- 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.
Vines no longer mature nearly immediately, entangle less frequently.
Fixes vines entangling from adjacent turfs, which made it hard to tell
which vine was entangling someone.
Credits go to /TG/, I just figured I'd do what the other codebases do and take it over for us as well.
Changes:
Optimises uniquelist()
also renames it from uniquelist() to uniqueList()
Test 1:
1,000,000 random numbers between 1 and 7 in a list.
Clean out duplicates with current uniquelist(), once:
self: 0.362
Clean out duplicates with my new uniqueList(), once:
self: 0.184
Test 2:
3,000,000 random numbers between 1 and 7 in a list.
Clean out duplicates with current uniquelist(), once:
self: 1.069
Clean out duplicates with my new uniqueList(), once:
self: 0.496
Equipping magboots or a voidsuit with magboots installed will place them
over any existing shoes. Existing shoes are replaced on feet when magboots
are unequipped. Magboots cannot be worn over other magboots.
Fixes#9125
Changelog for this and my previous voidsuit changes included.