fixed poker table sprites looking bad (haven't tested yet so there still
may be some shading issues)
fixed poker tables mysteriously disappearing on construction
fixed glass stacking with plasmaglass
fixed being able to walk on solid objects built on tape
Stuff goes under types.
Types have procs.
Never have 500 lines of repeated code again.
I came very close to crying while editing this. You should appreciate that.
Added the state var to all machines. 0 is unanchored, 1 is anchored, 2 is welded.
Added the WELD_FIXED flag for machines that can be welded down.
Added the weldToFloor proc, which is used to toggle welding down for machines.
Fixed machines not using general procs.
Fixed some relative pathing.
I have decided to release the fixes outside of other SCP-related plans
for Halloween. Maybe more adminbuse will occur this way
- SCP nows stuns and paralyses as soon as he gets a grab, and not after
a huge list of fluff. This ensures you can't lag-walk your way out of
his grab forever. At least it should
- Attempt fix to SCP's sight code. Now he should ALWAYS count himself as
observed if someone is facing him, instead of weighting odds like a
drunkard and ignoring non-direct sight 90 % of the time
- Save up one indent level by returning Life() code after sight check if
we have observed
- Fix error caused by trying to get a vent's name, and foolproof it in
general. No need to know SCP went through the Bar Air Vent 2
This should do for now. If any more bugs show up, warn me
- Ammo_magazine is now ammo_storage into boxes, magazines, or speedloaders
- Added a speedloader for traitors and ammo boxes for the detective
- Automatics now burst-fire, which shoots fast but has longer cooldown
- Box ammo transfers have a do-after, so there's a reason to use speedloaders
- Magazines now work properly, no more empty_magazine shit
- Map changes as well
- Fully tested on all projectile types, seems to work fine
- You can now manually set SCP-173's scare and neck snap sounds. Clears
up code a bit and allows more advanced gimmicks
- Clarified a few comments
- Snap damage now rand(120,150)
- Admin message now allows jumping to victims. You can use aghost to
follow SCP-173 otherwise
- Darkness check should be fixed (No longer includes unsimulated tiles
erronously, which sadly included tiles like the asteroid and maybe the
shuttle)
- SCP no longer holds his grab on incapped people. Chainsnapping ahoy !
- Scare chord is now capped at one play every 5 seconds
- Snapping text string can be modified within reason
- Code cleaned up