🆑 coiax
add: When a shuttle is called, sometimes an on-call admiral, using
availible information to them, will recall the shuttle from Centcom.
/🆑
This is in essence, a simple IC way for admins to recall the shuttle
if they feel that the shuttle should not come. It's up to them entirely,
the system does not trigger otherwise. They also get to set a cranky
message that is automatically fed back to the crew.
It would be nice if admins used their own judgement if the crew is
evacuating for no real reason, and might send an ERT at the same time to
keep the round going? Who knows, I'm just providing the tools.
🆑 coiax
add: Syndicate agents can purchase a "codespeak manual", that teaches
them a language that sounds like a series of codewords. You can also hit
other people with the manual to teach them. One use per manual.
add: Nuclear operatives have access to a deluxe manual that is more
expensive but has unlimited uses.
/🆑
- DNM until we have language icons
- Syndicate codespeak only displays the language icon if you KNOW the
language, so you cannot tell the difference between someone just
shouting random codewords on the radio, and someone actually using the
language.
- Modifies generate_code_phrase to optionally return a list of words,
rather than a preformatted string.
- Codespeak manuals turn into random books after being used.
set_client_age_from_db() and sync_client_with_db() have been merged.
New clients are now added to the user table in a separate query than the one used to update their details upon connection; their player and account age is then calculated with DATEDIFF.
The code and regex used in findJoinDate() was changed a bit.
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
* Refactors ear damage into ear organs
🆑 coiax
add: Centcom would like to inform all employees that they have ears.
add: Adds "ear" organs to all carbons. These organs store ear damage and
deafness. A carbon without any ears is deaf. Genetic
deafness functions as before.
/🆑
- `ear_damage` and `ear_deaf` vars removed from /mob.
- All mobs have a `can_hear` proc, which returns TRUE always except for
carbons.
- Carbons need to have an ear organ that has 0 `deaf` var.
- Explanation of how ear damage works is in the code, it hasn't been
changed from previously. Deafness is applied in number of Life ticks
until you regain hearing, while damage is long team, heals slower, and
when high enough, can cause flashbangs to make you go permamently deaf,
as before.
- Wearing earmuffs halves the healing time of deafness, and promotes
healing long term ear damage, as before. Earmuffs now have a secondary
flag HEALS_EARS, which currently only they own.
* Changes how soundbang deafness works slightly
* Ear organ icon
* Code review I
* Makes fully healing carbons not dependent on having a dna and species
* Gives monkeys and aliens ears
* Whoops
* Split organs into seperate files
* Tweaks.
* Un-removes brain damage lines
* Moved procs onto /mob for ear stuff
* Massages things into compiling
* Replacement of spam_flag with world.time tracker