Commit Graph

23745 Commits

Author SHA1 Message Date
ShizCalev 2674926a80 Merge pull request #45059 from AnturK/gpsruntime
Fixes gps runtime.
2019-07-09 15:49:42 -04:00
tralezab 270f349a58 removes the stun from spraycans (#45048)
* removes stun from spraycans

* compiles

* now flashes the color you were sprayed with
2019-07-09 11:20:24 -04:00
Time-Green ceeff661a0 [READY] Plumbing (#44833)
cl Time-Green
add: Adds plumbing pipes and some hidden plumbing related machines. They're not available in-game yet.
sprites: Geyser and geyser pump sprites created by Mey-Ha-Zah!
/cl
Adds the following objects:

    Fluid ducts . Like atmos pipe, but for reagents. They're smart and can be seperated by layer and color

    Geysers. They spawn on lavaland and can be harvested with liquid pumps or just beakers.

    Liquid pumps. For pumping geysers. They need to be on a wire node and connected to a duct network.

    Plumbable reagent dispenser subtype.

    New plumbing RPD specific RPD.

    Plungers. The reinforced plunger can be used for plunging geysers to activate them. They currently serve no other function and can't be worn as a hat yet.

They're all disabled and admin only.

Adds the following systems:

    Ductnet datum. They pretty much say "hey, we're connected"

    Plumbing component. You can turn any movable atom into a plumbable thing. Comes with overlays and everything. They're essential for everything that has input and outputs, except pipes. That means you can have machines connected to both atmospheric pipes and fluid ducts. They only connect with layer 3 ducts.

    Fluid subsystem that handles the processing on the plumbing machinery and other plumbing related stuff.

Basically atmospherics but with reagents. Reagents are pressurized and thus transferred instantly, to avoid those stupid leftovers in pipes no one likes. I am PRing it now because if I were to add a dozen or so associated machines, it would be too much of a pain to manage/review in one PR. It would also be a massive waste if people didn't even want it in the first place.

Also yes all of this works (as far as I know)

Things I plan to add in later PR's

    Layers / colors (maybe) done
    Machinery (Stuff like chemical processors, filters, special mixing chambers and factories)
    Make geysers more interesting, so chemists/atmostechs/cargotechs/assistants can go to lavaland and get some exotic stuff.
    Pipe fractures. Damaged pipes could do the cartooney water soaker beam coming out to shoot at people cause why the fuck not.

Code concerns:

    Connecting is handled through pipes only. Not sure if this is the best approach. This means plumbing devices cant directly connect to each other without pipes. I could add some exceptions to handle it. I could also take connecting away from pipes and make it a global proc, with alot of exceptions since it'd be handling both plumbing machinery and the ducts.

    Reagent transferring. Basically the transfer is instantaneous from A to B. I did this because stuff getting stuck in pipes could pose some serious mixing problems with chemistry, since it's alot more delicate than atmos. I could understand if people would want it to be like atmos. It wouldn't be difficult to change.

Also for testing I suggest you set the pipe_dispenser to category 3 to print fluid ducts. My tests were done with
/obj/structure/geyser
/obj/structure/reagent_dispensers/plumbed/storage
/obj/item/plunger/reinforced
/obj/machinery/power/liquid_pump
/obj/item/pipe_dispenser/plumbing
that and standard tools for setting things up
2019-07-09 11:58:02 +12:00
nemvar 23648022c7 Gives tagger the art component (#45046)
* freespraycanbegone

* crayon

* Crayoncolor

* atomized
2019-07-08 14:02:15 -04:00
nemvar ba24766c08 Fixes area moodlets. (#45043)
* moodie

* newline
2019-07-08 13:14:04 -04:00
Akrilla 1d5d26e845 stun animation (#44991) 2019-07-08 23:39:18 +10:00
Akrilla 84dfa1f56a Agent card automatically assigns your account number on first time use + change it anytime (#45032)
* Force contract ransom ID message

