Ninjas will now explode on death without an explosive implant or shitty
death checks on every human. They will also gib without a trace of their
gear upon exploding.
Now if a cleanbot cleans a tile, it will also set it's dirt value to 0
so a person walking back over the tile won't instantly create more dirt.
Conflicts:
code/game/machinery/bots/cleanbot.dm
* Moved the receiveUpdateData JavaScript into the head so that it's loaded first.
This is to prevent an error which occurs if an update is recieved from the server before the UI is fully loaded.
Also fixed some grammar in the station blueprint code.
Conflicts:
code/game/objects/items/blueprints.dm
code/game/objects/items/devices/uplinks.dm
code/modules/admin/verbs/debug.dm
code/modules/clothing/masks/gasmask.dm
code/modules/detectivework/scanner.dm
code/modules/flufftext/TextFilters.dm
code/modules/mob/living/carbon/human/say.dm
code/modules/mob/living/silicon/ai/say.dm
Conflicts:
code/modules/admin/verbs/debug.dm
code/modules/detectivework/scanner.dm
Since we no longer have to send data on first UI view we can remove those
checks and only look at the data we need to send when we need to send it.
Also fixed a couple of the links on the status display function.
Conflicts:
code/game/objects/items/devices/PDA/PDA.dm
code/game/objects/items/devices/PDA/cart.dm
* Restructured HTML in an attempt to fix the "blank UI" issue.
* Added a crap ton of debugging messages.
* Added a loading message to the UI.
Conflicts:
code/modules/nano/nanoui.dm
nano/js/nano_update.js
Allows roboticist to set up cleanbots and if they patrol or not. Requires janitor access to lock them (Captain, HoP, Janitor)
Should probably have a proc that checks you have either of the access listed but for now this fixes this minor problem.
Ninjas now actually put a tech disk in their suit when they put it in
your suit. The code was silly and forgot to move the disk inside your
suit when you slotted it in. I fixed some things your death implant pull
request reverted. (SpiderOS things, mainly.), and did some tweaks to the
Spawn Ninja admin verb so we can now specify if we want a random or
preset player, and a random or preset mission to be assigned to the
Ninja.
* Simplified the code used in ui_interact procs and updated all current uses.
* Removed ununused jsviews JavaScript code (replaced it with vanilla jsrender).
* Added a message to the UI which shows if JavaScript is disabled (people with JavaScript disabled previously got blank UIs).
Conflicts:
code/game/objects/items/devices/PDA/PDA.dm
code/game/objects/items/devices/uplinks.dm
code/modules/reagents/Chemistry-Machinery.dm
nano/css/shared.css
THE CODE NO LONGER CHECKS IF THE MOB IS A NINJA EVERY TIME SOMEONE DIES
NINJAS GET EXPLOSIVE IMPLANTS TO DUPLICATE THE OLD FUNCTIONALITY
YES I'M MAD
Conflicts:
code/modules/events/tgevents/ninja.dm
code/modules/mob/living/carbon/human/death.dm