* Update vehicle_key.dm
Adds a unique suicide to the secway key where the user spins, and gibs after a short delay.
* Improvements
Fixes a runtime, adds a little silliness.
* Adds shame result
Grammar changes and "rewards" anyone that successfully fails to commit suicide.
* Adds janicart key suicide
Adds a skillcheck to the suicide that will have varying effects based on the level the user has.
* Adds the return at the end of the file back
Whoops, didn't notice I deleted that I guess. Dunno if that matters, but I have no reason to remove it, so I'm putting it back.
Fixes#49674Fixes#49658
The different layered wiring was from something I failed to clean up afterwards, that was a mistake on my part. Some SMES' have also been moved to properly connect in and out so places like the AI core aren't dying 10 minutes in.
I heard someone complain about the power relays not sending power without people interacting with them initially but they seemed to be pushing power through just fine locally so I'm not 100% sure on that.
About The Pull Request
For an item to be two handed just add this handy component.
All existing two handed items have been converted to use this component.
Why It's Good For The Game
It has components and signals, and now you can make items two handed so simply.
/obj/item/shockpaddles/ComponentInitialize()
. = ..()
AddComponent(/datum/component/two_handed)
This disallows evidence bags from holding any subtypes of obj/item/storage, so that evidence bags can't hold other storage items, that hold evidence bags holding storage items that hold evidence bags holding storage items etc.
Ideally, they should probably be a storage subtype themselves, but this will keep them from holding effectively infinite storage.
"There's nothing in that direction!" -> "There's nowhere to go in that direction!"
because there IS something in that direction, you just can't go through the ceiling/floor.
* uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* upper staircases, lots of upper floor work
* railings
* ai sat rework, exterior decals
* ass ass ASS ASS fuckin ASSSSS
* oh my god its full of stairs
* forgot a file oop
* railing fix on multiz test, upper atmos, external space dust deterrents
* both-way rail climbing, maint work, 2nd story atmos desk, pipe/wiring/ allow floating over openspace and moving up-down openspace in nograv, trailing ends
* go NORTHWESSSST
* maint work, hull work, gamer time
* upper security, more maint work, eva catwalks, less retarded railings, hiding signs from openspace, elevators suck, wire/pipe work
* more maint work, decal work on 1st floor, called my parents they appreciated it
* multiz test shit
* maint work, hallway work, botany work
* removed cloning, turned into general treatment, added small temp corpse storage next to treatment
* eduititititit
* gamers
* openspace fixes
* os over os fix
* prison rework, hallway work, pr prep
* mapmerge + remove pixel 0s
* bad area and more railings, newline
* unnecessary vis flags and unused computer console
* public mining dock
* oops lol
Co-authored-by: Dennok <Deneles@yandex.ru>
* openspace fixes
* os over os fix
* 512 plugs
* up
* up up
* up up up
* drop 512
* drop 512 in obj
* drop 512 in turf
* drop 512 in mob p1
* drop 512 in mob p2
* drop 512 in openspace
* one backdrop to rule all