* Agent cards get set account number on first time user + anytime change

* actually an account + remove/add to bankcard list

* space
2019-07-08 22:44:52 +10:00
AnturK 1c0112c7e9 Fixes gps runtime. 2019-07-08 12:11:05 +02:00
oranges 37fdfee08a Merge pull request #44843 from Garen7/removeHygiene
Removes Hygiene
2019-07-08 21:53:08 +12:00
XDTM 499d605323 Fix swappers not working (#45027) 2019-07-07 20:58:57 -07:00
Brandon Couts 837b60daf3 Fixed tabbing for Crew Monitoring Console 2019-07-06 04:42:40 -04:00
XDTM 4d6159966a Add Quantum Spin Inverter, aka Swapper (#44866)
Adds the Quantum Spin Inverter device to the science protolathe under
the Miniaturized Bluespace node. Basically a remote that swaps the
user with its connected twin, along with any movable containers, like
lockers.

Another fancy teleportation gadget to use in some creative way. An
important element it has is that it teleports its containers as well,
meaning that for example you can hide it in a box inside a bag
somewhere, and trigger its twin when someone picks it up for an easy
kidnapping.
2019-07-05 16:16:47 -07:00
Garen Crownguard 534a9140aa merge 2019-07-05 17:59:38 -05:00
nemvar a6c0939a8c Add seashells to beach zones (#44988)
It's a harmless decorative item. People can use it in their mapping
and whatnot.
2019-07-05 15:11:29 -07:00
Krysonism ffe578aacb [READY]Replaces Trekchems with Cobby Category 2 Chems + Chem Tweaks (#44531)
* Adds adjustLiverLoss & getLiverLoss procs to carbon

* Adds trophazole

Adds trophazole, a brute healer that makes doctors take a more holistic approach to heal, It is highly reagent efficient by converting nutriment to healing peptides. Creates an avenue for cooperation between kitchen and  medbay.

* Adds rhigoxane

Rhigoxane is a chilly burn healer that works best in a spray bottle and is capable of extinguishing fires.

* Adds thializid

This tox healer has great potential and mixability, balanced by requiring the doctor to take note of the patients liver health as well as using proper dilution and an iv pole; that wont fit in a powergamers pocket.

* Charcoal  + trans_to changes

Makes charcoal only work when ingested, and adds a new proc in reagent holder, lets trans_to react the transferred reagents if a method is chosen.

* Medical + Syndicate spray bottles

Medical spray bottles have been added to techweb under the biotech node for medical vapor application, alt click to change their skin.
Two suspicious spray bottles have been added as expensive contraband items in the chemdrobe. They have one extra spray range and a random suspicious skin from a pool of 8.
The large spray bottle and the space cleaner bottle also have new icons.
In addition trophazole and MMF have new colors.

* Adds chempacks

the IV medicine bag, or chem pack is the blood pack analogue for chems, it is easy to fill like a beaker but can also be permanently sealed to prevent spillage and mitigate tampering. It can be renamed with a pen. Both the new chem pack and the old blood pack have been added to the medical lathe and biotech node.

* Adds recipes to thializid and trophazole

Also fixes the rhigoxane recipe

* Medsprays are now medigels + fixes

chem packs can now be stored in the smartfridge and chem bag.

Medsprays were renamed medigels to reduce confusion. Calling them medical sprays made no sense since they apply chems through the patch method. 

The lore for the new medigels  is that they spray a thick gel onto the skin that dries into a film.

* minor fixes + mint frosting

I have tried to fix the problems people have pointed out. And the peptides now taste like mint frosting.

* Readds my cleaner sprites

* Adds liver damage to thializid + adds on_transfer proc

Thializid has a liver cost, the cost is worse if you have already sustained liver damage. Fixes weirdness by moving the reagent conversion effects from reaction_mob to on_transfer

* Fixes chem bag examine

The chem bag examine now werks, also fixed a typo in the description.

* Adds a clumsy check to sealing the chem pack

* Makes kelo, bicard and anti-tox unmixable.

I have retained the tricord recipe for now in case someone manages to collect all 3 through non-dispenser means. Think of it like collecting all the dragon balls but lame.

