- Changes NT Navy Officer / Special Ops Officer headsets to broadcast to
ERT radio by default, BUT also have the ability to talk to special ops
(deathsquad) radio by using .- (or #-, or #-).
- This fixes a bug where Special Ops Officers can't actually talk to
special ops teams because special ops teams are on a different frequency
to ERTs, and neither of the two channels (ERT or SpecOps) can be
selected with a :X/.X/#X style letter.
- Fixes borers dying to environmental damage while inside a host.
- Fixes borers not releasing control of a host when it dies.
- Fixes borers being able to assume control of dead hosts.
- Fixes borers being able to talk to their host while dead.
- Fixes borers being told they can't leave their host while
incapacitated/dead, but then trying to leave it anyway.
- Removes an unused proc.
Fixes#4786
- Chicks that age up to chicken will retain their ghost (if any) into
their adult stage.
Fixes#4836
- Intercoms now properly check their buildstage when removing cables and
electronics to avoid being used to infinitely generate these objects
- Fire alarms and air alarms now also have this exploit-protection. APCs
already had a form of this protection.
* Space explorer corgis are now space worthy
Now space explorer corgis can explore space. Don't question how a corgi
is able to breathe without an airtank. The answer is bluespace.
🆑
rscadd: Space explorer corgis can now safely explore space
/🆑
* The space-proofness should now be reset when the hardsuit is taken off
* This is probably wrong, but it works
* I have no idea what this does, but Fox said to do it
* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
- Tweaked "Me" verb to allow inclusion of the message when typing
directly into chat box.
- Fixed ghosts, with ghostsight on, seeing emotes twice when near the
emoter.
- Fixed *flip runtiming when used with no target and no grab.
- Fixed scream not displaying any message.
- Fixed double sanitizing in custom emotes.
- Fixed several cases where user wasn't getting passed into proc calls.
- Removed a couple unnecessary periods from dialogs.
* Makes jump actually jump
fixes#4707
sets flying to 1 for the duration of the jump. Means you can jump over
anything you can fly over.
Also fixes a bug with flying that could leave you visually floating
(pixel_y = 5) when you stop flying
* better fix
This changes the captive brain's resist connection back to resist() from
resist_borer() (an invalid verb). Makes it so you can once again resist
borers.
Reposted due to number of files adjusted from merging of conflicting
files and inconsistencies to prevent breaking other code.
🆑 Twinmold
Fix: You can once again resist borer control with the Resist verb.
/🆑