- Adjusts some of the contents of the ERT ship.
- Fixes mercenary coms not working
- Hopefully! Fixes antag coms not working
- Fixes uplinks not deducting telecrystals when things are bought
This is being done to help facilitate the transfer to TGUI. These
commcards are part of a project that never really got finished, and the
majority of them do not even function in their current implementation,
with only barebone templates and half-made integration.
While it would be neat to have these function one day, I believe it
would be for the best to remove their current implementation wholesale
as this commit does, and allow them to be reintegrated at a later time
when communicators have been converted to TGUI and NanoUI has been
eliminated.
- Translocators now have a delay similar to hypospray for targets not on help intent. Targets with AI will also have the delay
- Micromechs no longer have thicc armor
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.