* Makes damp rag apply on_transfer effects

* glass and food now work with trophazole

glasses and food now call the on_transfer proc via trans_to

* Another round of fixes

Replaces 0/1 values with TRUE/FALSE where appropriate. Removes the debug printout from the spray bottle reskin. Replaces one instance of L.damage with C.GetLiverLoss().

* Rhigoxane recipe is now COOLER

200k was too warm since cryostylane cools down so much by itself upon mixing. 
Now the chemist has to choose between adding oxygen for instant cooling or using the heater/cooler to conserve energy.

* Removes the seal() proc and moves its guts into AltClick

* Item_state switching moved to reskin_obj

* Fixes missing medical sprayer left inhand

the sprayer_med_yellow inhand sprite now has the correct name.

* Fixes inhand updating

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Update code/modules/mob/living/carbon/damage_procs.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* Tries to add typecache

* Moves the typecache and makes it static
2019-07-05 09:50:59 -04:00
Fikou 8cfa2c2ddb Change cult conversion to be holy-based (#44960)
Previously cult conversion checked for mind role chaplain or captain
but now it checks if the person's mind is holy.
2019-07-04 21:31:55 -07:00
Rob Bailey 639ebd2dfe Fix sabre sheath sounds (#44972)
Fixes an ancient bug where the officer sabre was not playing sounds
when being drawn from or put into the sheath.
2019-07-04 20:39:36 -07:00
ArcaneMusic bbcd45a648 Add style to BSA's Laser (#44911)
The old Laser Sprite was pretty old, literally just a 4 color line.
Decided that it should probably look more in line with a 2,000,000
Watt beam of pure destruction.

As an added bonus, the laser now fires on the correct tile in front of
the BSA now, in addition to having a built in splashwave around where
it's fired.
2019-07-04 19:02:18 -07:00
Rob Bailey 5eb8b090f1 Add match strike sound (#44949)
Adds a sound effect for striking matches. I've had this sound effect
laying around for a while and adding this is zero effort. Recorded and
mixed by me, no copyright bullshit needed.
2019-07-04 17:12:42 -07:00
Mickyan 10cbc2219c Update honked moodlet (#44863)
The moodlet from being hit with a bike horn now has its own overlay.
Changed the description to not make assumptions about the quality of
local entertainers. The moodlet can only be applied by clowns, as they
are the only ones capable to unlock the bike horn's true hidden power.
You can no longer get a mood boost by hitting yourself with a bike
horn.
2019-07-04 16:54:28 -07:00
RandolfTheMeh e9dab4c665 Universal Organ Damage system (#44710)
About The Pull Request

So organ damage is a thing now associated with general object of organ, meaning all organs inherit a damage variable, failing boolean, healing variable, and maxHealth variable. The proc applyOrganDamage takes in the damage and organ path, applying damage/healing to said organ. While an organ is in use, it heals a small amount over time (granted the organ is not failing), with this fraction being set by the healing variable.

This also reworks preexisting organ damage systems to function more so on the universal organ damage system, the liver specifically. So much code exists in regards to eyes/blindness and ears/deafness that I'll need to go ahead and take a longer time combing through the code to get everything that can reasonably be tied to those two organs and their level of damage reworked to function off of the organ damage system, as opposed to just a trait add/remove system.

Lastly, this slightly reworks scanners, since now you need to check for every organ in the body. Since organs are stored as "the [organ]" with the method I used to get them, the phrasing on the medical scanner was changed to make more sense given it now has to say something along the lines of "severe/minor damage detected within [the organ]". I'll likely add another proc if I cannot find a way to get the organ's max health during this operation, since a static number determining minor/severe damage does not work when an organ's max health is less than the typical 100 points (as is the case with eyes).
Why It's Good For The Game

Every organ can be damaged, though not every damaged organ does anything right now. Damaged livers do the same thing as they did previously, and damaged eyes develop varying levels of vision impairments. The benefits to this PR are more for future coding projects than it is for the game currently, with no foreseeable changes to the way it's played currently.
Changelog

cl
code: Universal Organ Damage variables and procs
/cl
2019-07-05 09:40:30 +12:00
XDTM d834ae0364 Abductor chem dispenser (#44659)
About The Pull Request

