* Fixes meat hard dels, fixes new player holdover ref
* box
* you know what i'm not smart enough
* better
* Update atoms.dm
Unit tests?
* this is fine for now?
* it just works lol
* .dme
* Add new midround antag: the divergent clone
Divergent clones are perfect copies of existing, potentially still living crew members,
created in a freak cloner accident. They can remember the original's antag status,
and may sometimes be evil which means they get traitor objectives. If the original
is also a traitor, the evil clone will share their objectives.
* give the spirits-in-waiting the default ghost sprite instead
* skip records check if forcespawn is enabled
* Forgot the role
* Review fixes
* duh
* use roundstart_pop_ready instead of rst_pop
* move setup for dynamic
- moves mode.Setup so antags spawn before crew
- adds close_spawn_windows
* get rid of create_roundstart_human
* try again
* remove captainship message and add close_spawn_windows
* mostly works
* works
* Update gameticker.dm
* oops guess it's somehow necessary
* replace client references with variable
* tweak parameter and remove else
* Update new_player.dm
* change setup of ticker.mind
* move new_player_panel_proc
* actually don't move ticker.mind
* Update gameticker.dm
* Create all crew and antags, then spawn
Tested:
- AI
- Captain
- Latejoin captain
- malf AI
- nuke op
- syndicate borg
* remove close_spawn_windows() unnecessary
* adds a CHECK_TICK
* move store positon and ticker.mind for antags
* Update misc_gamemode_procs.dm
* Update misc_gamemode_procs.dm
* Update robot.dm
* Update robot.dm
* Update robot.dm
* fixes PR
* fixes clown and mime database names
* Update gameticker.dm
* fix species whitelisting
* Revert "fix species whitelisting"
This reverts commit 7c052cfe66.
* modify whitelist species
- unused
- annoying to use
- annoying to modify
- I hate it
* Update setup.dm
* turns out mutons are no good
* Update species.dm
* fix a runtime
* Player spawn reworks
* Moving roundstart rulesets to this part of proc
* Fixing latejoin spawns too
* Removing wizard mob pre spawn items properly
* Fix
* Strip and delete reworks
* Strip and delete reworks
* Fix
* More of these
* Rearranging this so job assignment happens after role stuff
* Here too
* Reworks silicon roundstart spawn
* Fix I guess
* Unneeded now
* Standardising this
* Standardising and greatly slimming down wizard equip code, finally converted to outfit datum usage
* Redundant
* Even more
* Probably don't need this anymore
* Even more
* Moving this to pre setup, now an actual use for it
* Removing redundant spellbook
* Better to have the teleport in the rulesets rather than the role imo
* Removes silicons from the cube, what a shame
* Nicer
* Now ACTUALLY moving the new player before it becomes an AI
* Fixing runtime
* Moving this here too
* Better way of doing it
* Now works
* Nukie rework
* Here too
* Compile fix
* Logic fix
* And here
* And malf fix too
* Runtime fix?
* Ninja fixes
* Time agents and prisoners
* Raiders
* Last fix
* Probably the easier way after all
Co-authored-by: kanef <kanef9x@protonmail.com>
* Removes some awfulness from the code
* fixes
* derp
* dangit
* ahhhh
* ok FINE you can have it
* just return a string will you
* at this point I'm just throwing stuff at the wall until something sticks
* ok actually I think I see the problem
* also this is redundant actually
* Add Time Agent role
* Add Time Ninja to antag prefs
* remove some randomness
* Remove parens
* pacify linter
* Spawn in an evil timeagent twin if they dawdle, start adding 'rearrange' jectie
* Time agent outfit datum
* chronocapture formatting
* Prevent runtimes if rewind rifle is dropped during send_to_past
* make time agent outfit special
* Add teleportitis and ion laws as timeline distortions
* Delete erase-from-timed mobs from in-game logs.
Specifically, PDA server, med/sec/whatever records, and
message server.
* remove merge conflict
* start adding time faction
* more faction changes
* whoops
* moved some jectie stuff into the faction
* adjust the time agent extract objective
now only one anomaly spawns in, even if a time agent twin is generated later.
* add decal to timevoid.dmm
* fix some bugs
* current untested changes
* remove duplicate proc, fix time agent pinpointer
* Add timeslip status effect for stage 1 time agent tardiness
* couple of time agent tardiness adjustments
* whoops
* whoops 2
* adds sniperspotter team bundle
* grammar
* removes the plasmaman condition until needed
* added thermals for the users
* inheritance
* price adjusted for nukies
* up the price
* excludes nukies and challengers
* two more bundles
adds the workplace shooter and scammer bundles
* Fixed it being unavailable for nukies and challengers
* kurf say change me change
* me do what kurf ask
* this game already takes place in space, it doesn't need more space
* take it back now yall
* indent
* Ninja v2.2
+ Added a spider clan faction file that handles the dojo and objectives
+ Moved most of the stuff over to the Ninja and Spider Clan faction files
+ Added a first iteration of the dojo - it contains two airlocks and walls to slice, a punching bag, a teleporter button and a launcher button. And some sake.
+ Changed the energy katana to the energy blade of the ninjas of yore
+ Added a new sound effect for ninjas spawning
- Disabled latejoin ninjas. For now.
* fixes all the double stuff and reorganizes
* slight dojo improvements/additions
+ sushi on the table as requested
+ cell drain training area
+ cell drain training area sign
+ cushion to sit on
* Fixes typo (hesit -> heist)
Moves raider equipping and moving from the faction to the role
Vox heist landmarks are now populated into a global list
Adds a shuttle map that's loaded once the faction is created
* Removes the shuttle from being hard mapped
* Helps if I give it the right link
* A hack, but a reasonable one
* ninja spacecreep
+ Helmet is pressurized for 2 minutes. Time is running out!
+ Shoes are magnetized for 2.2 minutes. Hurry up!
+ Suit is pressurized for 2.5 minutes. Panic!
* whoops
* Space ninja suit + spawn in space + misc
+ Added a space suit, helmet, mask and shoes for the space ninja. The space suit has a pAI slot and explodes when non-ninjas try to wear it, the mask works like a voice changer and the shoes prevent slipping.
+ And gave him a headset for good measure
+ Ninjas now spawn in space and get flung at the station!
+ Also added a toy set with a ninja suit and hood, currently unobtainable
+ Fixed / added some sprites so all the suit variants are uniform
+ Fixed a typo in the power glove description
+ Changed the cyber trophy belt sprite to the security one, looks better uniform black (wish it had a unique one)
+ Only humans can be ninjas now :(
* raise ninja cost to compensate
* remove noslip, eyeprot
* fuck exploding actually yeah
* less air
* lower threat to 20, equal to wizard
* apprentice suit that loses pressure protection
* support for global ThrowAtStation proc
* changed how codephrases + responses get saved. now onto the handling of em
* phrases are now list and are being handled as such
* yes
* we modern here
* updated formatting
* fixes
* my initial idea but it actually works
* now not everyone sees the highlights
* done did the deed
* removed locations from syndie codeword pool