Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
Subspace Jammers can be bought in the traitor uplink for 25 TC. They are already in the code, but this PR adds them to the uplink.
This PR also adds a power meter to the sprite, as a small QoL change.
They run off of weapon cells and one cell will last for about a minute.
Jams the three devices that I'm aware of that use subspace communications: Headsets, PDAs, and Communicators.
All three will be unable to communicate if in range of a jammer. The default range is 7 turfs, the battery that comes in the jammer is a weapon cell (just to make it a little harder to find replacements) and lasts 60 seconds. The range and power use are variables.
Speaking through a headset will produce 'soft' or 'loud' static depending on how far you are, allowing you to sort of dead-reckon your way to a placed jammer. You can just carry them, otherwise.
I've got no experience with adding tator items so I'll leave that sort of thing up to you guys.
- Fixes sprite issues with departmental intercoms.
- Tweaks to the random objects dm
- Copies Bay's flora and warning sign list, as well as ports some of their signs.
- Addition of a couple new floor decals.
- New table preset, wooden reinforced.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
However, ghosts can now also only view objects in range to ensure that the NanoUI window count is kept low.
Admins do not suffer this restriction and may also interact with these windows.
Adds a couple of decals to the Thunderdome.
Rotates sleepers/scanners on z-level 1 and 2. Had already done so for z-level 5. Fixes#11058.
Full tile windows no longer appear to exist? Replaces the glass on the toxin test site with reinforced glass spawners.