* Removes old icons
Push incoming
* Resprites alot of the old cyborg humanoid sprites
- Removes most/all old cyborg headwear to allow seamless customization at players will. Don't like hardhats? Now you don't have to have one.
- Service Maximillian suit dripped out
- Engi borg, mining, and janitor hazard vest and uniform sleeves/shoes
- Medical borg Bio suited (Funny)
- Ryan Gosling bro bot
- Sec borg no longer has riot armor due to budget cuts. But atleast he's recognizable as security.
- Service borg suit/suit skirt use a better ones.
- Janitor borg Bucket head has new galoshes
- Hydrobot has sleeves
* Adds the Service rover cyborg
Adds a "Rover" style cyborg for the Service module.
* Update sprite
Adds the finished service rover sprite.
* No Hat
Adds service rover to the unhattable list
* Adds the medical rover module
Adds the medical rover module to the same branch, since they both rely on the same service panel logic.
* Update medical rover panels
* Deconflict
* Resprites the nukie cyborg
* whatever fuck you rust g
* god I hate rust g
* suffering
* I forgot to save auugh
* fixed
* please stop silently modifying surgeon
* woe more sprites apon thee
* Janitor Rover
Adds the janitorial version of the Rover cyborg skin.
* Typo Fix
Jani rover formatting fix
* No-Hat
Currently the code doesn't support different hat offsets for directionals.
* Pink-to-Purple
Changed to a purpler color to better match other janitorial items.
* Deconflict
* Deconflict Again
* Rover Cyborg
Adding a new cyborg skin, 'rover'.
* No-Hat
The hat won't fit on its head without changes to how hat wearing works.
* Rename to Rover-Engi
To make way for other department module names.
* 1
* expand radius
* added combat droid back, gotta test whether force_modules can let the ERT secborg in
* holy crap i think it might be ready
* Update code/modules/mob/living/silicon/robot/robot.dm
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Update code/modules/mob/living/silicon/robot/robot.dm
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* change initialise to initialize, and update the sec/combat radial icon's name to be more self-explanatory
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* ash storm immunity
* safety override & lavaproof upgrades
* mini-extinguisher for janiborg
* borg cell paths, prevent station borgs using gamma module
* Limit crew SecBorgs to 2, DS borg laser reflection
* replaces standard module with generalist module
* generalist borg gets crowbar
* fix bug where ert engi/med borgs runtime / do not get sprites
* adds TG lavaland and spidermin mining cyborg icons
* roundstart borgs=2, spawn locations=4
* adds damage_protection mechanic
* add xeno_disarm_chance
* ERT borg naming scheme: (level) ERT (number)
* std borg: tweaks hypo, RMs holoproj, adds mats/subsystems
* AA bullet_arc refactor
* refactors var/require_module to be bool, proc/action() to return bool
Suggested by farie82
* better radio for generalist
* rework gamma borgs, split of destroyer borgs
* dead robots fix
* fixes error caused by merging of PR 12932
* manually fix line endings
* fixes borg energy weapons (except disablers) not being recharged within recharging stations
* add trailing newline to make travis pass
* compatibility with #13471 life refactor
* deletes change to gamma sec ERT laser beam energy cost
* refactor handling of ash/lava immunities
* removes spiderlike mining borg sprite
* tweaks generalist borg loadout
* limit secborgs to 1 on green alert / roundstart
* re-run icondiffbot
Co-authored-by: Kyep <Kyep@users.noreply.github.com>
Adds Deathsquad cyborgs. The only reason these really exist is because I
was bored, but hey! They come equipped with the latest in adminboos
gear, including a fully functional pulse rifle and esword, and a cell
that has 50,000 energy! What could go wrong?