1. Clown and mime get their new name updated properly on their ID after
renaming
2. Added photo outfits to jobs missing it and some syndicate jobs :
Syndicate Officer
Syndicate Agent
Syndicate Nuclear Operative
Clown (no mask in photo)
Mime (no mask in photo)
Coroner
Barber
3. Agent ID description now update with chosen appearance
4. Agent ID photo taking now uses the same proc as a real ID photo, so
they actually look authentic.
The photo is no longer a snapshot of your current mob icon, but instead
forge a photo the same way IDs do, with an outfit matching the job
you've forged on the ID.
5. Agent ID age field when editing now defaults to your real age, as
other fields for it do
Prior to this PR, there were '/list' subtypes of many shapeshift spells, because some of their vars were set incorrectly. This PR sets the vars correctly, removing the erroneous spell subtypes in the process.
Moved to Stealthy Tools from Explosives
Cost reduced from 7 TC to 1
Now start without an explosive, but can be boobytrapped with any
grenade. Buying a syndicate minibomb and boobytrapping results in the
same behaviour and TC as the old chameleon flag. The grenade can only be
removed by the person who installed it.
The flag's hidden explosive still explodes once the flag is done
burning, not immediately.
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)