- Adds the update_idle_power_usage() and update_active_power_usage() procs for the respective vars.
- Switches all places modifying those vars directly to call the procs instead.
- This will let us react to the change appropriately, paving the way towards static area power.
- Adds update_power_channel proc for the sake of completeness, but no machines actually modify it so far.
- Creates new advanced shield generators, designed to replace old hull and bubble shield generators.
- Upgrades the floor mounted and handheld shield diffusers.
- Makes underfloor shield diffusers actually constructable.
- Handheld diffusers orderable via uplink.
- Removes supply packs and research datums for the old generators, but leaves their code in place for maps that still use them.
- Integrates with the meteor and electrical storm events.
- Integrates with mob AI (they know how to attack it)
- Creates a global meteors list to make it easier to find them.
- Adds point defense mainframe, batteries, projectiles, circuitboards, and R&D designs.
- Adds sound effects and icons for the new machines.
- Original code and sprites ported from Baystation. Adtapted to our code, added icon states and QoL elements.
- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
When the config option for pregame time was added in #6795, the
pregame_timeleft setting was moved out of the do while !setup loop.
If the game does not set up, it would keep decrementing the counter
into the negatives since it was never reset.
* Changeling Name/Desc Fixy
Minor var fixes for the changeling combat boots variation. Apparently name and desc were flipped around, resulting in abnormal name output when removed from a dead Beta Replicant.
* Changelog
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user