* start
* see you space cowboy
* a
* red eye
* woopsie
* bad
* can_synth = false so no you cant duplicate redspace
* misplaced
* examine but its prolly a little messy
* s
Some Initializes already had mapload into account in their args, they just did not have it named 'mapload'. This meant that when I added it, there were 2 mapload args, so things after it would not be put in order (see: disposals).
Internal Affairs Agents now drop a special item on death. To get your kill reward as a syndicate, you must pick this item up and use it. Doing this spawns another Internal Affairs Agent.
Internal Affairs kill reward is now a random syndicate item instead of 5TC
Internal Affairs dusting implant now activates automatically if tampered with
Internal Affairs dusting implant is now automatically removed (safely) when the antag status is removed
- Refactors chem application to be bitwise and allow multiple application methods
- Makes foam apply both touch and vapor, and only once per second
- Fixed vapor duplicating reagents
- Fixed space cleaner not causing toxin when ingested
- Adds permeability checks to some chems I missed last time
Chem application refactor ported from tgstation/tgstation#53164
* Adds grep for mapload and var in Args
* vars in args
* some more
* stuff
* Update shuttle_creator.dm
* Update __techweb_helpers.dm
* fix
* Update discoball.dm
* Update check_grep.sh
* Update check_grep.sh
* Update check_grep.sh
* Update check_grep.sh
* I'll finish this later
* datum and lateinit maploads
* componentinit stuff
* mapload fixes
* why isnt CI catching these major issues
* MERGE CONFLICT FUCKED MY PR OVER
* Update check_grep.sh
* Update food.dm
* e
* removes some redundencies
the files deleted are already in the mouse pointer folder
* e
* entertainment
* s
* the plasmaman update
it sucks
* e
* duffalbag
* e
* e
* e
* e2
* e
* Update code/modules/antagonists/space_dragon/space_dragon.dm
* e12
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
tweak: jaws of life are normal-sized
tweak: non-engineers take longer to pry open doors with jaws of life
bugfix: fixes not being able to pry open shocked doors with insulated gloves on
Fixes the death signal, clears out owner on the suit's Destroy, replaces the emagged var with using the EMAGGED object flag, replaces the 3 beep defines with one that covers all 3 (one was removed though since it was unused), and replaces the if else health percent checks with a switch statement.
* Removes ComponentInitialize
Removes ComponentInitialize in favor of using Initialize instead, removing the 4 instances that call ComponentInitialize on everything.
Also makes the EMP-proof cell EMP-proof, with some minor code adjustments to stasis component (no in-game changes).
* Adds parent calls to structures
* Update tables_racks.dm