Removes /obj/machinery/turret (by the looks of if they wouldn't fire
anyway)
Removes /obj/machinery/turretcover
Removes /area/turret_protected (new turrets don't use it), its
associated procs, changes areas from /area/turret_protected/x to area/x
- Few more grammar fixes
- Machine overload adjustment finished. SMESs and APCs now receive explosion intensity bonus according to stored charge.
- Gets rid of remains of old "src:" references in AI Life() proc
- Hardware examine is now generated by hardware's proc.
- Camera network updating now uses proper procs
- Bugfix: APU Generator no longer prevents you from using NanoUI based devices
- Bugfix: Fixes rare runtime on roundstart.
- qdel() instead of del()
- z in config.station_levels insted of z == 1
- Typo fix
- Playercount is now 2 instead of 1 which was debug setting
- AI is now properly deleted when struck by very strong explosion (heavy impact).
- Hardware now properly uses install(). Hardware list is generated from existing datums using typesof()
- Doubles CPU generation from APCs. Testing revealed that current values are simply too small.
- Decreases DualCPU hardware boost to +50% CPU generated (instead of +100%)
- Minor code clean-up at hardware selection screen.
- Fixes few typos in the code
- Fixes AI Eye object being solid, therefore being able to block movement of other players.
- Fixes non-station APCs boosting CPU as others.
Implemented Suggestions
+ Selection is now done in slightly better way (Basic Encryption Hack, Hack/Unlock Cyborg, Hack AI). Only relevant entities are offered in the list.
+ Adds varedit-modifiable variables for CPU Gain and Storage boost. These variables may be used by admin in game or by tester to faster unlock abilities.
+ Slightly nerfed APC CPU power generation.
+ Reworked machine overload. Now it only works on machines which are powered. Unpowered or broken machines cannot be overloaded. /obj/machinery/power type machines (APCs, SMESs, overall most stuff that directly handles electricity) received bonus explosion strength to compensate. Machine overload also drains massive power from local APC, therefore preventing spam of this ability (normal APC should take about 2-3 of these before needing to recharge). Also, qdel instead of del.
+ System Override now uses shuffled list of APCs when hacking them, as opposed to alphabetical list.
+ CPU generation rate is now shown in Status tab.
- Ports TSA Newmalf code.
- Complete overhaul of Malfunction. New modular abilities, 12 of which are in game by default.
- Adds AI hardware. AI may have only one piece and it gives unique boost in certain area (turrets strength, secondary power supply, etc.)
- Adds hardware drivers - these abilities control AI's hardware such as the APU power supply or self destruct explosives.
- Station overtake was changed to "hack all APCs" ability instead. When completed self-destruct is unlocked. Timer for station self destruct increased to 2 minutes. AI may activate/deactivate the self destruct at will.
Please bear in mind this is only INITIAL COMMIT. More commits are to follow. Minimal player count is now set to 1 but will be 2 when finished.
The announcer again has its given name, rather than a randomly selected one.
The announcer now states its business, rather than talks about it.
The announcer now uses the proper frequency.