* Synthetics display monitor
Does a change to the synthetics monitor heads and other heads that have displays, allowing them to have those displays without using a mask, using a proc that is given to them. works by basically replacing eye sprite.
* changelog.
* removes the monitor mask item.
* switches && for || in line 363
* moves line of code
They are not very important items, nor very expensive to make even now, especially compared to a dress or jumpsuit.
Exception made for the surgical gloves & armored equipment.
* Adds Rank and Dept Slots
Since BYOND increased the maximum of bitwise operations, it is possible to add a few new slots. I decided to port Bay's Rank and Dept slots, as well as remove the now defunct Torso slot.
* Adds some Terran uniforms
* Ah screw it I am overhauling this
* Renames marine icon
* adds crude clothing sprite for jumpers
* Fixes previous commit
* Renames all army stuff to marines
* Fixes an oversight
* Purges extraneous icons
* Removes duplicate sprites
Adds a white colourable version of the blue apron
Adds a Teshari-fitted labcoat with an existing unused sprite and enables it for colouration in the loadout
Runtime happens when someone has a saved preferences loadout containing an item that currently is expected to have gear_tweaks, but at the time that the savefile was last saved, did *not* have gear tweaks. Thus the saved prefs have null metadata.
Also it makes no sense to check the length of a list *inside* a for loop iterating over that list..
* Edited white cane inventory/ground sprite, and changed in-hand sprites to ones from Yawn Wider
added a telescopic cane, ported from Yawn Wider (credit to gozulio)
ported the crutch item from world server
both new items were added to loadout
* Edited white cane inventory/ground sprite, and changed in-hand sprites to ones from Yawn Wider
added a telescopic cane, ported from Yawn Wider (credit to gozulio)
ported the crutch item from world server
both new items were added to loadout
also fixed config.txt fuckup
* fixed a spelling error
The main cause is the 'exploitable' check from `code/game/jobs/job_controller.dm` because the proc `amend_exploitable` from `code/modules/mob/mob.dm` spawns a duplicate of the implant at the mob's feet.
Tertiary issues were...
- The `implant_loadout` proc in `code/game/objects/items/weapons/implants/implant.dm` not inserting the implant in the correct location (was passing an organ instead of a zone define like BP_HEAD, which has a string value of "head".)
- There were unnecessary post-spawn behaviours for dud and neural fluff implants.
What now happens:
- The exploitable check now occurs in the `spawn_item` proc from `code/modules/client/preference_setup/loadout/loadout.dm`.
- The loadout implants are now inserted into the correct locations within a mob.
- There won't be implants created on the floor anymore.
* Starts work on the Medical Expansion.
* Further Work
* Save Everything!
* Large volume of things.
* Log of Change
* I'm an idiot.
* Kidney assisted sprites. They didn't exist, for some reason.
* Fixfix
* Fixfix
* Update encased.dm
* Update glass.dm
* Update Chemistry-Reagents.dm
I am once more an idiot.
* Split augs.
* Fixfix
* Ports Earrings from Baystation
Ports earrings from baystation.
* Create earrings.dm
* Update loadout_ears.dm
* Fixes everything
* Actually fixes everything because I forgot polaris.dme lmao
* final fix?
Why did I even do this all at work? And this is a friday not a monday!