Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
+Illegal equipment module now scrambled equipment module
+Scrambled equipment module now unlocks emagged borg items without
actually emagging the borg, allowing for AI sync, law updates, and being
emagged.
+Makes the miner borg diamond drill appear in all cases of being
upgraded or emagged instead of only if emagged while the mining module
is equipped.
Changelog includes all my previous PRs as well for ease of access to the
changes by the general public. I can trim it down to just this PR if
requested.
Uses a mob var to determine antag validity instead of typechecks, since I believe this will work out better in the long term. Inheritance can automatically make new mobs we make be invalid by default.
Medibots now have audio sounds files to play when they talk, which I find to be both practical and makes the bots somewhat creepy and/or endearing.
Adjusts some code so that all the new sound files can play when applicable.
Adjusts small pieces of code to make slightly prettier.
Re-Adds the Mysterious Medibot, International Medibot of mystery. Admin-spawn only.
Emagged medibots will do the beepsky rant 25% of the time.
Bonus: Adds integrated circuit that can play all the new medibot voices.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
But also changes a bad design choice and makes spider meat a viable
alternative to recipes requiring Xeno meat.
Now, for those of us who do still use xenos for things, xeno meat isn't
suddenly completely useless, while spiders still produce their own
unique meat that is usable in these recipes.
* Adds a buncha robot sprites.
* Adds a changelog for the robot sprites.
* i missed a comma :(
* at least im not the only failure
* fixes inconsistent NOBLE arms
Sprites replaced with a black box that could conceivably contain a brain, while obscuring the details. Complete with screen and convenient handle.
Usage text modified to make sense for MMIs/posibrains, instead of just drone brains (e.g. downloaded → transferred).
Description added to the new intelliCores. Made into normal-sized item, similar to MMIs/posibrains.
This is an alternative to either changing lore to allow for brain uploading, or changing code to allow for choosing multiple AI brain types.
Research Cyborg
-Science gripper can now pick up health analyzers
-External organ gripper renamed to robotics organ gripper
-Robotics organ gripper can hold synthetic eyes
-Picking up brains has been moved to robotics organ gripper
Medical Cyborgs
-Chemistry gripper renamed to medical gripper
-Medical gripper can now hold pills and blood bags
-Crisis cyborgs now have crisis hyposprays which include dylovene
-Crisis cyborgs now have advanced burn and trauma kits instead of bruise
packs and ointment
-Surgeon cyborgs now have medical grippers
-Surgeon cyborgs now have surgeon hyposprays which replace tramadol with
oxycodone
-Oxycodone has been made scannable by health analyzers
-Surgeon cyborgs given a dropper to do the necrosis removal operation
Service Cyborgs
-Now have a multitool to cryogenically freeze plants