Had to make it disregard negative firestacks because showers (and
probably some other things). This check is extremely similar to one just
a few lines above, so it makes sense.
Plasmaman suits no longer have an in-depth system by which their
autoextinguisher can be replenished, but a simple one.
Plasmamen now combust in the same circumstances regular gasous plasma
will as defined in LINDA code.
- Moved Vox and Plasmamen special reagent handling to the Species datum
to avoid snowflaking in reagent code
- Removed the AUTOEXTINGUISH flag and turned it into a var to conserve
flags
- Adds Plasmaman EVA suit auto-extinguisher reloading. Eject the
depleted cartridges with an action button and fill them as you would a
fire extinguisher, then just slot them back into the suit.
- Fixes a bug where having NOBREATHE cured a Plasmaman of burning when
exposed to atmosphere.
- Fixes a bug where Plasmamen would burn in space or in totally-Plasma
environments. Inspired by /vg/station.
Oxygen is toxic to the Vox (as toxic as plasma).
Plasma healing plasmaman from swindly @
https://github.com/tgstation/tgstation/pull/24209
Plasmaman suit auto-extinguishing actually does something now.
Oxygen burns Plasmamen.
- Fixes broken spider vision.
- Mother: spiderlings spawned from the death of a mother now grow up
faster than normal, as they were already mostly-grown.
- Gray: gray spiders spin webs, and regen, faster. They were rebalanced
because they were quite weak compared to reds and greens.
- Queen: queens now get a boost to egglaying speed once they reach 10,
and then 20, eggs laid. This will occur 20 and 40 minutes, respectively,
after she has nested, assuming she lays all eggs she can. This is
intended to break stalemates and force people to actually confront the
queen, rather than simply endlessly killing her minions but leaving her
alive.
- UO71/awaymission: reduces WAEGs in start room to 3, adds two to
armory, moves borg illegal module to syndicate room to make it much
harder to obtain. Also removes retro laser gun from armory. Overall,
this is a nerf to the amount of loot available from the mission, and it
makes some of the best loot much harder to get.
Also mildly refactors hear_radio to kill those nasty istype(src)'s.
This makes an [OPEN] link appear on all radio messages the AI hears (to
the right of the follow link). When clicked, it allows the AI to open
the door nearest to the speaker (or, if it is a voice changer, the door
nearest to the poor sap who had his voice stolen)
Players:
- The only thing that you should notice is that your backpack options
have changed. Instead of being "None", "Backpack", "Satchel", and
"Satchel Alt", there are 6 options:
- "Grey Backpack": Ensures you always recieve a plain grey backpack.
- "Grey Satchel": Same as the above, grey, plain, satchel.
- "Grey Dufflebag": So you don't have to rush the locker room, I
guess. Just kinda ransacked it from /tg/. Happy to revert it, please
do not post a five paragraph text wall calling me a shitlord
powergaming hitler-loving furry.
- "Leather Satchel": It's a leather satchel. What the hell did you
think it was?
- "Department Backpack": Gives you the department's default backpack.
Grey for most jobs.
- "Department Satchel": It gives you the department's default
satchel; A grey satchel if the department doesn't have one.
Coders:
- The above means this needs a minor SQL change:
```
SQL goes here
I'll write a query later
Can't be bothered now
Kill me please
```
- This is a cleaner method of handling job equipment than
"M.equip_or_collect" x 1000. Jobs specify a '/datum/outfit' datum,
which defines all of the things to equip to the user.
- Minor note: equip_or_collect will no longer ever generate a plastic
bag. It will instead just drop stuff on the floor if it can't stuff it
into a mob. If this is even slightly a point of contention, more than
happy to revert it; It was just requested by Fox.
- Addendum: This also has the effect of making it so that labcoats
are just thrown onto the floor if you have a loadout suit. It's not
really avoidable. Uniforms and suits are equipped before the
backpack.
- Changes from /tg/:
- Changed all of the "H.equip_to_slot_or_del" calls into invoking a
new "equip_item" proc; This is used to support a new variable called
"collect_not_del". Job outfits use this, it makes it so that the
system calls equip_or_collect instead of equip_to_slot_or_del. The
idea being that job items should never be lost to the void,
especially because they can conflict with loadout items.
TODO:
- Retrofit "Equip Mob" verb to use this for all of the non-job options
- Fully implement head announcements(?)
- May be best for a second PR that addresses all of the real issues
with our current job system
( Now go reread that SQL code block :) )