This might be an unnecessary fix, I might just have the worst luck.
But I couldn't get a defib to res in 10 tries before this,
got it on the second after.
Features:
- Ctrl-click can deflate inflatables now.
- Using inflatables on adjacent tiles deploys them to that tile. Currently this doesn't care about objects in the way, ie computers or welding tanks, but it does respect glass and imo it works fine this way.
Bugfix:
- Bumping an inflatable door no longer freezes it closed for a few moments.
- Taken from Bay and edited a bit, maintenance now has a chance to have some randomized items in crates and on racks. Nothing extremely exciting or game changing should spawn yet, sadly. Probably still needs some adjustments and really needs some additions but works at this stage for live testing to see how badly RNG wants to spawn sin pockets and botany gloves.
- Minor map adjustments to both z-levels 1 and 2. Including things such as a mirror placed on the technomancer ship. Light adjustments on the main z-level. Removing redundant lightswitches, adding lightswitches, removing redundant newscasters. Fixing other old mapping errors.
- Largest chunk of change, rework of the armory. Image Link Two sets of all of the armor except for the riot armor has been removed from the armory. A 'tactical equipment' storage room has been readded (warden access) with the combat armor, lethal ammo, and two of both the energy weapons and ballistic guns moved to it. Four energy weapon power cells have also been added to said equipment room as well as one magazine of lethal 45 ammo (it was 5 magazines before, this makes it a even and less OCD annoying 6, like the rubber magazines).
- Practice ammo moved from the armory to the firing range on a conveniently empty table.
- Defib units now available in medical, and one in both first aid checkpoints.
Checks if what they're attacking 'bare-handed' is adjacent to the cyborg, and has something buckled to it. If not, it passes the click on to AI click like usual.
Adds a defib kit. Not ported from /tg/, not a backpack or anything. It's more like an AED than anything. Click with empty hand or drag onto yourself to take the pads out, and put them into some dead person's uniform slot.
Currently has 3 attempts with 75% chance of success with the default battery.
The paddles are cabled, so if you walk away with them it yanks the cable out and you have to reconnect them. Patient can't be moving either, and it won't shock living people (someone can code an emag thing for that I guess?).
(Excludes .dme addition)
# Conflicts:
# html/changelogs/.all_changelog.yml
# icons/mob/hud.dmi
# maps/polaris-1.dmm
Fake conflicts from a merge error previously. No real conflicts.
global_lists_vr.dm - Removes generic 'suit' which included basically any outerwear, and the invisible magical storage/internal
storage/internal.dm - Don't name the storage inside suits the same as the suit. It causes weird name-alignment problems where if you delete the suit it might just delete the internal storage, or the other way around.
Dreaming.dm - Added some vorish stuff I made up.
belly_vr.dm - Fixes for digesting items and how that works, and how to prevent them from showing up on the HUD. Also fixes IDs falling onto the floor (among other things).
living_vr.dm - Just in case, adds null-entry cleanup to belly cleanup proc.
bellymodes_vr.dm - Removes previous null-item hotfix.
vorepanel_vr.dm - Adds zero-width space to make items in belly wrap and not look horrible.
skim.dmf - Adds Y hotkey for whisper, and 6 hotkey for subtle.
Closes#455Closes#443Closes#239