Added an oxygen canister, breathmasks and tanks for "guests," thought I
don't think they will be needed since people rarely get to the skipjack
without internals of their own.
airalarm had various checks missing, e.g. making sure the AA
was unlocked before triggering panicsyphon and the like.
added proper rangecheck, added var checks for the different types of calls.
also replaced usr.machine = src with usr.set_machine(src) so the
window updates properly for silicon mobs using the machine from afar.
i had no time to look for functionality exploits, this commit merely makes sure
the commands can only be called in proper circumstances.
This reverts commit 1679b4062f, reversing
changes made to b149b273d9.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Conflicts:
code/datums/visibility_networks/update_triggers.dm
Adds a secured_wires var to airlocks that may be set through mapping. If
not set to 0, the airlock's wires will be randomized for that airlock,
instead of using the global wiring scheme.
Fixed a few bugs in the construction code, before realizing there were a lot more bugs in the move_to_target() code, giving up and disabling it pending rewrite.
recently i fixed a couple of issues with /vg/'s alien weeds and nodes,
and i see some applying to Bay12 too.
one of those issues was the order of checks in weeds/Life().
it should cancel the weed's search for tiles to expand to without starting
the direction loop first, saving quite a few proc calls.
another issue is alien weeds having the default OBJ_LAYER layer 3 which makes them grow
over all kinds of items and objects which makes sense i guess fluffwise but
is really annoying ingame for both crew and aliens.
( and this coming from the host of Alium Deathtrap 13 ;) )
nodes stay at layer 3 to appear properly over things like AI-holopads.
a really tiny improvement is setting linked_node after the space-turf check in weeds/New().
link to the /vg/ commit : 4dcb434f72