Adds the crowbar and flash module to the syndieborg loadout
Changes the TC_cost variable of the teleporter to update with the
uplink_items TC_cost (thanks for the help Giacom).
Nuclear Operatives can now order a Syndicate Borg for 20TC. After
spawned, a candidate from ghosts is chosen to control it.
It has a 25k cell and the following modules:
-Emag
-Esword
-Ebow
-Laser Rifle
-Jetpack
All weapons use 100 charge per shot.
2 borg rechargers have been added to the Syndicate Shuttle for the
Syndieborgs to use.
Changelog will be added in a separate commit.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).
- Changes the damage overlay thresholds so they start displaying when you are a bit more damaged than currently. There are six damage overlays, their thresholds used to be 10-25; 25-40; 40-55; 55-70; 70-85; 85-infinity. This change sets them to 35-45; 45-55; 55-65; 65-75; 75-85; 85-infinity. (The thresholds are the sum of fireloss, bruteloss and the hit indicator variable)
- Oxyloss overlay left unchanged, since you pass out at 50 or something, so you need the visual cue quicker.
Main reason for this proposed change is that I feel the overlays kick in too quickly. I think it'd be good to leave a little room, so you don't get an overlay as soon as the first moron boops you over the head with his crowbar.
Fixes the mysteries of reviving simple animals in the least intrusive manner I could think of
Removes player_controlled because ckeys did much the same thing
Uses update_canmove() instead of hardseting it
One last Bugfix: Simple animals generated with no real_name will use their initial name as their real name so that transformed antags will not get a "(survived as )" because the thing they turned into didn't have a real_name set.
* Reduced a lot of duplicated code in the party alarm.
* Added a shield range variable for the anti-breach shield generators.
* Changed the shield range to 4, making them more useful.
* Fixed a bug with the deployed_shields list not being cleared after the shields are down.
* Fixed a runtime with shake_camera()
* Fixed the grabbed_by list not being emptied when the grab is deleted.
* Removed duplicated use of grabbed_by.
* Undef'd defines which are only used in a single file.
bugfix: gives notransform to etheral jaunting based on an observed edge case where a wizard was staff of changed while starting a jaunt and got stuck in bluespace for the rest of the round
meta: modified revive() so I could remove all that horrible snowflake I introduced to let reviving simple mobs come back
Bugfix: Dead player mice won't be converted to items so they can still be revived.
Bugfix: Players playing chicks won't die by developing into chickens anymore
Bugfix: Fixes an edge case where a poor soul struck by multiple polymorphing shots at once ends up in a state where they can't move.
Feature: Renames the wand of resurrection to the wand of healing to drive home the fact that it does the same things the staff of healing can do
Balancing: Gives the wand of healing more shots. 10, 5, 5, 4 up from 3, 2, 2, 1