Ensures player's custom_body_size is applied to any new clone once they're out of the pod. Custom_body_size is only set once, so acts as 'natural' size, independent of things like normalizer rings
Re-enables and fixes applying animations upon falling into the chasm, adds wind-up to the teleportation. Balances the damages the Tether applies, including a small amount of time for the player to realize their mistake. Reworks the objects' coding for the center for some edge cases, or for if density is turned back on.
Moves functionality of checking chasm type to Tether, to allow different tethers to protect against different types of chasms, or possibly a list of chasms in future. Also changes the internal radio to possibly save (miniscule) amounts of resources.
Has the tether pick an random area in maintenance, then pick a random unblocked tile within that area to teleport the player to. Configurable whitelists and blacklists for types of areas and turfs are available in the tether's file.
General polish, removing equipment power on so that after powerloss it isn't set to off. Bleed_ratio fixes so people with low blood to start with don't have blood ADDED. Random power failure event protection.
Adds a manual!
Changes the APC in the tether room to have equipment defaulted to always on to counteract power draw
Have the Safety Tether create cool but largely harmless tesla arcs. Adds grounding rods to the Tether's room.
Fixes a bug with power draw in machines, where if they didn't have an overwritten process procedure they wouldn't draw power. Ex. Chem Masters. This fixes power draw for the safety tether
Safety tether now draws roughly balanced amount of power. draws 1kw default, drains about a fourth the apc cell's charge if unupgraded when teleporting.
-Adds in a wire bulb for the unfinished solar array where the solar tracker would go.
-Adds a safety tether to the designated room in engineering
-Optimizes bungee teleportation
-Removes unnecessary commented code
-Restricts bungee teleportation to cloud chasm tiles.
-Adds flourishes, like having the tether produce blue light
-Ensures the tether's icon is updated depending on whether it's currently powered
Fixes handrail corners appearing, edits handrail sprites to allow for internal railings to be made and look nice, ensures both sets of railings rely on the same update_icon code.
Fixes the ability to climb railings by removing the forcemove call that teleports players and instead refactoring the do_climb and climb_structure procedures in structure code itself.
Uses a similar method to tables of briefly turning collision off for the railing when the object is climbed in order to let players climb it, without moving the player into otherwise occupied space.
Fixes the ability to climb railings by removing the forcemove call that teleports players and instead refactoring the do_climb and climb_structure procedures in structure code itself.
Allow players to construct railings of their very own, unfasten them from the flooring, deconstruct them including with RCDs, and all the good stuff from grilles, like electrification. Also solves the bug whereby you could climb over railings into solid tiles.
Allows players to circumvent railings by use of wings, jump boots, or being thrown by other players or by disposals systems, etc. Throwing, be it items or players, has the same chance of failure as throwing something into a disposals bin of 25%.