-Ported Bay's cargo computer category system
-Created a box containing six flashes
-Crates have been tweaked significantly. Crates have been reduced to single item types where possible, namely with expensive crates such as weapons and armor. A total of 28 new crates have been added, including chemical and tracking implants, and raw materials can also be bought from cargo for a significant number of points (subject to change)
* Fixed being able to order items with an inactive uplink.
* Shortened the name of an uplink item to make room.
* Removed the (?) from the Random Item to help avoid confusion with the new buttons.
* Added admin warning messages for the recursion limit.
* Made the admin warnings only appear for every new program that is loaded, and not for everytime the script runs.
* Made the preset servers set their names to their ID.
Adds sprites for the tachyon-doppler array machine, makes some minor changes to allow it to be rotated manually and wrenched.
In addition, I missed a few stray pixels in blood.dmi during my whitespace cleanup.
-Fixes a bug where a changeling could use revive after being husked by another changeling. The husk also loses his absorb points to the changeling that ate him.
-Fixes some objective text to use appropriate cases when dealing with numbered objectives ("1 genome", "2 genomes", so on)
-Resonant shriek now acts as a "flash" for cyborgs in range, giving changelings an in my opinion much-needed anti-silicon ability. Changelings in the area will also be able to hear the shriek.
-Spread Infestation requires fewer DNA absorptions now, but costs more chems to use and creates 1 fewer spiders.
- Updated to new UI
- Put professions into columns to reduce the length of the window
Supply Ordering Console
- Updated to new UI
- Added "Main Menu" button to the top of all lists
Security Records Console
- Fixed colors (eyes should bleed less now)
Voting Panel
- Updated to new UI
Newscaster Unit
- Updated to new UI
DNA Modifier Console
- Overhauled UI to make it (slightly) more accessible
Airlock Control Console
- Fixed UI not updating automatically
- Updated to new UI
- Overhauled UI
Modules can just run install(target,user) and everything will work fine.
Upload computers cleaned up quite heavily. Less copy+paste. Removed that pointless "Open access panel" verb they had.
Law changing procs moved from mob/living/silicon/robot and mob/living/silicon/ai to mob/living/silicon. This means clear_inherent_laws(), add_inherent_law(), etc. This is what the new file is for. Doesn't change anything since they both had exact copies of the same procs.
NOTE: This commit doesn't change the maps, so don't checkout to this without the next one.
This deals with humans using ling powers or DNA injectors to become things like "Monkey (42A0)" and such
Calling out over the radio "LOOK FOR THE MONKEY WITH THE FOUR LETTER NAME/NAME WITH LETTERS IN IT" is shitty and meta. Humans shouldn't be able to tell at a glace that a monkey is actually a player unless it ACTS like a player. Let people try some reverse Turing test shit and mimic a computer controlled monkey.
Note: This is a remake of an earlier request (#1028) that was in ITSELF a remake of an even earlier request (#1003). I am sorry for burning these numbers.
-Dropped the radiation protection of the atmospherics hardsuit from 75, what engineering hardsuits have, to 50, what all other hardsuits have (except for CE).
-Added fire protection to the atmospherics hardsuit (equal to that of the CE and firesuits).
-Added sprites for the hardsuit to the right files.
-Added code in rig.dm for the Atmospheric Hardsuit.
The stats of the Atmospherics Hardsuit are equal to those of the Engineering Hardsuit, so the differences are purely cosmetic in nature. It lets mappers distinguish between hardsuits assigned to Engineering and Atmospherics.