🆑
tweak: Antags whose objectives are manually announced by an admin, or
altered automatically as a result of their target cryoing, will now hear
a warning sound. The sound is the same as the 'crew transfer vote
called' sound. Additionally, the text notice for changed objectives is
more obvious.
/🆑
Moves the timer (and deconversion) to the mind datum instead of on the
staff.
Rewrites nullrod reskin list-building to instead rely on a variable set
on the subtype of nullrod to determine whether or not to include it by
default.
- By default, all nullrod subtypes EXCEPT fluff subtypes and the
missionary_staff subtype have this set to TRUE.
- Fluff subtypes still re-add themselves to the list as appropriate
through their fluff_transformations list entries, like they previously
did.
- This also allows future coders to potentially make new nullrod
variants that are not reskin options (such as for admin-only versions,
or special away mission reward versions) with better stats / effects by
simply setting "reskin_selectable = FALSE" in the subtype declaration
instead of manually removing the path from the list
Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.
Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
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)