Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
Adds variants of ID cards for each department and head, and adds several new colors of wallet. The wallets self-color the little ID in the corner based on the ID inserted so they always show the right picture of the ID, without needing to sprite each ID. Some are snowflaked, notably Gold and Centcom, but the rest are generated on the fly based on colors on the ID.
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.
Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.
**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**
Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
* Consolidates copypasta for repairing robolimbs
Also prevents self-repairing a limb you are using to hold the tool
* Fixes robot organs becoming undamagable after reaching cap
* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck
* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes#13123
* Fixes damage to robotic limbs not triggering organ processing
At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.
* Build on HarpyEagle changes to apply to Polaris
Had to apply the change from flag to an enumeration.
* Removes unneeded file
* Fix bruisepacks, remove heart
Well, the unused bay version of the heart anyway
* Tweaks examine, reverts isSynthetic
Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.
This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.
As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.
Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
Changes the Death Alarms from announcing to general comms, to just
Security and Medical. Because sometimes hearing your best friend has
died over Common channel is not the best scenario to hear that someone's
died.
Used the captain's headset to keep things slightly cleaner, and it gets
deleted after as far as I can tell.
* Splits uplink categories into separate files and moves other files around
* Corrects an incorrect description
* Puts uplink categories in uplink_categories into the same order as they are individual files
* Mercenaries now spawn with their own private uplink.
* Adds a random discount to uplink items that is applied every 15 minutes
no message
no message
* Adds changelog
* Fakes announcements are now once again purchasable from the uplink and actually work
* Removes a debug line
* Adds several existing items to the antag uplink including stun rounds for shotguns, metal foam grenades and more
* Refactors boxes.dm to use absolute pathing and for loops for contents
Adds changelog