* Its much easier to test out and decide what explosion scalar is nice if you can configure it.
* As an added bonus, by setting it to zero this lets you disable multi-z explosions altogether without turning off all of multi-z.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
* Implant stuff
Does more implant stuff
Does even more implant stuff
EVEN MOAR IMPLANT STUFF
Adds Tempest's custom fluff implant along with the generalized parent type
* Changes implant to just use its own reagents holder rather than a beaker, thanks Leshana
* Last commit maybe? Yay?
Adds them to loadout options and departmental uniform lockers as appropriate.
One new (Old Woman Attire) as equivalent to old man suit.
Some are unused, but now skirt sprites exist.
Drone FBPs now spawn with an EIO issued ID alongside their NT ID card.
Also makes the bartender's permit automatically name itself when created by the job_controller.
Recreation: - Recreational Restraints, all the kind of stuff you might need to restrain someone but still showing you care, whip included.
Science: - Dangerous Predator Crate, contains a random common predator for science analisys, a system that might come in the future!
(Contraband) Extremely Dangerous Predator Crate, Contains a random yet quite mortal predator, for analiisys only by the bravest or fooliest people in the crew.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.