- Removed gun_vr judge, Polaris has one now.
- Removed vorestation m44 mags, Polaris has those now.
- Removed detective's .44 magnum because NO YOU CANNOT HAVE A FUCKING
MAGNUM
- Corrected inconsistent naming of .44 speedloaders
- Corrected inconsistent naming of .357 speedloaders
- Fixed broken calibers for .357 stuff to be consistent with upcoming
Polaris sync.
Also fixes slidey walls at centcom, gives the ERT commander a NSFW with stun, xray, lethal, and net. Gives deathsquad a full NSFW kit (including 'final option' ammo), replaces my own fluff Hunter with a NSFW with stun and net (so, same as the hunter, but that sprite is so badass I can't help it), and fixes a typo on my permit while I'm on there (KIN isn't a thing, KHI is).
Allows your size to save at the end of each round. Get shrank'd or enbiggened? Now you can stay tiny between rounds if you like that consistency.
Don't want that? Just turn it off on the VORE tab. Accidentally left it on, and got saved? Just change your size to what you want in the character setup (and turn off saving it, too).
* Okay evidently walk_to(A, B) doesn't stop when A reaches B, but keeps running in the background forever until it is manually canceled! Therefore in order to be garbage collected, we must cancel walking on any object that might have initiated it.
* Fixes this on chemsmoke, spiders, and aiholos.
* The same story applies to walk_towards; fixed for dust, meteors and immovablerod, and also to walk_away; fixed for flashbangs.
* Also fixed chemsmoke actually getting qdeled at the right time.
* When A absorbs B, and then C absorbs A, B's reagents are not updated, left in limbo. They end up being hard-del'd and B has null reatents.
* This is fixed, but a least for now absorbing people will do a one time reagents mixing only, you can't share the same instances.
* Also fixed digestion gaining the pred half the prey's reagents too.
* KHI-98a 'Protector'
* MPA6 'Sickshot'
* PML9 'Pummeler'
The Protector is an energy gun that can't be fired on lethal on code green, so it's considered safe for sec to carry regularly, and has a slightly enhanced stun over tasers and normal eguns. It also features a DNA lock that allows one to secure the gun to themselves. An emag can disable both the security level lock and clear DNA.
The Sickshot is a stun weapon in handheld form, that induces nausea and vomiting. It has a chance to make predators vomit out prey (regardless of belly) and tends to cause confusion and nausea. It does cause slight burns from the hypersonic frequency sound it uses, but nothing serious or potentially lethal.
The Pummeler is a 'bass cannon' essentially that fires a huge sound wave, tossing the target away from you. It may or may not knock them down, depending on your luck, but it will definitely push them away, and potentially over a railing or wherever you wanted to put them.
Fix, Part 2, Second Edition.
Funny, these have to be in the opposite order, becasue the type of bloodstr is the correct one and doesn't match reagents. Whoever thought of that is just the most amazing person.
* Remove remaining hard del()'s in our code.
* Replace deleted() and gcDestroyed with QDELETED macro.
* Fix some strange calls directly to Del() (capital D)
* Make Destroy() return qdel hints.
* Make a few of the Destroy()'s more comprehensive in cleaning up references.
* In edited Destroy() procs, converted to use qdel_null and qdel_null_list macros when possible for pretty code.
* Removed unused variable `sleevecard`