- UNSC is now USDF.
- .32 is now .380 instead.
- Added giskard to random gun spawns.
- Changed oliva to be a subtype of giskard.
- Rebalanced random gun spawner and added things.
- Detective no longer spawns with a pistol. It's in your locker instead.
- `SMG_sol` is now just `sol`.
- Fixed some ammo pathing to be consistent.
- Moves Asset Protection spawn point inside the big armory at CentCom.
- Adds a door in CentCom to let the ERT area actually be reached from
CentCom's bridge.
* Atmos and mob faction fix
Should reduce lag substantially and stop planetary phoron fires.
* Active Edges
* fuck you Travis you unhelpful shit
* Testing probable problem area.
* Is THIS it?!
* Long shot, but let's try it.
* Just to kick Travis again
* oops
Added SC map files for further work. Including hopefully all the related files.
New airlock sprite thanks to Virgo, with a alternate non-see through sprite.
Changes to the space and transit tiles (ported from bay).
Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
- Removed gun_vr judge, Polaris has one now.
- Removed vorestation m44 mags, Polaris has those now.
- Removed detective's .44 magnum because NO YOU CANNOT HAVE A FUCKING
MAGNUM
- Corrected inconsistent naming of .44 speedloaders
- Corrected inconsistent naming of .357 speedloaders
- Fixed broken calibers for .357 stuff to be consistent with upcoming
Polaris sync.
Replaces some lockers and racks in maintenance with trash piles. They are presistent loot piles for people who just can't help but greytide. It allows people who join later in the shift to still get goodies. Each is searchable once per shift by each ckey.
They have three loot lists: alpha, beta, and gamma.
Alpha has the highest chance and just random maint stuff. All usable items (no random empty beer cans) but nothing you couldn't find elsewhere.
Beta has a lower chance of spawning and is usually contraband, mechaically useful stuff. Radio jammers and the like.
Gamma is dangerous or highly illegal contraband, and is unique. Guns (nonlethal!), teleporters, syndicate IDs, etc.
Gamma items have special handling: all of the trash piles share a gamma list, and when an item is given out from the gamma list to someone, it's de-pooled so that another trash pile won't hand it out. The pile-collective maintains a reference to it as an 'allocated' gamma item though. Then, when the gamma list runs out, it reviews allocated gamma items to find any that it might be able to 're'-distribute. Namely ones that have been deleted, or are in cryopod computers because the user left with them. It can then hand that item out again. If it cannot hand out a new gamma item, it gives beta instead.
You can also just manually put gamma-list items back into the piles if you're leaving. Or, if you find a translocator, but already made yourself one in R&D (or later make one), or you're the RD and find a bluespace harpoon, you can stuff the translocator/whatever back into any trash pile and it'll be re-pooled into all of them. You can only return gamma items this way, not beta/alpha.
Additionally, if you find yourself playing a simple animal mob for an event (or you're a mouse), you can hide in trash piles by clicking them. There's a 50% chance you're revealed if the pile is searched. You can climb out by clicking the pile again. I dunno if that'll ever get used but it was easy to code, so eh.
s = Speedloaders. (Functionally the same as clips, but they're not
_really_ the same thing, just in case we change these later.)
c = Clips. (Can also be used to fill other magazines.)
m = Magazine. (Holds ammo rounds.)
a = Ammo. (Individual rounds of ammo.)
* Swapped our loot drops and guns to keep the damage of loot and guns the same.
* Edited the c762 magazine definition back to keep the same ammo count in each magazine type as before.
Conversion chart used:
==OLD== max_ammo ==NEW= max_ammo
a556 10 s762 10
a556m 20 c762 (20)
s762 10 c556 20
c762 20 c556/ext 30
a762 50 a556 50
A single netgun will always spawn somewhere on the map, but the location is random.
Either a bluespace harpoon or a translocator will spawn somewhere on the map, but never both, and location is also random.
Keep in mind they have a chance of spawning in maint where they can be easily grabbed... or spawned into one of those closed-off walled-in single rooms that are occasionally in the walls with stuff in them, so you might not see them every shift.
- Fixes sprite issues with departmental intercoms.
- Tweaks to the random objects dm
- Copies Bay's flora and warning sign list, as well as ports some of their signs.
- Addition of a couple new floor decals.
- New table preset, wooden reinforced.