* Move machinery procs from power to machinery. Getting real tired of confusing them for power procs, why were they even there?
* use_power = [0-2] replaced with the proper MACHINE_POWER_USE(NONE|IDLE|ACTIVE) defines. KEEP IT CLEAN
* Creates MACHINE_POWER_USE_GRID, for machines marked as MACHINE_POWER_USE_NONE that were actually drawing power, and doing so straight from the grid
* More numbers to defines
* Power connection component: Get rid of unused parameters on New() that were being misused anyway, and more importantly make the radio broadcaster actually draw it's power through the component instead of APCs.
NEEEEXIIIIS!
* ...actually adds MACHINE_POWER_USE_GRID this time
JEEEELLLYYYYYY!
* Converts a bunch of snowflakes into using the power connection component
* RECAP: Alright, I've fixed some major peeves and made sure no one's adding load to the powernet without going through a machine/component first, now is the time to start modifying how power draw works
* Give grid loads priorities, and convert powernet.load to a list of loads. Does nothing yet
* Satisfaction
* Converts power sink and singularity beacon
* Converts wall shield generator
* Converts emitters. Emitters will turn off below 30% satisfaction, and beam power will be affected by power satisfaction; eg: at 50% satisfaction beams will only be 50% as powerful
* Converts the antique matter synth
* Converts APCs
* get_satisfaction() for cables
* Converts SMES
* Converts artifacts
* Fixes a bunch of stupid things with SMESs and APCs, turns some more use_power numbers into defines, and gets rid of MACHINE_POWER_USE_GRID cause there's really no need for it, not yet.
* Fixes for power sink and singularity beacon
* Antique synth fixes
* More SMES fixes. No more free energy shenanigans, and measured output/load should update properly now
* Converts radio broadcaster and syphoners. Also adds a way to connect to smooth cables, because syphoners.
* RECAP: I think that should be it for converting and testing priority/satisfaction stuff. Up next is reworking the power monitor to display all loads (not just APCs) grouped by area, and each load's priority, as well as controls to edit a load's priority.
* Power monitor is in a workable state. Issues so far:
- It looks like ass. The "area details" buttons are ugly, and the priority dropdowns are uglier AND fuck up the vertical spacing between rows
- Power connection machines (eg: radio transmitter) don't show up
- Setting an SMES priority low enough it won't charge means it won't appear on the list, so can't change priority back. other machines likely affected too
Still, it's taking shape
* Couldn't get priority dropdowns to look nice, switches them for buttons. Touches up the show/hide details button to look nicer
* Ensure normal power/connection machinery does show up by default
* Give artifacts BYPASS priority so xenoarcheologists don't have to wonder whether it's working or not (assuming there's enough power on the grid)
* Make sure any SMES do show up even if not charging, so you can raise their priority if need be
* Allow players to set the SMES' (until now unused) nametag, to better identify them on the monitor
* Review 1
* Review 2
Adds TOTAL_PRIORITY_SLOTS for clarity instead of using POWER_PRIORITY_EXCESS
* Railings
* Cleaner mousedrop?
* Cleaner mousedrop?
* Finally now allows turfs
* SS13 mutiny
* Better place to put it
* Probably helps
* This is better
* One line
* Makes it bidirectional now
* Wire shocking fun
* Wire shocking fun
* Redundant check
* OR
* Updated wire sprite, glass decoration and reinforcement coming soon
* Actual code
* Actual code
* Actual code
* Fixing defines
* Icon broke, fixing
* Typo
* Name fix
* Actual implementation of glass health
* Glass as cover
* More damage
* Sound
* Animal attack nerfs
* Glass relative smoothing
* No need for elses with returns
* dir sanity
* Better smoothing of glass
Co-authored-by: kanef <kanef9x@protonmail.com>
* Cooking jecties now results in actual jecties
* Cooking jecties now results in actual jecties
* Different logo
* Different logo
* Makes it more dynamic, green jectie logo if success and red one if failed
* Resolved
Co-authored-by: Kane F <kanef9x@protonmail.com>
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Bugfixes and general object kicking.
