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TG: There's a metric assload of stuff here, mostly in preparation to my massive
traitor expansion, so I'll try to be brief: - I added in the foundations for traitor factions. See factions.dm for all the different faction datums. They don't do anything yet. - I completely ported mob/var/mutations from a bitfield to a generic list. Mutation enumerated-identifiers are added into this list. For instance, TK = 1, COLD_RESISTANCE = 2, XRAY = 3, etc... The purpose of this was because bitwise operations could not actually be used after a certain size (because BYOND is stuck in the 16bit era). - I've added in completely-functional nano-augmentations. Check under implantnanoaug.dm for a list of implants and implaners. As mentioned previously, they are completely functional but may be slightly OP. Among these nanoaugs are Super Strength, Psionic Radar, Electric Hands, Energy Blade/Sword Synthesizer, Rebreather, Dermal Armor, Combat Reflexes, and Regenerative Nanorobots. I won't go into detail as to what they do, but hopefully they should be self- explanitory. If not, check out their descriptions in the file previously mentioned. - Added in a future traitor item, the Mind Batterer. Along with it a new .ogg file. - New telecomms bus mainframe sprite, thanks to WJohnston. - New holdable shield, sprites courtesy of Muncher (i had to mangle the side sprites because of a technical little issue. I'll change it back to the original soon). It can be retracted and expanded. Probably only going to be given to traitors. - A couple of minor bugfixes here and there, along with some code tidying. Hope this isn't too large a commit. I intended it to be MUCH larger, but I've decided to split up my Traitor Factions expansion into smaller commits. Revision: r3692 Author: vageyenaman
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@@ -26,6 +26,20 @@
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IsShield()
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return 1
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/obj/item/weapon/shield/energy
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name = "energy combat shield"
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desc = "A shield capable of stopping most projectile and melee attacks. It can be retracted, expanded, and stored anywhere."
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icon = 'weapons.dmi'
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icon_state = "eshield0" // eshield1 for expanded
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flags = FPRINT | TABLEPASS| CONDUCT
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force = 3.0
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throwforce = 5.0
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throw_speed = 1
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throw_range = 4
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w_class = 1
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origin_tech = "materials=4;magnets=3;syndicate=4"
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var/active = 0
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/obj/item/weapon/nullrod
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name = "null rod"
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@@ -1,4 +1,4 @@
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//This file was auto-corrected by findeclaration.exe on 29/05/2012 15:03:04
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//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:31
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/turf
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icon = 'floors.dmi'
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