* New dogborgo!
-Oh god this has been my best worst robopup idea so far lmao.
-Added janitor type dogborg.
-Its speciality is a modified sleeperbelly fitted to ingest stuff too!
-This might be very problematic in the wrong hands lmao.
-Increased sleepergurgle item charge from 10 to 100. 10 was so little that the whole code bit for item gurgle charge was practically useless.
-New module hud icons for all dogborgs.
-Removed the unused movement state icons from the static dogborgs.
* A tiny fix for a tiny issue.
* Oh whoops I had to forget something.
* :^↕
* Reworked the icon titles for the improper sleepers
* Animated janihound move states.
Fixed compactor gut.
Cleaned up the runover cleaning fucntion.
* Garbage puppy update: Part 2
-Animated walkcycle icons.
-Fixed compactor gut to work on humans too.
-Cleaned up the runover cleaning function. No water reserve mechanics yet tho.
-Removed some empty blank icons from widerobots.
* Travis being a butt again.
* Defiance to mark the line changed :v
* Added compactor capacity limit.
-Also slightly increased charge reward and gurglesound chance.
* Some fixing and reworking on the compactor noms.
* Cleanup credit for Leshana
* Another framerate tweak.
* Revert "Another framerate tweak."
This reverts commit bfd9f0d8e1.
* Restrict gulpling to /obj/item for type safety on certain special objects.
* Framerate fix.
-Readding the framerate tweaks without the rogue file junk.
-Also renamed the cover overlays to panel so they should probably work now as well.
* Framerate tweak fix.
-Readds the tweak without rogue junk files ruining everything.
-Also renamed the open cover overlays to panel so they should work again.
* I love you too travis.
(Yet another rejection due to the unrelated open space random bug.)
* Since the transcore has a ticker process, it really should be a subsystem. Converted it over. However, because its ticker is so fast, I did not bother implementing MC_TICK_CHECK into it. Therefore it has the SS_NO_TICK_CHECK flag.
* Because its a subsystem, the global variable is now SStranscore instead of transcore.
* Because subsystems are so easy to debug, I removed the "TC" debugging variable from the machines that used it.
* Organized a few files. The transcore subsystem is in the subsystems folder. Defines had to be moved to defines folder so they are included first.
* 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`
Logs soulcatcher messages to the chat log so admins can review them, since that's kinda important, and gives subtle it's own logging format so you can tell it's a subtle and not just an emote. Also disables subtles while in the soulcatcher because apparently that was a thing.
This verb frees your job slot, removes you from the manifest, and removes your mind/body records so you can't be resleeved (if you do this sooner than 15 minutes, medical will not be nodified of your demise). This prevents you from respawning as that character (you can play any other character if you want).
**People should start using this**, it's really helpful to people who want to play your job if you're not coming back. Just use it if you're done for the day, or want to switch characters, or whatever.
- Multiple minds at once, gotta catch 'em all, they can all talk to each other, etc
- A setting to enable mind backups for all minds in there like an implant
- Notifications to the already-in-there minds when one comes or goes
- If YOU get put in YOUR soulcatcher, it does ONE backup right then and stops, so medical will be notified
The bluespace jumpsuit is relatively cheap (compared to a shrink ray) and craftable in R&D. When worn, it allows you to resize yourself at will, and when removed you'll snap back to your original size (use a shrinkray or the Mass Altering NIFSoft for permanent changes). The reason it's not permanent is because it's very cheap to make in R&D, really. No mining materials needed, but it only affects you. So you can consider it the 'minor' size change tool.
This PR also comments out the arbitrary size change verb since we decided to remove it, as it was being used to generally just make 'magic' characters that could resize themselves at will, or use it for mechanical purposes to avoid being shot etc when fighting starts, even though it says specifically not to do these things. If you want such a character that can resize themselves due to their physiology, please apply for an SCA and we can give you a small fluff item or other accomidation to allow such a thing.
-plain and just hostile version
-recruitable follower pet version that starts hostile but has a 50% chance of taming and befriending on petting.
-same as above but with a collar
-guard puppy version that comes tame by default, runs after criminals, and has the 50% chance of befriending and following.
- Brainmob can understand galcom so they can understand radio announcements if they're allowed to hear things.
- Adds admin verb in Fun tab for "Quick NIF" to quickly implant someone with a NIF, if for example they lost theirs via bug, or for antags in events.
- Some tweaks in Persist VR to not 'hard crash' just in case runtiming prevents other things.
- Added titles to top of *nsay and *nme boxes so you can remember what you're doing.
Fixes a line printed about staying close to your patient printed in error, and makes syringes work on laying patients again.
The do_surgery overrides are from a bygone era.
Tested == yes
Fixes a line printed about staying close to your patient printed in error, and makes syringes work on laying patients again.
The do_surgery overrides are from a bygone era.
Tested == yes
With the normal spider toxin. Because right now, every bite causes 7 units pumped into a person. That brings it to 21 units with only three bites, enough to knock down a person for +20 minutes. Which won't fucking do.