Changes the Death Alarms from announcing to general comms, to just
Security and Medical. Because sometimes hearing your best friend has
died over Common channel is not the best scenario to hear that someone's
died.
Used the captain's headset to keep things slightly cleaner, and it gets
deleted after as far as I can tell.
* Splits uplink categories into separate files and moves other files around
* Corrects an incorrect description
* Puts uplink categories in uplink_categories into the same order as they are individual files
* Mercenaries now spawn with their own private uplink.
* Adds a random discount to uplink items that is applied every 15 minutes
no message
no message
* Adds changelog
* Fakes announcements are now once again purchasable from the uplink and actually work
* Removes a debug line
* Adds several existing items to the antag uplink including stun rounds for shotguns, metal foam grenades and more
* Refactors boxes.dm to use absolute pathing and for loops for contents
Adds changelog
* Adds hacking tool.
In normal mode a hacking tool acts and functions just like any multitool. Use a screwdriver to toggle between normal and hacking mode.
Hacking attempts will take 20 +(0 to 20) seconds (triangular distribution, averages at +10 seconds).
Once an airlock has been successfully hacked the user will have full access to the door operation interface normally restricted to silicons.
A hacking tool will remember the last 6 to 8 hacked airlocks. No time is needed to again hack remembered airlocks.
Once the limit has been reached the least recently accessed airlock is forgotten. Hacking a remembered airlock will update the last accessed time.
Also adds a basic observer/listener pattern implementation to, for example, make it easier to catch when objects have been destroyed and clear references.
* Corrects and adds more sanity checking.
* Adds hacktool to uplink devices
Adds a new machine to telecomms, which contains special PDAs corresponding to each department on the station. Sending a PDA message to one of these PDAs will duplicate it to everyone in the department the PDA is assigned to. It determines what department someone is in by cartridge type.
Adds cartridges for several jobs that were missing them, for the purposes of being recognized as being in a department. The cartridges otherwise do nothing.
New circuitboard to build the new pda multicaster. It can also be deconstructed with the standard machinery deconstruction steps of screwdriver > crowbar.
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.
* Fixes Maps due to working on ancient versions.
* Path error.
* Adds a missing ..()
Unlike cuts they do not merge, so many small-damage stabs will create many small stab wounds instead of one megahole.
Also cleans up checks in wound code a bit with power of OOP
Considering suit coolers are dedicated EVA equipment instead of emergency equipment, it's strange that they come equipped with a cell that lasts a handful of minutes in operation instead of a duration more comparable to an oxygen tank's.
This upgrades their default cell so that FBPs can grab, combine, and go just like other crewmembers.
Makes all first aid kits the same size,
Fixes pill bottles not holding 14 pills,
Fixes antag surigcal kit not holding all the items.
Adds a max weight class of 1 to pill bottles
Properly adjusts antag surgical kit size
Evidence bags should no longer start empty.
Reduces maximum width for the inventory background slightly.
Makes a new, slimmer to close the inventory. This and the maximum width reduction mean the inventory should never overlap with other UI buttons.