* 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.
AOOC can be granted on a per-antag type basis. If the type has can_use_aooc equal to true, they can both use and see AOOC. It is true by default to allow for the upcoming Infiltrator type to automatically be able to use it.
The types disallowed from AOOC are ERT, Traders, and Renegades. This means admins can now use AOOC to talk to the real antags and not the ERT.
* Hooks up informing Master the gameticker actually starts and stops the round subsystems will actually fire! What ho!
* We should convert the gameticker as an MC subsystem someday, and probably completely rewrite it while we are at it becuase it is crazy. But this should bridge the gap until then.
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.)
Makes new clones receive a substantial malus on combat ability, which will last between 25 to 40 minutes.
This time can be reduced by upgrading the cloner. A fully upgraded cloner can reduce the time to 5 to 8 minutes.
Also makes new clones receive a 'cloned' modifier, which doesn't actually do anything besides act as a sort of counter for how many times they've been cloned that only admins can see at the moment.
Makes modifiers with the 'genetic' flag get copied to cloned mobs.
Adds admin utility/testing/badmin verb to give any modifier to any living mob.
Made spawned characters always use male sprites and not have accurate DNA. Also would runtime if you picked the option to not put a mind in, as it assumed there would be one.