* CI
* undef
* hooooly crap
* yeah
* false by default
* fixes
* alright, there we go
* oops lmao
* lol, lmao even
* proper programming
* fix
* losin my mind
* oops
* yeah coloring
* WE LOVE MULTIPLE DEFINES (ive lost my sanity)
* undo all of it
* flags
* back
* head/mask
* left
* right
* Cuffs
* other name changes
* ID and PDA
* idk about calling them SLOT_HUD now
* glasses, gloves, and shoes, oh my!
* the rest
* comment
* lessens the use of GLOB.landmarks_list
* delete redundant blob icon
* Apply suggestions from code review
Co-authored-by: moxian <moxian@users.noreply.github.com>
* review part 2
* aa review
Co-authored-by: moxian <moxian@users.noreply.github.com>
* Lets get this show on the road
* Now were talking
* These matter
* Oh the joys of CI testing
* And this
* Wrong version
* Tweaks
* More tweaks
* Lets document this
* This too
* Upgrades this
* Fixed some sanity issues
* This too
* Screw it, this too
* More sanity
* And these
* This too
* Documentation
* This too
* Fixes **awful** scoreboard logic
* Why do we care about only half-absorbing someone
* Revert "Why do we care about only half-absorbing someone"
This reverts commit 8de1cfdf05.
* Refactors these
* Hashing
* Moxian tweaks
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
Changes to SST gear
- Added syndi internals box
- Replaced pressurized oxy tank by nukie jetpack
- Replaced reinforced spacesuit by reinforced elite hardsuit. Armor is
below dsquad armor, however you can turn it to combat mode, making you
much more mobile. Looks the same as the nukie elite hardsuit, for now, I
don't think it's a problem tho.
- Replaced pistol by syndicate revolver, aswell as the extra ammo. SST
can now print extra ammo at hacked autolathes to keep the fight going if
they run out due to this.
- Added a spare mag for the SAW
- Added a military belt (different color to match the hardsuit)
- Removed flashlight and EMP grenade
- Removed all access on SST IDs. They still get access to maintenance
and station exterior airlocks so they don't have to break in to enter
the station. They're still agent IDs, so you got syndi access, can copy
access, customize, etc.
A lot of this gear no longer spawns on the SST at spawn, and is instead
in the new SST lockers.
Admin outfitted SST are spawned with their full gear, which was also
updated.
Map changes
- Added 3 syndicate bombs beacons, a bomb detonator, 2 upgraded health
analyser, a syndi toolbox, 2 multitool to the SST ready room
- Added 6 SST lockers, containing EVA gear and SAW + ammo
- Fixed issues with the blast doors for the SIT and SST shuttles, both
sets of blast doors now open and close together, they can also be opened
from inside and outside the shuttle now. This lets you lock your shuttle
safely from anyone that doesn't have syndicate access, an emag, or can
just bypass the blast doors somehow.
- Added atmospherics blocking fans to the SIT and SST shuttle since they
don't have a cycling airlock and do not usually dock at a designated
docking station. This helps prevent the SIT (who do not start with EVA
gear) spacing themselves by going through the wrong door.
- Added an oxygen cannister and two syndicate sleepers to the SST
shuttle, removed the obsolete toxin bombs spawner (replaced by syndicate
bomb beacons in ready room)
* Adds Syndicate Infiltration Team
Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.
Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.
Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.
* check_rights, color codes
* Improved Options
- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.
* Minor Improvements
- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.
* Map Area Tweak
* Fixes potential SST exploit with c4-ing mech door
* Tiger
* World's smallest merge/Travis fix
* Renames Officer to Management Consultant
* Removes protected var blocking C4 on poddoors
* Removes emag_immune property for doors
Refactored most instances of special_role setting/checking to use new
SPECIAL_ROLE_X defines in code/__DEFINES/gamemode.dm
Removed relative pathing from objective.dm and split large if statements
into multiple, plus a bunch of styling fixes
Refactored every instance of `istype(ticker.mode` into a GAMEMODE_IS_X
define in code/__DEFINES/gamemode.dm. Done primarily for when someone gets
around to making gamemode code less AWFUL
- Refactors action button backend
- Action buttons are no longer checked on Life(), items are responsible
for adding/removing/updating them.
- Item action buttons are no longer a static action_button_name define,
items define actions_types, which is a list of paths.
- Items can now have multiple action buttons.
- This is handled by new arguments to ui_action_click, the first
parameter is the user, the second is the path of the action datum
that was invoked.
- Refactored how internals function
- You may now directly switch internals without breaking anything.
- The internals icon has been updated to be more consistent.
- Added action buttons for jetpacks
- Added action buttons for oxygen tanks
- Uses-based implants now qdel() themselves when they run out of uses.
This is somewhat a buff to traitor implants, but it's such a minor
change. The actual reasoning is so that the action buttons are properly
removed.
- Fixed a bug with the "Boo" spell which resulted in IsAvailable failing
for certain ghosts.
- You can now shift-click on movable HUD elements to reset them to the
proper position (thank fucking christ)