- Fix for duster on mob sprite
- Fix for striped swimsuit the on mob sprite
- Fix for hairpin on mob sprites
- Moved Riot and EMT spacesuit sprites to the proper dmi
- Moved combat rig sprite to the proper dmi
- Added a new gasmask (ported from Vorestation). Gasmask with a clear faceplate. Not added anywhere in the playing field
- Radiation hood now will not have hair clip through
* Adds: flamenco dress, bustle dress, cowboy duster, sheriff badge, tiny cowboy hat. To be added: 2 pairs of cowboy boots, stick horse.
* Adds 2 cowboy boots and a stick horse. yeehaw.
* Attempting to squash conflict that was caused by one of my OWN prs. For shame.
* attempting to fix conflict ft. anewbe
-The most meaning the colorable uniforms, suits, gloves, shoes, headgear, earwear, and accessories.
-Only affects mob icons for now, the inventory/floor icons still in old blend.
-Sort of a framework for possible additional options to come.
-Also messed around with some other stuff such as adding on-ear icons to the rest of the flower pins and bows, and made the base icons for the beanies lighter than the middle gray they were.
- Port of baystation head slot items. Some in hand sprites created for a few (soft caps). A couple other sprites adjusted so they fit more hairstyles.
- Sol berets. (Loadout)
- Baseball caps, major bills, sol, fleet, expeditionary (Loadout)
- helmets, merc, tact, sol, nt. (Not Avail)
- Utility, wheelcaps, garrison, drill, dress. (Not Avail)
- Resprites for the detective's fedoras.
- Four custom welding hoods, (Loadout, access restricted).
- Two new cowboy hats, taken from Europa code. (Loadout)
- Added unarmored versions of the grey and brown trenchcoats to the loadout.
- Added their accompanying fedoras as well.
- Added a unarmored variant of the 'gentlemen's coat' to the loadout as well, called grey jacket.
The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.
CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.
Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.
Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
- Replaced 971 left facing windows with ones without super health.
- Adjusted lights in both the medical and engineering rest rooms.
- Adjusted several intercoms across the station, including the AI core ones.
- Centcomm beach area sounds removed.
- Adjusted maintenance between bridge and kitchen.
- Keycard Identification thing added to HoP office.
- Plastic flaps added to cargo deliveries office.
- Fixed Emitter in Engineering outpost.
- Fixed voided tile on t-comms, fixed the dark tiles.
- Added a mighty fine cowboy hat.
All three have the same on-ear/head sprite as the current red hair flower pin, but a different in hand sprite.
The red flower pin should remain untouched and is still "hairflower", with the new colours being subtypes.
Code that used to check this flag now checks body_parts_covered for FACE
instead. Added a FLEXIBLEMATERIAL item flag to continue to allow vox to
eat food without poisoning themselves.
Adds custom loadout gear:
Searif's brown leather jacket, NT brown leather jacket, and grey hoodie.
Also brings back the orange bandana, and adjusts some siemens
coefficient values that weren't making sense.
New define - AGONY. Used as an effect (Like STUN, WEAKN, etc) to cause HALLOSS. Allows use of HALLOSS projectiles without having to worry about them shattering windows/grilles. Future use? Torture tools, pain inducers for interrogation, 'Be Good' modules, Meme, etc.
HALLOSS now regens while standing up (2 per tick), and laying down (Resting, unconscious, paralyzed - 6 per tick). This fixes the 'real damage + HALLOSS = forever crit'.
Sticking a gun in your mouth (Non-stun, damage inducing) and pulling the trigger kills you.
Icon adjustments.