Fixes a bug with the removal of an ID card from laptops when you use the
Eject ID verb. Now, it will actually remove the ID card, not just say it
did.
🆑 Twinmold
Fix: Fixes removing ID cards from laptops with the Eject ID verb.
/🆑
- Refactored multiple bits of saycode to be less eyeburning code
- Radios now properly report special channel messages (binary, hivemind)
- Animals with no speak list no longer show unfiltered messages to
everyone.
- Fun part:
- Improves handling of headsets for the two ear system.
- The right headset will now be talked into if the left headset
reports that it is unable to send the message on the chosen
channel/mode.
- This means that instead of having to swap headsets around, wearing
a headset on either ear will grant you access to all of it's
channels.
- The left headset will take priority, which really only affects when
it's set to a non-standard frequency.
* Paradise Pop Effects
Adds effects to the recently added Paradise Pop reagents.
- This was not included in the initial PR since it affects balance and
shouldn't hold up the base system which does not affect balance.
Effects by reagent:
- Paradise Punch: no effect, purely a flavor drink
- Apple-pocalypse: Very small chance to suck nearby objects towards the
drinker each life tick (weak version of the liquid dark matter effect)
- Berry Banned:
- Good version: Low chance to heal a tiny amount of a RANDOM damage type
each cycle (less than omnizine, as well as less reliable)
- Bad version: 50% chance to inflict toxin damage each cycle (same
strength as the basic toxin reagent, but less frequent), BWOINKS the
victim if they die with it in their system (more on this later)
- Blackeye Brew: Low chance to make the drinker shout a random bit of
"tider talk" each cycle. Will make you sound like an idiot.
- Grape Granade: Low chance of making you burp, even lower chance of
causing nearby objects to fly away from you (weaker version of sorium
effect, same chance as the apple-pocalypse pull)
- Meteor Malt: Low chance to cause a screen shake and sound for only the
drinker as if a meteor hit nearby, as well as a lower chance for a small
amount (1-5 units) of a randomly selected mineral to appear in their
bloodstream (mostly harmless, though there is a chance for it to be
plasma)
CODER FUNTIME:
Adds support for death-triggered chem effects.
- Currently used only by the poisonous Berry Banned, this can be used in
the future to have chems that could transform dead bodies into swarms of
spiders, insta-borg a body, or even possibly revive a person the instant
they die.
🆑
rscadd: Adds effects to the Paradise Pop reagents. Drink them all to
unlock their powers!
/🆑
* why do you always wait until after i commit multiple times to point out something that has been in there since the first commit?
- 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)
* Add AI hologram fluff
Extends custom_sprites.txt to enable custom holograms for the AI by
adding a third entry “Hologram”. This will enable hologram fluff for
the AI.
:cl:Allfd
rscadd: Added hologram fluff sprites
/🆑
* Removed ;
* Stethoscope fixes and additions
Now with less ❄️. At least, the species ❄️ kind.
- Stethoscopes now check for a heart and lungs. If the target doesn't
have either, the user won't hear anything. Sure, this means the user
will still hear a pulse if the target just has lungs and vice versa, but
you'll probably be dead or have microbattery or something if you don't
have both.
- Using the stethoscope on yourself will display a message that uses
'your' instead of 'his' or 'her'.
- Using a stethoscope on someone will tell the user if the target is
having a heart attack ("hear an irregular pulse and respiration")
- The messages displayed will properly use 'the'. ("[user] places the
stethoscope" instead of "[user] places stethoscope")
I don't know why I'm bothering with this, no one uses stethoscopes for a
good reason.
* (Hopefully) fixes the same message for lungs but no heart. Also reduces the oxyloss threshold thing. I probably did this very wrong.
* Tully got salty because I stole his PR, so we collaborated
* Rewrites the code to be less shit, probably
message_admins is sometimes used for warnings during creation of a
client's preferences datum, which means it can get called while an
admin's prefs doesn't exist