* adds mothership gear to supply console
Adds mothership uniform crate under contraband clothing group for 50 credits, will give a random set of clothes
Adds mothership boots crate under contraband clothing group for 150 credits, will give two pairs of steeltoe mothership boots
Adds MDF grenade crate under hidden security group for 300 credits, will give four random grenades chosen from two
Adds MDF Surplus weapons crate under contraband security group for 60 credits, will give two stunprobes and two disintegrators
Adds MDF Surplus standard armor crate under contraband security group for 40 credits, gives two mothership body armors, two mothership helmets, and two grey soldier jumpsuits
Adds MDF Surplus heavy armor crate under hidden security group for 120 credits, gives two mothership heavy armors, two mothership heavy helmets, two mothership belts
All crates under the security group regardless of hidden or contraband are security access locked
* Removes added entries
Removed mothership boot crate
Removed MDF grenade crate
Removed MDF heavy armor crate
Moved MDF standard weapons crate to hidden
* changes access requirements, adds new sprites
Adds new sprites for the MDF weapons crate, the Mothership uniform bin, and the MDF armor bin
Changes access requirement for the MDF armor and weapon crate to mothership military access (the red cards you get in the mothership vault)
* changes access req.
changes one_access to allow for both normal security and mothership security to open
* I hate mechanics so much that I'm going to scream until they're given more access- wait a second oh no!
* Fixing legacy access from cargo forward
* Fixing deff compile
* Fixing deff access
* Fix
Co-authored-by: Rubylips <Questionfrog@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
* pushing whatever shit I had here before deleting this from my computer
* also this i guess
* Implements laser pointing + QoL + put it in lockers
Co-authored-by: zth <artii.ftw@hotmail.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.
* 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.
* Fixes vault overwriting option
* Saner method of looping
* Actually works nice now
* Makes this static for performance
* Some debug logging for how long a vault takes to load
* Here too
* Removing logging, for future PR
* Changing this to handle qdels better
* Fixes how vending machines do it too
* Requested changes
* Forgot this too
* And this
* APC cells
* Set this to null too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Advanced Health Scanner HUD
The CMO's locker now spawns with a pair of Advanced MedHUDs. They function as regular health scanner huds with the addition of having flash protection, meaning they'll no longer be the only head without it roundstart. Only one pair spawns in the locker and they can't be scanned by the mechanic's scanner.
I wanted to add science goggles function as well but I'm too stupid to do it currently so if this gets merged I might try to PR that at a later date. I also don't entirely love the sprite so I'll probably mess with it more.
* Sprite Updates, Syndicate Scanner
* Adds science soggle effect
* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.
* Mineral tiles can be recycled
* Gold teeth and collection plates can be recycled
* Recycling sorter will now empty out crates and closets before sorting, if possible
* New recycling material category for the sorter, plastic. Many items updated to be considered such.
* derp recycling sorter fixes
* derp what was the point in creating a category otherwise
* just in case
* dorf recycling
* Smithing recycling? It's been a while and I don't remember what I was up to.
* Fix#28612 (You cannot recycle coins into their base metal)
* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.
* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.
* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.
* Update boomerang materials
Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>
* GYEAS grenade
* GYEAS grenade box
* GYEAS grenade placement 1
* GYEAS grenade placement 2
* GYEAS grenade placement 3
* frick he's right
* ok fine
* how did i miss this
* never mind i liked a full box
* Command level SPS
* Makes security alerts computers say it louder
* Puts into practice
* Makes it do this instead
* Check this too
* Fix
* Saner check
* Added april fools icon
Co-authored-by: kanef <kanef9x@protonmail.com>
* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Beginning rewrite of english_list()
* Fixed issue with datums showing up by &ing lists
* Tidying up grammar, removing weird usage of the
* Fixing error on lone items
* Adding current name variable
* Adding ternary with macros for better naming
* Fixing linter issues
* Oversight
* Specifies list type
* Revert "Oversight"
This reverts commit c82cbf2785.
* Revert "Specifies list type"
This reverts commit 33cd5e1a5c.
* Oversight...
* Attempt at fixing more lint issues
* Make it check name instead of type, general tidying up
* Tidying up code and commenting (count = 2 block is unnecessary)
* Removing /a as it might cause grammatical consistency issues
* Bringing back old function for legacy purposes while keeping new one in state before last commit
* Now actually using this function for closets, since this seems like the only fitting one for now
* And now accessories
Co-authored-by: kanef <kanef9x@protonmail.com>
* Surveyor set added with vox and bug variants, added to hos locker
* Created item_state icons, minor fix to bug shoulders
* typos fixed
* Added outfit to a clothing_box and put it in the pick() list
Co-authored-by: PlausibleDeniability <PlausibleDeniability@github.com>
* Added the NT Glock Custom to the warden locker of every map
(Removed the one that was hardcoded in roid's mapfile to avoid having a double glock there)
* Edited the roidstation map file correctly