Adds an abductor chem dispenser, buyable for 2 points from the abductor rewards console.
Buying it spawns a beacon, which can be activated in hand to drop it and spawn the dispenser after 3 seconds if the tile is free of obstructions.
The dispenser contains all the reagents of a fully upgraded, emagged dispenser plus plasma and uranium.
Why It's Good For The Game

More tools for abductors means more possible abductor shenanigans, and personally i'm all for making the no-murderbone antag as fun as possible.
Changelog

cl XDTM
add: Abductors can now buy a special chem dispenser for 2 points. The machine is delivered as a beacon which can be used when standing on any free tile to spawn it.
/cl
2019-07-05 09:37:49 +12:00
wesoda25 8a98c41af8 Fix soulstone purification issues (#44790)
You can no longer infinitely purify a soulstone.
Cultists can't use purified soulstones anymore.
2019-07-04 14:35:13 -07:00
Dorsisdwarf 0ca235753a Add header to c4 message (#44955)
Someone forgot this so it just said "body created".
2019-07-04 12:45:39 -07:00
Strommer Kilian ad0691e1e9 Free Syndicate Encryption Key 2559 (#44962) 2019-07-04 12:45:10 -07:00
nemvar 8635b23582 negative armor (#44926) 2019-07-03 16:52:23 -04:00
AnturK cd2a4a0482 Fixes ore bag runtime (#44938) 2019-07-03 16:34:18 -04:00
Akrilla b2b91a2875 Contract tweaks (#44869)
* Payment generation rework and no repeated target

* Blacklist

* Remove pod explosion

* contractor baton

* darker highlight

* Slight increase for the higher paying contracts

* Victims get healing injected to bring them out of soft crit/crit

* pod send fix

* Text changes

* More text tweaks

* New baton - custom sprite/sound

* Better sound - fixes

* Stutter

* text

* classic_baton rework

* attack silicons still, and only show charging for new baton

* Properly attack/stun silicons where appropriate

* . list
2019-07-03 22:32:40 +02:00
Nick a8197eb3dd Citations (#44853)
* Citations Step 1 - New Datacore Stuff

* Committing before merging with master

* Initial work on PDA messaging

* Adds support for automated PDA messages

This is just a flag that, when set, replaces the standard (Reply) href with a static "automated message" message

* Citations now generate PDA messages

The target of a citation will be notified via PDA message

* Escaping some non-optimal characters in PDA messages

* Creates a public warrant computer

Initial framework. Computer machine and circuit. Adds it to the DME.

* We're gonna flipflop on this for a while

* Removing unneeded functions

This is a read-only terminal, so we don't need to have all this code for managing entries and updating fields

* Whoops

So this is why byond was warning me about unused vars

* Need some help

Pushing this commit because I got this into a state where it doesn't work right

* Adds support to pay fines!

* Map changes. Adds a warrant console to the hallway outside the brig and law office on Box.

* Adds some checks to fine creation

* Aaaaand more work on paying citations

* Paying citations works! The money goes into the defense budget!

* More functionality and usability changes

* Adds warrant consoles to the rest of the maps

* Cleaning up text

* Rewrote warrant computer to be more up to date.

* Fines are capped to 1000 credits

* Requested changes

* Citations can now be paid with holochips and warrant consoles don't require your ID to be inserted.

* Fines can be paid from security record consoles, and more feedback messages

* Citation payments now actually go into the defense budget for real

* Removing even more unused code!

* Removes unused code (emp_act and ID handling)

* More unused code for the unused code gods

* ID card reference is now just fetching attached name.

* remove simple mob typepath kthx for the remove simple mob typepath kthx gods

* one usr, many M
2019-07-03 20:19:05 +02:00
Tad Hardesty 97c368a312 Fix indentation error from circuit board colors PR 2019-07-03 00:50:50 -07:00
Qustinnus d9b316b7ab Sanity Rebalancing (#44800)
cl Floyd / Qustinnus
tweak: The Nanotrasen Physological department has realized that working at a metal deathbox is more stressful than it currently is. Mood has been slightly rebalanced
/cl

This PR is mostly a rebalance of various variables that exist withing the system. The system is now more likely to skew one of two ways instead of always hanging at neutral unless you're hungry, I plan to make it more likely to skew to one side from other things as well, and nerfed various low effort and non interesting interactions such as reading books while buffing the ones that have gameplay like drinking good bartender drinks or winning arcade games.