* .
* fix kicking
* .
* .
* Kicking small items around.
* Throwing something at an object to break the latter.
* Fix storage inconsistencies.
* Nicer kick damage calculation.
* You don't need teeth to bite properly with a beak.
* Items can take damage landing in disposals.
* Undo that.. there's bug potential.
* Cargo crate forwarding
* Makes forwarding screen show up
* Crate info, new manifest handling, stamp checking, other stuff
* Station name thing fix
* Time limit system
* Server config to allow this on roundstart
* Centcomm order ones now
* Fixing display
* Makes stacks nicer
* Better sanity checks, will still need to tweak how stacks work and test them more
* Some better crate access for centcomm orders
* Some example misc orders not from either
* Small time limit adjustment
* Basic time left tracker, might improve
* Bones of weighing
* Put this after weighing them maybe, easier
* Wrong one
* Icon for weigher
* Beginning item itself
* Full functionality of item
* Adding the machine to forwardings
* Layer tweak
* User feedback, paper insertion fix
* Fixed time formatting
* Stamping and weighing feedback for checking if done
* Better reason system, failure feedback on what crate too
* Last reason
* Makes names check for duplicates in players too
* Final fix, makes enable/disable button display right on supply console
* Weights the centcomm variant forwards properly, also balances number of crates sent to people in cargo staff
* Random mob cage order
* Mob needed for check too
* Better to do it like this
* Multiplier based on cargo account funds
* Proper accounts sent money to
* Better transaction details
* Forwarding cooldown
* Centcomm request persistence, makes them come back in future rounds as cargo forwards
* Forwards too
* Better name system
* Much better system that won't send out the same previous order twice, and will persist from more than one round
* Extra check
* Another check
* Another check
* Another check
* Better path checking
* Better logging and some fixes
* Allows random mob crate to go back, fixes per unit crates sent back runtiming
* Makes crate weigher more constructable
* Adds weighers to map instead
* Better distribution code
* Preserves the subtype for supply pack and centcomm orders for more accuracy of persistence
* Text2path
* Much nicer formatting of persistence
* Cleans up request persistence too
* Forward amount override for debugging, example config stuff
* More specific crate denial reason
* Makes new persistence actually work, tested
* Forgot this
* Optimising this into one persistence task
* Even more
* Even more
* Gives indices names for even less rigid access
* Less immulsion shattering
* More specific denial
* Should fix cart crates
* Fix
* Current hotfix solution pending tidier one
* Taking this out of the loop, had no reason to be in there
* Better debug log on cooldown formatting
* Some fixes
* New refactored system without hotfix
* Also deletes these
* Everything should work now
* Moving these into supply shuttle
* Keeps these for persistence
* Makes persistence work again, thins it down with probability
* Makes names work here too
* Some name fixes
* Scoreboard
* Number fix
* Round score deduction for failed forwards
* Logs this
* Adding part quality stuff
* Fix
* Updates to new scoreboard format
* Extra checks building system for more realistic centcomm orders
* Doing a few more of these
* Fix
* All sci orders built
* DNA injectors
* Virus stuff, all extra check builds done
* Fixes
* Reformat for info consistency
* Making artifacts built to extra checks, real last one
* GNA symptom disk, real real last one
* Condition fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Actual icon
* Puddle reformatting
* Basis of smoothcode
* Moving puddle code into a turf reagent system, reformat and overhaul
* Make this act on splashing, for now
* More work on standardising behaviour
* More standardisation, should ideally make spread work nicer
* Some tweaks
* Fixes
* Makes it work in practice, code slimmed down
* More standardising
* Redone calculations
* Fixes infinite reagents
* Puddle scaling with volume
* Presets for mapping
* Actual stuff
* Better way
* Get actual turf
* Blacklisting some of these
* Evaporation rate
* Removing old splash verb, adding reagents to a turf should do this by default now
* Makes these invisible
* Makes this not cleanable, for now
* Standardising this into reagent stuff
* Fixes
* Space clears reagents
* Basic viscosity system
* Adds some rudimentary values
* Space cleaner thng
* Beginning rework of this, removing unused fuel type
* Fuel puddle rework
* Fuel puddle rework
* Find and replace mishap
* Removing from .dme
* Removing unused variable
* Rewriting the preset init ones
* Redoing mapped puddles
* Makes sure these are gone
* Type fix
* New plane and layer
* Makes slip work
* Fix
* Fix
* Puddles can now react to crossing over it
* Proper bracketing
* Puddle values
* Current puddle reference to save on locating
* Nicer smoothing
* Tweaking values
* Water color tweak
* Greatly simplifies wet floor puddles
* Simplified line
* No reason for invisible puddles anymore
* Makes wet/dry vaccuum work with this
* Mop
* Reformatting how reagents are held
* Allows space cleaner to clean some kinds of puddles
* Fixing
* Moving this to simulated level
* Fixes puddles not being made anymore
* Standardised alpha
* Removing this for now
* Fixing chem dupe issue for when this matters
* Server config for behaviour
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basic framework for generic breakable items.
* Fixed comment.
* Fixed up a few things and generalized breakability to obj/item.
* .
* .
* .
* Fixed up the attack message generation for breakable items. Made items transfer their fingerprints, fibers, and bloodstains to their fragments when broken. Added capability to specify a list ofitems that bypass breaking an otherwise breakable item.
* Breaking via kicking with propulsion of fragments. Breaking upon ballistic impacts. Removed open-handed harm-intent breaking by humans.
* Adding breakability to kick_act().
* Specifying glanced attack text.
* Added general broken check to obj/item/throw_at() so that any time an item takes breaks apart from a blow that also propelled it, the fragments get propelled instead.
* Can specify multiples of a given fragment type via fragment_amounts.
* Items can be shot and broken by projectiles.
* Renamed defines.
* Projectiles will break impacted items and send them flying.
* Fixed projectile impact momentum transfer.
* The contents of containers will be dropped when the item is destroyed. Also fixed diagonal fragment propulsion by projectiles.
* Spilling reagents when an item breaks.
* Placeholder proc for any damage-related icon updates.
* Fixed conflict between container-smashing and container-insertion on harm intent.
* Breaking items by biting them.
* Sounds for when an item is hit.
* Breaking items when they are used to attack a mob.
* Unset default breakability values.
* Added extra check for breakability in break_item.
* Update breakable.dm
* Update breakable.dm
* Update breakable.dm
* Update breakable.dm
* Set health_item to health_item_max by default.
* Removed redundant reagent spilling.
* Melee target will be splashed with contained reagents when an item breaks on them.
* .
* .
* Update breakable.dm
Throw impact damage to an item takes into account the weight of its contents as well.
* Fixed up syntax in a few places.
* .
* Changed BREAKABLE_NOMOB to BREAKABLE_MOB
* Changed health_item to health, and health_item_max to maxHealth.
* Create breakable_defines.dm
removed extra newline
* Update breakable.dm
spelling fix
* Made take_damage() call try_break() by default, and other changes.
* Update storage.dm
Removed unneeded variable.
* Pax bans
* Fixes
* Stops removal during it
* Fix
* Annotation
* Actual ban loading too
* New way of doing it
* New way of doing it
* Truncates code
* Even more truncating
Co-authored-by: kanef <kanef9x@protonmail.com>
* PDA app refactoring
* Last of standard apps now, onto games next
* Minesweeper
* Snake II
* Spesspets
* Cutting down a lot of redundant code in light of these movements
* Everything somehow worked except refreshing, this commit fixes that
* Removing now unused modes
* Fixing alarm stuff
* Adding category support for sorting apps
* Testing making notepad an app, works fine, also cuts even more code down
* Sorting these into subfiles since it's getting large
* Events as an app
* Manifest as an app
* Should be okay to change these now
* Adding the basis for convering cartridge functions to built in apps
* Here too
* Also creates them on new()
* Working example with syndicate pod door cartridge
* Status displays, also cart modulisation of apps now fully works
* Sorting these for later, the files are gonna probably get big
* Records
* Scanners
* Some cleanup, and preface for app-cart interactions
* More stuff
* More engineering stuff
* Secbot app, implementing a cart connection
* Medbots
* Janitor stuff
* Quartermaster
* Last of engineering
* Last of that whole cartridge dat menu mess is now gone
* Almost done reformatting utilities, only cameras left to do (by yours truly)
* All utilities done
* Last of the utilities too, now only messaging stuff is left to do
* Some mode cleanup and file split-off
* New file too
* Clown/mime/syndicate stuff, old access vars from cartridges are now completely gone
* Some mode cleanups
* Fixes bugs with power/alert monitor, custodial locator and supply record apps as well as apps being deleted from cartridges
* Multimessager as an app, now just one left
* Moving this to own file, will get big
* Basis of app form, conversion over todo
* Now finally moves it all to the app
* Lint fix
* Some more cleanup from afterwards
* Makes messenger actually work, fixes various other bugs too
* Scanning refactors into seperated attack functions
* Fixing some bugs
* Fixing that multimessage bug while we're here
* Nicer photo display formatting
* Fixing the PDA camera bug too
* Moves these to carts, for now
Co-authored-by: kanef <kanef9x@protonmail.com>
* Base of grues.
* Few more updates to grues
* Bit more work on grues.
* Bit more work on grues, namely getting them to evolve and reproduce properly.
* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.
* Few additions to grues including a grue language and gruevision to see in the dark.
* Several changes to grues, including adding their antag roles (still need to be tested/debugged).
* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.
* Removed obsolete file.
* Updated vgstation.dme with grue additions
* Update vgstation13.dme
* Update grue.dm
* modify .dme
* typo
* remove unneeded variable
* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)
* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.
* -grue egglaying is set to a config option
-few modifications to grue antag objectives
* Added changelog and some UI tweaks.
* Update misc_structures.dm
* Update misc_structures.dm
* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.
* Update grue.dm
* Delete nulllight.ogg
* Fixed up grue sound effects. Renamed humanoid grue to umbra.
* more grue/umbra split stuff
* Update Hinaichigo.yml
* Adult grues can force airlocks open instantly.
* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.
* Update grue_egg.dm
* Few fixes to grues.
* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.
* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.
* .
* Grue spell icons
* .
* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.
* Removed gore globs.
* .
* Meat coloring + related food unit test fixes.
* Update icons.dm
* Bugfix with custom meat colors.
* .
* Grue abilities panel+sprites.
* .
* Fixed up grue role/objectives.
* .
* Sprite tweak.
* .
* New sfx for moulting and burning in light.
* .
* fixed icon conflict
* .
* icon conflict fix
* More descriptive variable names. A few tweaks to stats.
* Changeling Balance
- Updates ling so that it doesn't necessarily depop the round
* Update split.dm
* Getting closer
* Removing M_NOCLONE
- this is shit I hate it
* I am completely lost
* struggling
* Getting somewhere
* Progress
* progress
* I'm stuck, please help
* Progress thanks to Sonix and Cyadox
* progress
* It works, mostly
- updated absorb memories to look at little clearer
* DONE
* Horrorform changes
- Updated some stuff to make horrorform work better and hopefully help with balance
- it's a spell now
* Minor fixes
* trying to fix linter error
* added split icon
* Revert "added split icon"
This reverts commit b25fa55a8a.
* fireloss_mult increased and for changeling
* Adminspawn-only proc call gun
* Can't forget this
* Let there be gunk
* Here too
* Here too
* This is nicer
* Less messy in some cases
* Should be this permission to be consistent
Co-authored-by: kanef <kanef9x@protonmail.com>
* Time agent fixes
* Makes this clearer
* Proper formatting
* Cut down code
* Typo
* Another line down
* Wiki route for time agents
* Reformats this objective too
* Makes final fulfillment check work and consistent
* Oh it was already here
* Easier way
* Foolproofs this a bit and adds it as a possible objective
* This wasn't in the dme?
* Thanks compiler
* Since only one item needs to be moved, might as well do it like this
* Another way to check rearrangement
* Hopeful fix to these not working
* Now fixed
* All works, now fixing runtime
* Redundant to objectives
Co-authored-by: kanef <kanef9x@protonmail.com>
* Requested pulse demon tweaks
* Fix
* This too
* Another fix
* Shhhhh
* Shhhhh
* Shhhhh
* Shhhhh
* Shhhhh
* Shhhhh
* Hopeful fix for health issue
* Just to be sure
* Some help
* Some fun with hijacking...
* This file is getting long...
* The new files themselves
* Bracket
* Nother fix
* Sanity
* Butt butt new line butt butt butt code butt butt
* Butt butt new line butt butt butt code butt butt
* Fixes
* Fixing arguments
* User feedback
* Draining consistency
* Feedback messages for it too
* Inverts
* Makes cableview stuff more consistent
* Better
* Untiled didn't work anyways, plus this plays nicer
* This call isn't needed anymore
* An attempt at making bots not go crazy fast
* Another
* Making the use of this more broad
* No more melee ing these
* Tile check
* Standardising some for these
* More of it
* Makes things work a bit better
* Some fixes to these
* Last of these
* Slightly less
* Makes them take EMP damage inside machinery finally
* Not getting away with this one either
* Tying death EMP to charge stored
* Bonus fun thing in case somehow it can get in like this
* Nicer
* Nicer
Co-authored-by: kanef <kanef9x@protonmail.com>
* Canvas now start without a frame, can be added with wood. Should help them fit on easels better. Couple fixes and changes here and there too.
* Adds easels, more or less finished. Codersprite needs updating.
* Couple tweaks. Everything else is in future spriters' hands
* Transit tube updates
Working on some fixes.
- Divided up the code into something more readable
* Huge overhaul
- Tubes work now, Bumped did not work
- Can now put multiple items inside using drag-click, including yourself
- using reversing flag instead of some complicated and laborious looking ahead for pipe
- dump items on click instead of freezing the pod and station forever
* Update maps
Added reverse flags to the tubes
* Added brackets for linter
* Reverting my map include (hopefully)
* Remove Bumped
- no Bumped
- lower time at station
* Update line
- not atomic but might as well add in some minor changes
- switched out bridge SME telescreen for singulo telescreen
- added some bounced radios to brig
- some catwalks for wires
* Revert "Update line"
This reverts commit db58dae517.
* Revert xoq?
* Unsanitized xoq with tube change
* First steps. Template and some BYOND-side work
* Change of plans, fuck NanoUI, we html_interface nao.
Canvas painting code moved to it's own .dm, .tmpl split into .tpml and .js.
You can use a pen on a canvas to start drawing, can't save your drawing yet but it loads whatever data was already in there.
So far so good.
* Tweaks nanotrasen.css cause it SUCKS.
Link buttons behave like shared.css', and text inputs look better (that border had no business being so thick).
TODO: Check the MSGS' _UI cause it had a button input that looked like ass because of the CSS applying to all inputs
* UI and UI code overhaul. Topic receives data.
TODO: clean up UI code, It's a mess. paintTool.js should probably get split up further, separate the painting from the blending modes or something.
* Sanity, saving, description, and href-multi integration
* Yay, procastrination. Also, split UI and Topic logic into reusable datum separate from object, and some more sanity.
I really should get to the "display the painting in-game" part at some point
* IT WORKS! Paintings are showing up in game.
* Crayons! And pens and color and stuff
* Soap to clean/blank, and moving "Title" before "Author" on UI
* Couple fixes
* Paint brushes! Icons may need replacing, specially inhands
* Cyan paint bucket. UPDATE WIKI: SUPPLY PACKS
* Container fix. Picking a human's blood color as paint is funny, but weird
* Can't quite remember what I was up to last time, moved files to their own folder on /module I guess. Just, getting my stuff out there for a PR
* Supply crate and Eneocho's glass idea
* fugg
* Color transparency and movement throttling
* Hair dye spray cans.
Outperformed by rainbow crayons, those get two colors on top of the picker. Should implement brush size to give them an actual advantage. Maybe stronger paint?
* Fixes a couple oopsies after rebasing to (as of writing) current Bleeding Edge
* new icons
* .dme
* Palette
Co-authored-by: JellyVeggie2 <78439377+jellyveggie2@users.noreply.github.com>
* Most of the work on transit tube item construction
* Plus new files
* Sanity
* More sanity
* Anchoring on dismantle, construction tweaks
* Pods do not need to be anchored at all, why
* Orientating these the proper way around, whoops
* Speeding this up a bit, they're way too slow as of now
* Redoing icons, gutting corners altogether
* Removing now unused D- direction stuff, adding sound to station doors opening and closing
* Makes stations require airlock electronics
* Actual implementation
* And finished up
* Access requirement for leaving too
* Mapping these in practice
* Formatting fixes
* Fixing dirs
Co-authored-by: kanef <kanef9x@protonmail.com>
* Add manual and digital pressure valves
Valves that open if the side input has high (or low) enough pressure.
Next up, AAC stuff
* Add manual and digital pressure valves
Valves that open if the side input has high (or low) enough pressure.
Next up, AAC stuff
* Radio and AAC stuff.
Next up, testing and bugfixing, starting with:
* The new AAC automations don't show up on the AAC??? I can import and export them fine, and they DO work, they just... refuse to appear on the list of available automations. As far as I can tell the datum's mere existence seems to be enough for inclusion, there's no secret list on some obscure file
* ??? (TBD, and hopefully none!)
* Finishing touches I guess
Fixed gremlin tampering probability, removed the power check cause turns out they already do that by themselves, and gave valves an extra overlay so you can tell they're enabled. AAC issue got fixed after clearing cache, f*** you BYOND.
* Update code/ATMOSPHERICS/components/trinary_devices/pressure_valve.dm
Co-authored-by: Exxion <exxion191@gmail.com>
Co-authored-by: Exxion <exxion191@gmail.com>
* Beginning work on these
* Area set
* Including
* Indent fix
* Should fix
* Tweaks
* Go through walls hopefully now
* Properly
* Now they can leave
* Indent
* Actual indent
* More stuff
* Moving this out
* How
* Living checks too so it doesn't get ghosts
* Somehow I forget ..()
* Tweaks, hopefully makes powernet visible
* Some new stuff and tweaks
* Role and objectives, plus moving this to role anyways
* Attempt at the ruleset now
* Moving update here, might help
* Indent
* Proper path
* Better logic
* Sanity
* Fixes?
* Proper logo and formatting
* Making this less of a fixed amount
!
* Typo
* Adding the actual ability to hijack an APC instead of automatically getting it
* Fixing format
* Reordering
* Maybe this?
* Placeholder health bar and etc.
* Beginning work on spells
* Actual file
* Actually spawns the lightning, plus weaker version of overload for the pulse demon to use
* Do it some other time
* No need for machines honestly
* Make these immune to environmental stuff
* Basis of a fun proc with fun ideas
* Bunch of fixes, no longer die in APC
* Fix for this last thing probably
* More sanity
* Move down to machine level for more fun
* Testing it with cameras
* Indentation doing it again
* Vision tweaks, bones of arcade fun
* Adding actual threat
* More arcade support
* Link it up
* Indents again
* Fix
* Actual spell icons
* Sanity
* Indenting AGAIN
* Maybe this
* Another try
* Bracket fix
* Bracket fix
* Maybe it's this
* More fixes and tidies
* Spell info
* Spell master for this
* Adds charge to HUD
* Max charge too
* Typo
* Now actually adds it
* Nicer format
* Stat panel
* Battery sucking in practice
* Typo fix and trailing return removed
* APC cells too
* Weapon possession
* Robot possession
* Robot possession actions
* Makes repossessing easier, TODO: Some method to de-compromise them
* Visible hijack feedback and sanity
* Emagging pulse demon spell
* More checks and clarification
* 2 new ones
* Type fix
* Draining tweaks
* More of them
* Makes spells drain charge on use, and unusable without enough charge
* Bones of spell purchasing, probably mostly finished by now
* More sanity and cleanliness
* Spell menu now works, some upgrades
* More stuff, tweaks
* Power buying now fully works
* Tile checking, nerfs shocking mobs
* Moving this back
* Two new powers
* Fixing icon states
* Compile fix
* Better icons
* Compile
* Basis for upgrades
* Neater menu
* This in here too
* Some functionality tweaks
* Nicer role location
* Reordering
* Icons for power menu
* Ability upgrades, better UI later
* Remove these for now, better system than this some other time
* Readding these, in better form
* Readding their descriptions too
* Max health one too
* Adds feedback on purchase
* Attempting fixing spells not being cast
* Proper icon
* Health UI updating
* Now all spells target properly
* Makes this show up right
* The rest too
* Typo
* Better user feedback
* Getting scoreboard
* Patching these out
* These hotkeys too
* Lot of fixes
* Should let them use doors too
* Gives this an objective
* Fixes the lightning
* Better sound
* Pulse demons can now hijack robot speech
* Old way again
* Making usr into user
* Logic fix
* Cut down lines
* Invert since now true
* Cuts down line length
* Syntax
* Health icon updating
* Proper indent
* This too
* Polishing attack, some nerfs
* Last tweaks
* Maybe now?
* Adds new role objective
* Proper client pref
* Latejoin ruleset too
* Adding admin role panel buttons for ease of use
* Nicer movement procs, and only on z1 cables spawned
* forceMove instead of forceEnter
* Makes these not a magic number
* Fixing runtime on latejoin and actually closes these windows
* Revert "Fixing runtime on latejoin and actually closes these windows"
This reverts commit 640b1a65ae.
* Fixing runtime
* This too
* Better like this
* Cell charger hijacking
* And it rigs the cell too!
* Just in case
* Fixes var type
* The basis of this
* Slows down if not on cable if can leave too
* Actual spell now
* Probably better
* Capitalises
* Period
* Spell icon for this
* Nicer system
* Removing last remnants of old one
* And this
* Disabling this for now, won't compile
* This goes too
* Makes this power actually work
* Converts these to a datum, easier to maintain
* Nicer system
* Usr lets us have this again I guess
* Comments and finishing touches
* Adds some pulse demon wail sounds
* And REMOVES the ones reaper generated in place to base these on
* More obvious death
* Last fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* (Revival) Improved SAMMIs
* Linters
* Adding icons back
* Fixes
* Removing redundant code
* Nicer like this
* Making OOP less bad
Co-authored-by: kanef <kanef9x@protonmail.com>
* Starting rework of this
* Slight fix
* Fixing compile issues
* Updating more code
* More updates
* More updates
* Proper name
* Removing unused comsig file
* Fixing up map
* Makes components work
* Make this show up
* Specific type, maybe?
* Vault fixes, plus makes component actually process
* Say proc finally works with events now
* Calling in wrong registered thing
* Unneeded
* Ports hearing to hear component
* Area exit phrase for him too
* Actual event
* Testing this out for fun
* Some more
* Compiles
* Path
* Disambiguates this
* No more runtiming
* Some cleanliness
* Makes this parsing less rigid
* This too
* Much much less rigid
* This shouldn't be in this then
* Make it rotate
* Here
Co-authored-by: kanef <kanef9x@protonmail.com>