Changes the toggle helmet camera verb to a proc
Adds a check in the initialization of spacesuit helmets to see if it has a camera network.
Removes said check from the proc itself.
Basically this means you won't get the toggle-camera verb if you don't have one on your helmet.
All Damage taken on an electrocution from an object is currently taken to the defense zone actively used to trigger the object (commonly hands)
With increasing power values on the station overall and the addition of dismemberment from burn damage, this causes shocks to unprotected hands to effectively always remove the offending hand on the Polaris base map.
Changes
Electrocution on human mobs now deals four instances of damage. One at 25% to the hand, one at 50% to the body, and two more at 25% to random bodyparts.
Current Values
At round-start (so 300kw in system from solars, another 150 from the SMES to power the station) this would result in going from a roughly 40 damage burn to the hand (more for some species. Which, seemingly, is enough to often dismember it) to about 10 to the hand, 20 burn to the body, and two more 10 damage burns.
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This would impact anything calling the electrocute_act() proc in carbon()
This impacts:
Shocks from Machinery or Cables
SMES deconstruction discharge (This targets the torso. So the target still would take 75% of the damage on the torso, and another
Technomancer Lightning
Technomancer Instability
Tesla Ball Shocks
Energy Siphon
Bioelectric Genesis
Shock crate damage
Defib shock damage
Total damage value remains the same, however the damage would be spread out on the target instead of centralized.
All Damage taken on an electrocution from an object is currently taken to the defense zone actively used to trigger the object (commonly hands)
With increasing power values on the station overall and the addition of dismemberment from burn damage, this causes shocks to unprotected hands to effectively always remove the offending hand on the Polaris base map.
Changes
- Electrocution on human mobs now deals four instances of damage. One at 25% to the hand, one at 50% to the body, and two more at 25% to random bodyparts.
Fixes the bug in xenoarchaeology where there was a significant chance an artifact would break or come out as a strange rock, even when you did everything correctly. Now that only happens if you did the excavation wrong.
* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
Adds headset key shortcut to type in rather than having to resort to, well, :H to speak on the Response Team channel when examine shows the usage is `:-` which doesn't work squat.
Changelog Notes:
- Fixes lack of easily accessible Response Team shortcut to type in. Type .k or :k to speak on the channel.
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness