Antagonists now have a HIGHER chance to be suspected. Simultanously, traitors and other uplink users get another +4 TC and a warning if they are suspected.
"Scrubbing" is the default mode
"Panic" empties the room
"Fill" turns off the scrubbers and activates the vents in an effort to replace lost air
"Cycle" will trigger first a panic siphon then a fill mode in order to empty a room of contaminants before refilling it from the supply pipes
"Replacement" will turn on the panic siphon while continuing to add air into the room
"Off" will disable all attached devices. (This is useful for breached areas)
- Changed access to security washroom so detective can go in.
- Removed wall that was under maintence tunnel door.
- Fixed writerer's custom item. AGAIN. .. Because they can't decide what character they want it on.
- Added saloon dress to bar closet.
As with my previous commit, reverselist() is causing problems in bot
pathing, it is unnecessary. Bot pathing only worked when reverselist()
was doing nothing.
- adjusts the piping and flooring panels in the new security wing.
- fixes the piping around the new eva since they lead to nowhere.
- adjusted the medbay lobby a bit, added a second chair behind the front desk.
- added in a xenos closet. has unathi items / wooden sandals in it currently. still need to sprite up the tajaran and skrell items.
- Fixed accesses to security office doors.
- Added a second HoP closet for attire purposes. Armor and guns in one closet - fancy clothes in the second one.
- Fixed Writerer's custom item thing. Was attached to wrong character.
- Two canes will spawn in medbay storage for people with leg injuries.
- Added some more welding goggles for engineers in engineering.
- Armory has a second security hardsuit.
- CMO has hallway access to the medbay hardsuits.
- HoS hat spawns in HoS closet.
- White wedding dress spawns in chaplain closet.
- Removed Pulse Rifle and Laser Canon from ERT room.
- Detective's office will now start off with a cigeratte pack and a detective's flask.
- Three normal boring flasks now spawn behind the bar for the bartender to give out.
- Old Man Suit spawns in laundry room. - Requested by Book.
- Roaper's Callum suit ( http://baystation12.net/forums/viewtopic.php?f=33&t=7047 ) now spawns in under Knockoff Suit. It may or may not spawn in for him too, I don't know how this shit works but I think I got it right.
- Removed Roaper's items for Ian Colm. At least the code part, I don't know if I'm supposed to delete the DMIs or not so I left them in.
- Adjusted the items that spawn in the mixed wardrobe. Now includes:
--- Colorful shoes.
--- Plaid Skirts. Lady Power.
--- Leather shoes.
- Put dispatcher uniform in security closet for playtesting purposes.
- Nurse dress, orderly uniform, and first responder jacket now spawn in medical closet. Man that thing is full of stuff.
Plasma settings changed as per Cacophony
Airflow defaults changed as per Cacophony
Plasma now has an effect other than what happens when breathed. (contamination readded)
Washing machines now clean off contamination.
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"