usage = ((light_range + light_power) * 10) to active_power_usage = light_range * light_power. Which on average means that lights use a slightly more reasonable draw of power instead of a single bulb running about 330w.
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.
Changes -
- Research
- Work finalized on Research, all extra items such as newscasters, alarms, fire extinguishers added. Cargo drop of point added Door access completed, landmarks and spawn points added, floor painted. No further major changes to be made to research.
- Cargo
- Work finalized, One new area added (second one to be added at a later date but causes no issues at this point). No major changes to be done to cargo at this time.
- Security
- Work finalized, brig cells work properly, cargo drop off point made, cameras added, blastdoors working properly, no major changes to be made.
- Medical
- Work finalized, hallways painted, shutters working properly, cameras added, virolocks functional. Cargo drop off point to still be added. No major changes to be done.
- Command
- Work in Progress, door access done including AI and AI upload, landmarks added, few light changes such as additional lights to the bridge. No major changes to be done
- Engineering
- Work in Progress, door access done, cargo drop off point added. Materials supplied, engineering 'elevator' functional. Blast doors need to be added. Detail work needs to be added. No major changes to be done.
- Civilian
- Work in Progress, door access should be finalized for areas such as the bar, kitchen, hydroponics coffee shop. Chapel driver now operational. Several areas with cameras, several areas still lacking cameras. Detail work missing such as newscasters and fire alarms. No major changes to be done.
- Misc
- Work in Progress,
- Tech storage access completed. Security checkpoint door control and access done.
- Airlock next to the research fixed. Waste disposals tweaked and fixed.
- Work completed on EVA, finalized. No further changes.
- IAA access and landmarks completed.
- Holopads added to areas previously without such as in front of escape pods.
- Other Tweaks
- Light ranges increased for both small and large lights.
- Small lights have had their color changed to a much fainter tint
- Comfy Chair tweak pending.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.