Bartenders, chefs, and janitors now have their own service frequency and corresponding headset.
The HoP is listening to this channel by default.
Creates a proper locker for the chef's extra gear.
Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
Alters the event controller based on http://baystation12.net/forums/viewtopic.php?f=5&t=10706.
Exception is that there is always some start time variance to prevent metagaming.
Mundane, moderate, and major events run on their own timers and start and run independantly of each other.
Multiple events of the same severity degree can run at the same time. However, currently only one instance of the same event can be active at a time.
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.
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().
Replaces magic numbers across the code base with proper constants.
Prepares for the ability to have more than one antag channel in the future.
Corrects a lie.
Expands on the earlier engine pump fix to add proper control over the
engine core atmos. Adds core control computer that can set output
external pressure bound instead of output pressure, and special high
power vent pump type for the engine core.
Turns announcements into a datum based system to allow a variety of configurations.
Current configuration options include:
Admin logging
Which sound that should play when announced, if any
If the announcement should be stored as a newscast
Request console/standard announcements currently match priority announcements, but have a smaller style/footprint.
Player announcements now include the assignment and name of the person (or the id rather) who made it.
Have currently only updated the request console and all announcements which previously used captain_announce().
Affected automated announcements, such as shuttle messages, should be exactly the same as before.
Docking ports still don't use filters though, as it would mess with the
docking ports that are also airlocks. Docking is infrequent though so it
should be fine.