I also plan to add a moodlet for being in the bar; this will reinforce players to visit these areas if things get bad, or if they just want to refuel for a bit.
2019-07-03 19:32:09 +12:00
oranges 64460ae3ca Merge pull request #44825 from AutomaticFrenzy/patch/lints
In advance of eventually adding SpacemanDMM's linter to Travis, fix everything it can currently detect.

Some lists, including global lists, are given types so that L[i].foo expressions can be checked.

Some procs are given a new form of return type annotation so that DuplicateObject(O).forceMove()-type invocations can be checked.

Open to syntax suggestions on the return type annotations, and on whether the preprocessor strategy makes sense.

Return type syntax is currently roughly:

    <typepath> | <paramname>([_])*(.type)?
2019-07-03 19:31:11 +12:00
Nalzul 0d3a47fa58 Recolors the computer circuit boards and machine circuit boards into department-based colors. (#44738)
Why It's Good For The Game

Allows you to distinguish a circuit board almost much more quickly, also adds flavor to boards. Improves the readability of the computer_circuits.dm and machine_circuitboard.dm
In the most minor way possible it helps people with colorblindness.
Changelog

cl blargety, Onule
add: Added departmental sprites for circuit boards commonly used within a department. For example, a SMES will have a orange base.
imageadd: Adds 8 new icons for circuit boards, based on department colors.
refactor: Reorganizes computer_circuits.dm and machine_circuitboard.dm based on an alphabetical order divided by department.
/cl
2019-07-03 19:20:49 +12:00
Emmett Gaines 1ce7742807 Fix the bodybag RegisterSignal (#44896)
Missed a callback being used to register a signal.
2019-07-02 20:25:59 -07:00
81Denton 231631d2f2 Fix more minor Donut and CentCom map issues (#44909)
The donut AI chamber SMES was missing a cable underneath it; that way,
it wouldn't connect to the local APC.

CentCom vault is now secured by the old vault door plus indestructible
shutters that can be removed or opened by admins. In case someone uses
one of the 314432 exploits to get to CentCom, I made the ERT shutters
indestructible and replaced the all access IDs with a box of ID cards.
2019-07-02 16:44:34 -07:00
ShizCalev d7a9dc0160 Merge pull request #44900 from Dorsisdwarf/Weirdsheet
Makes cosmos bedsheets creatable
2019-07-02 01:13:34 -04:00
ShizCalev 1d836fe9fc Merge pull request #44891 from nemvar/jumpskirtahoy
You can now craft white jumpskirts.
2019-07-02 01:08:02 -04:00
ShizCalev 6e44bd3a93 Merge pull request #44796 from kingofkosmos/addswarningspans
Adds warning-spans
2019-07-02 00:47:43 -04:00
XDTM 1cda358f0e Adds construction bags for engineers (#44875) 2019-07-01 20:43:59 +02:00
Time-Green a30623cd2a [s] Fixes dna console runtime #44905
closes #44867
cl Time-Green
bug: No more infinite dna injectors
/cl
2019-07-01 23:04:45 +12:00
kingofkosmos ad64678c48 Merge branch 'addswarningspans' of https://github.com/kingofkosmos/-tg-station into addswarningspans 2019-07-01 13:32:24 +03:00
kingofkosmos 51f77267f4 * revert error spans 2019-07-01 13:28:15 +03:00
Unknown da84990d64 Makes Cosmos washes achievable
help
2019-07-01 08:37:57 +01:00
zxaber e911747713 Give dead AIs an alert when they are being restored (#44870)
AIs now get an alert and sound effect just like what other mobs get
from a defib (and used to get from cloning). I used the same sound
effect because it's recognizable in that it means being brought back
to life.

