About The Pull Request
This PR finally splits up the ways that borgs are supposed to initiate inventory checks of a mobs and initiate attempts to buckle mobs to themselves (formerly, they would both happen upon click+dragging a mob onto yourself as a borg). Now a borg will only try to buckle a mob to themself if they ARE NOT on harm intent when they finish click+dragging said mob onto themself, and will only try to check a mob's inventory if they ARE on harm intent when they finish click+dragging said mob onto themself. An outsider can still buckle someone (even themself) to a borg who's on harm intent; the borg just can't do it themself.
Why It's Good For The Game
This issue is incredibly annoying to deal with as a borg (especially if you're in an area or situation where *spinning someone off of you could be risky), and I'm really surprised that it's taken this long for this control conflict to be fixed.
Changelog
cl ATHATH
tweak: If a cyborg click+drags someone onto themself, they will only try to buckle that person to themself if they (the cyborg) ARE NOT on harm intent. Attempts made by non-cyborgs to buckle themselves to cyborgs by click+dragging themselves onto said cyborgs should be unaffected by this change, even if those cyborgs are on harm intent.
tweak: If a cyborg click+drags someone onto themself, they will only attempt to check that person's inventory if they (the cyborg) ARE on harm intent.
/cl
About The Pull Request
adds a new var to doors that if set to true makes it so they can be opened while unpowered with bare hands after a delay.
Arrivals and departures has had every door have this set to true.
Why It's Good For The Game
less gbj
Changelog
cl
tweak: Every station has been outfitted with new NanoTrasen SafeDoors(tm) on arrivals and departures, simply use the easy-release safety mechanism to open them in the event of a power outage. (warning: NanoTrasen is not liable if you are harmed during the operation of the safety mechanism)
/cl
About The Pull Request
does what says on title, becomes a securitron that can shoot people
removes ed209 cell because it doesnt do anything why does it even exist
fixes ed209 crafting using dragnets
sadly, removes lasertag mode from ed209, but ive never seen anyone use it and it made everything a lot more confusing
eds now shoot you even if youre lying down because i guess that you could rest before to avoid getting shot but im not 100% sure
Why It's Good For The Game
fixes tons of horrifying copypaste
also fixes some minor things
Changelog
cl
del: Lasertag EDs have been removed
code: EDs are now not a horrifying mess of copypasted securitron code
balance: EDs now still shoot you if you're lying down
tweak: you no longer need a battery to make an ed209
fix: fixes ed209 crafting using dragnets instead of disablers
/cl
* highlander event uncuffs participants when equipping them
* highlander tries to drop items instead of deleting, heals participants
healing also uncuffs them
* excessive use of integers
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Blindness removes colours so you can only see if an object is near, not the fine points on it.
* Fixed up the monochromatic trait to persist when removing blindness
* Removed added trait and created new colour filter for blindness
* Blankspace Removal
* removed the src before the proc as it was not needed
* tanks n misters n chems n ops
* fix conflicts
make multiple PRs at once that effect the same icon file what is wrong with me
* doing more harm than good
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
* Makes nanites be passed down when jellypeople and slimes split
* Trying to change how nanite splitting works, currently this is broken and disallows splitting of slimes and jellypeople
* Still doesn't work, jellypeople code fails at the L1 check
* Nanites now pass on properly, but sync needs a rework. Get component might be the right way to do it after all
* preparing for revert
* Reverting, I think
* I don't know how revert works, making activation copy over as well
* Removing an unneccesary proccall
About The Pull Request
CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game
Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog
cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
* Fixes for turrets
Makes it so turrets wont constantly shoot silicons and that the loyalty implant check option ignores heads.
* fixed shooting borgs
added an option to shoot borgs
* fixes bad embedded error
* fixes undefined var error
* more fixes
* even more fixes
* Update portable_turret.dm
* hopeful fix
* memory saving
* attempted fix
* Update portable_turret.dm
* null fix
* null fixes
About The Pull Request
this just makes fire axes smash windows properly again. not much to say.
Why It's Good For The Game
I don't think I can call the fire axe nerf intended, but even if it is, it was unwarranted if the rwindow buffs were supposed to do what they were supposed to do. Only places that get fire axes are atmos and bridge. for atmos, it does fuck all since atmos can easily get an rcd anyways. CE, HOP, HOS, and cap give minimal shits about reinforced windows anyways, and the RD has access to tools, so it just changes much for the CMO. the fire axe is especially crucial now that any douchebag can cover a hall in impenetrable windows. It's physically painful to watch a ce try to clean that up himself. this won't break windows much faster than an RCD, but it is cheaper. Note that a fire axe can currently break windows at similar speeds to a pre changes toolbox.
Changelog
cl
fix: The fire axe instakills windows again.
/cl