* Begins work on internal exosuit components, similar to Borgs.
* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.
* Component Sprites
* Actually implement component repair, I knew I missed something.
* Magic numbers, properly typed lists, and indentations oh my
* Changeling
All living mobs will now have a check run every 30 seconds or so to replay the current ambience of the area they're in, if they've not had it played in the last minute. Said check is a 35% chance of playing the ambience. Good for if you're standing around in one area.
Computers + turrets got new sounds, turrets have a deploy, retract, and rotate sound. Arcade machines now play sound effects depending on what step you're on and what you're doing.
Replaced maintenance ambience with different ambience from Paradise/Aurora, and moved our maintenance to foreboding, and moved old foreboding to it's own folder.
* species var extension v1
* Update carbon.dm
* sve v1.2
* sve v1.2a
* Update carbon.dm
* Update carbon.dm
* ain't no party like a bitflag party
* assorted tweaks and refactoring
* Update carbon.dm
* further duration & effect tweaks
* 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
- Instead of using auto_use_power to re-tally up machinery's power usage every cycle, track the steady "static" load separately from the transient "oneoff" usage. Machines then only need to inform the area when they use oneoff power or *change* their steady usage.
- Remove auto_use_power and stop SSmachines from calling it.
- Add vars to track "static" usage for each of the three power channels to /area
- Rename the existing three vars to "oneoff" so its clear what they mean (and to catch people accidentally updating them directly)
- Update area power procs and APCs to use the new variables.
- Rename /area/proc/use_power() to use_power_oneoff() to make it clear what it is doing.
- Deprecate /obj/machinery/use_power() in favor of use_power_oneoff() but don't delete yet. Can transition gradually.
- Add logic to the update_power procs on machines to calculate the deltas and update static area power whenever their usage changes.
- Add logic to machines to update area power when they are created, destroyed, or move.
- Moved /obj/machinery procs related to area power usage into machinery_power.dm to make them easier to find.
- Added or updated comments in several places to explain what is going on and how to use it.
* Adds preference to control multilingual behaviour
Examine mode preference should persist across reconnections to a single round
Still looking into how to properly get these to go into the savefile
* typos
- Add additional can_atmos_pass value ATMOS_PASS_PROC which indicates custom behavior requiring calling the CanZASPass proc.
- The benefit being for the other three values we DON'T need to call CanZASPass at all! We already know the behavior without the overhead of a proc call.
- Obviously any atom with can_atmos_pass = ATMOS_PASS_PROC cannot now call ..() in CanZASPass() since the default behavior would be to (recursively) call CanZASPass()
- This required re-numbering the constants, so I also fixed all code that assumed particular values for the constants.
- Switched all types which overrode CanZASPass with custom logic to be can_atmos_pass = ATMOS_PASS_PROC
- Changed /turf/c_airblock() to skip calling /atom/movable/c_airblock() for the three can_atmos_pass values that don't require calling the proc.