1) Only Plasma Fire and N2O Knockout grenades exist now.
2) Both types now use the clusterbuster mechanic, rather than new
ZAS-like spread code, to distribute their gasses. This means their
spread is slower, but they can potentially cover more area.
3) You only get one of each type of grenade in a kit.
4) Massive refactor and elimination of code.
- 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)
- Added Fax Guide to NT Rep, IAA, Captain, HoS and HoP Lockers
- Added Tape Box, with 6 Tapes, to NT Rep and IAA Office
- Added Recorder to NT Rep Locker
- Printers now start off with 60 toner
- Printers now alert nearby people when butts are copied
:cl:FreeStylaLT
typo: changed its to it's in lockbox description
fix: changed \red to <span> formatting
fix: changed stetchkin's price from 9 TC to 4 TC, suppressor's from 3 TC to 1 TC