Currently AIs don't get notified at all when they get revived, and the
best hope for whoever revives them is that they happen to check their
body to see if anything changed (or if someone calls out over common
and the AI player sees it).
2019-06-30 19:55:39 -07:00
nemvar 4e05f7d54a High priority 2019-06-30 22:32:32 +02:00
YakumoChen 461191d2bd Nar'Sie plush can't invoke now (#44858)
* heresy

removes is_invoker from narsie, removes redundant hugbox version

* double heresy

remove var
2019-06-30 15:25:54 -04:00
Tetr4 9a171cabb0 Removes phantom gas effects on space tiles (#44787)
About The Pull Request

Previously destroying or deconning a turf with gas overlays into space leaves the overlays on the resulting space tile, which won't change until some other turf is made there. Now overlays are removed when space turfs initialised, in the same way done in /turf.

No idea if what I've done affects anything like performance or other behaviour, expecting to get yelled at. Done some testing though and seems fine. However, there seems to be a second bug affecting this behaviour where sometimes the overlays still stay when explosions happen, which I think might be gc related?
Why It's Good For The Game

Irritating gas overlays on space tiles, where there's no gas anyway.
Changelog

cl Tetr4
fix: Turning a tile with gas effects into space now gets rid of the effects.
/cl
2019-06-30 10:12:01 +12:00
Tlaltecuhtli c94507576e stacks no longer give you a pop up window when you alt click on one on the floor (#44691)
cl
tweak: stacks no longer give you a pop up window when you alt click on one on the floor
/cl

its rather obnoxious when you try to grab something from a tile (example after an explosion) which has some giant sprites of rod/tiles/metal and you want toalt click to see the tile content but instead you have to pixel snipe else you get a pop up window

99% of the time you want to grab part of a stack you do it in hand or in the bag anyway which have no effects from this pr
2019-06-30 09:52:34 +12:00
plapatin c863766ea4 THE VOMITGOOSE PR (#44563)
* vomi/tg/oose

* fuck

* cleaning up icons

* action button time

* seperating if checks

* makes goose hungry

* untested

* last change

* new additions

* qucikfix

* fug

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fugg

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fix the fucky wuckies

* ninja spent a full hour of their life spoonfeednig me on how to make an untyped proc

* FUCKING INDENTS

* whoever made that comment in turf.dm is a buffoon

* does more things

* adds return things

* appease ninja

* makes maintainers happy

* last fix maybe

* adds more fun

* makes more maintainers happy

* balance

* it can now be loose

* goose_satiated

* fuck

* ok maybe 170 is too much for a max

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: spookydonut <github@spooksoftware.com>

* woops

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 9f45c26721550d5991240b82dcddf01be81ccd3b.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 0fe63392f608114a4f82e59644dd4b46599032ff.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 4117e196b8093ad0a966d54dff43887d623c8f74.

* Revert "Update code/modules/mob/living/simple_animal/hostile/goose.dm"

This reverts commit 8bfbb977cba7bb1eda83532bc8a3865373e4f019.

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update code/modules/mob/living/simple_animal/hostile/goose.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* Update goose.dm

* i hope this doesnt cause more merge conflicts

* Revert "i hope this doesnt cause more merge conflicts"

This reverts commit 842e1a8a851c45c1d94fb0720d0995a5dd2c7083.

* test

* ok maybe this time

* please god work this time

* please god work this time

* FATHER INTO YOUR HANDS I COMMEND MY SPIRIT

* shortening typecheck

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* does

* WHY HAVE YOU FORSAKEN ME

* IN YOUR EYES FORSAKEN ME

* IN YOUR THOUGHTS FORSAKEN ME

* as it turns out getting the turf twice wasnt necessary
2019-06-29 11:54:34 -04:00
Twaticus 0cd4ca69a5 Department Skirts (#44776)
About The Pull Request

Adds department skirts to all related lockers/vendors

Why It's Good For The Game

Skirts good
Changelog

cl
add: added department skirts
fix: fixed secskirt dixel
/cl
2019-06-29 21:01:44 +12:00