* Adds nicotine to cigarettes.
* Fixes pathing.
* Adjusts the volume of nicotine added.
* satisfies the lord travis
* Better way of adding nicotine to cigs.
Pink Slime Aura and Mend Synthetic (technomancer) should now fix FBPs again.
Adds procs to get the 'real' number of damage from humans, including limb damage on prosthetic limbs.
Slime following made a bit more robust, slimes (and other simple animals) stop wandering when following.
Slimes following a leader that passes the can_command() check will refrain from attacking things if not attacked first.
Slime kill command implemented, requires the slime to be in your faction or be the slime's friend, and not just obedient. This can be accomplished with end-game slime agents.
Slimes require three 'free' tiles to split, which should prevent super overcrowed cells and by extension avoid Amber Tide from crashing the mob controller.
Dark Blue Cold Aura now properly adjusts temperature based on protection gradually instead of instantly setting to the lowest value.
Added catwalks and railings. Ported from Vorestation who ported them from Eris.
Note, catwalks can be placed on plating (as is seen on the vorestation map Tether) and is done so here as well. However it doesn't seem like it is possible to build said catwalks on plating. Did not bother to adjust this at this time. Something to sort in the future.
Adjusted SC station dmm to use both the railing and catwalks as well as a couple fixes for the floor tile adjustment in a earlier commit.
* General uniform update.
* Maps in bathrobe.
* Revert "Maps in bathrobe."
This reverts commit 9cbe47671da7a452cb5ac040aeefdcb98dbe180a.
* Fixes cheongsams and maps in the bath robe.
* Removes unintentionally added sprite.
* Assorted bugfixes.
For some reason, small mobs, which include Teshari and Prometheans (and monkeys) cannot use the defib unit. They can wear the unit but can't actually 'hold' the paddles in both hands, which seems a bit inconsistent and I'd rather just remove the 'no birds allowed' code.
Instability should now feel more responsive and less sluggish to go away. Instead of it being removed at a semi-random and slow rate, it now has a semi-defined half life of about 46 seconds (IE 100 instability will be around 50 in 46 seconds). The radiate pulse now occurs every Life() tick as well, and by extension the light radius update, so you should be able to see your purple halo adjust faster.
This unfortunately necessitated tweaking to the strength of instability events. Instability events should happen more often to compensate for it going away faster. It may need to be tweaked further.
Instability Glow (IE radiating) now radiates the instability decayed in the Life() tick instead of a third of the current instability. This means people have more time to get out of the purple light before they start glowing themselves. Two glowing people tend to equalize their instability if adjacent for awhile, while a third person can cause runaway instability, as normal.
Glowing now starts at 10 instability instead of 30.
Technomancer cores show the instability delta in their stat panel.
Message for standing in purple made bigger and purple-er.
Fixes bug with certain spells which waited for the effect to go off before qdeling the hand item.
Fixes leftover Xenobio tests in example map defines.
* Sound Improvements
Ported some sounds from TG. I was getting sick of the current pistol
sound. Didn't sound meaty enough so I changed it.
I also didn't like the default gun firing sound so I changed that too.
I also brought in a couple more sound files from TG just in case those
ever get used. No use for them currently.
While I was at it, I fixed the incorrect naming of some sound files in
audible_deception.dm for Technomancers because I was editing the file
anyway and a separate PR would make conflicts.
* I forgot to press save on this one
I tend to do that a lot
* Laser sound too.
* Adds back commented out code because reasons
- Added files, cable ender and technically 'southern_cross-8.dmm'
- Adjustment of areas dm to give color to centcomm beach area icons
- Fixed SC centcomm dmm file, 'southern_cross-6.dmm'
- Overhaul of xenobio/xenoflora on 'southern_cross-3.dmm'
- addition of heavy duty cables to SC-3.dmm and SC-4.dmm
- Adjustments of southern cross files.
- Changelog?
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.
AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.
Brains in MMIs can now speak EAL if they know it, and additionally fixes#2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.
Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.
AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.