Commit Graph

11416 Commits

Author SHA1 Message Date
Anonmare c0f2a4e81e Changes cloning countdown timer colour 2018-08-23 20:30:12 +01:00
CRTXBacon 25d1b83200 Adds intelliTater, a portal themed intelliCard skin. (#39844)
* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* Update recipes.dm

* Update aicard.dm
2018-08-23 10:12:18 -04:00
Tad Hardesty d60cb8f1cd Fix various things not returning an initialize hint (#39843)
* Fix RCDs not returning an initialize hint

* Add Initialize hints to cult blade and telecomms allinone
2018-08-22 15:53:37 -04:00
BlueNothing 1f48059f2d Allows video camera circuits to be seen through networks aside from the science network. (#39657)
Also allows camera bugs to see through borg cameras and camera circuits, and alphabetizes the camera bug camera list.
2018-08-22 17:16:43 +03:00
intrnlerr aa93562062 Fix tank temperature check checking pressure instead (#39805)
Makes temperature actually temperature.
2018-08-20 23:14:36 -07:00
Tad Hardesty 0618242dee Clean up bar sign code (#39787) 2018-08-20 13:35:30 -04:00
XDTM d9e691f393 [Ready] [Reviewed] Nanites 2 (#37922)
* Adds programmable nanites to robotics

* Oh yeah i might want to actually PR the files

* nanite injectors, nanite printer, nanite analyzer

* We're back

* remove some reagent stuff

* more removal

* those too

* cool icons!

* might pass travis now

* lotsa code

* tgui fixes/misc fixes

* WE'RE FUNCTIONAL BOYS

* some ui stuff

* Misc fixes, cloud update, access nanites

* activation check

* stuff

* preparing for new chamber sprite

* Physical backups, sensor nanite programs

* techweb sensor nanites

* fix

* include

* fix again

* revert

* blinding nanites

* minor change

* minor tweaks

* makes minor shocks interfere with nanites

* fix

* split trigger file into the others, for consistency

* cleanup, added mindshield nanites to techwebs

* include n all

* how'd that even happen

* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program

* cost tweaks

* better term

* new icon! by MrDoomBringer

* icons/tweaks

* tgui build

* boards

* fix

* fixes implants not updating mindshield status

* move implant hud to living

* new remote sprite

* scanner sprite

* biotype checks

* some nerfs

* new open chamber sprite

* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors

* correction

* nerfs antistun nanites

* fixes scanners and minor tweaks

* fixes revs with mindshield

* oh yeah haha

* Fixes wonky techweb

* Moves pyro program to weapon node

* Adds defib program and some investigate logging

* mistype

* fix

* fix2

* save your files before committing

* emps can desync from cloud

* pretty outdated

* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.

* UI fix

* more fix

* okay fix for real

* tested and working

* Extra Settings rework, sensor nanites vastly better

* non-unique glitches

* Public chamber, extra settings rework, new sensors, speech program

* Mute and mind control nanites

* mind control into hazard

* better description

* fixes

* fixes relay nanites

* fixes TK access

* mind control costs less

* UI update

* removed pointless code bit

* tgui build

* compiles

* dammit

* paralysis keeps victim upright

* Adds sounds to consoles

* some feedback for some subtle effects

* new chem lore

* Viral nanite customization

* fix

* tgui build

* Added mitosis nanites

* removes glitched nanites from techwebs

* Added flesh eating nanites, poison nanites, hallucination nanites

* ,

* #traviscoding

* Adds memory leak, renames nanite roam node to nanite smart

* Voice sensor + some techweb desc tweaks

* hallucination and Hear() fix

* changes signal registering to the new method

* 75% done, i think

* should be all

* more fix

* more changes

* okay should be fine now

* ninja

* inheritance

* i don't care about originality!

* line endings

* line endings 2

* maybe

* fixes program installation

* new review

* line endings?

* line endings??

* line endings???

* wait do i even use this

* fixes public nanite chamber cloud id

* maint overlay for chambers

* args doesn't work well here

* antiabuse checks

* compile tho

* fixes locked remotes

* disk renaming

* skull echo nanites

* self scan program

* Condenses a lot of sensors into a few generic but customizable versions

* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.

* forgot to save

* empty

* metastation nanite lab

* Removes duplicate APC

* fix for nanite chamber

* Raise max programs

* UI Tweaks, aggr. replication rebalance, minor fixes

* let's not do that again

* Fixes nanites meta merge conflict

* Merge conflict v2

* fuck this HDD is slow

* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.

* Adds virus symptoms that interact with nanites

* Fixes spreading nanites being more infective the more protection the victims have

* Review plus public chamber tweak

* . = ..()

* ball

* cloud

* . = ..()

* always press save all before committing

* missed a couple
2018-08-20 14:46:04 +03:00
Epoc d9aa663ff1 Fire extinguishers no longer spray when put away with safety off (#39765)
yet another in a long line of pointless QoL changes
2018-08-19 02:35:22 -07:00
FrostyFridge 6c4b911d99 Add the medical cyborg surgical processor upgrade (#39646)
Adds the Surgical Processor upgrade for medical cyborgs, available from exosuit
fabricators after 'Cyborg Utilities: Medical' is researched. This upgrade
allows medical cyborgs to scan surgery disks, or copy procedures from an
operating computer. The cyborg can then initiate scanned procedures. Cyborgs
can also now perform surgery steps that have no instrument requirement.

Medical cyborgs were generally unable to perform any advanced surgeries outside
of some specific circumstances. This update allows cyborgs to make use of the
advanced surgeries. Some advanced surgeries have steps that require a hand
without any tools; this update allows cyborgs to perform these steps as well.
Note that surgeries must be obtained through research or a disk somehow before
the cyborgs can scan them.
2018-08-18 15:21:40 -07:00
Militaires 4cbd009876 [READY] Gondola Fur Products and Gondola Mask Voice Changer (#39670)
* Gondola Fur Products

* hands filled in

* voice changer

* perfect

* epic >>>> ebin

* removes Ecks Dee
2018-08-18 15:26:59 -04:00
Militaires 610f374f9e [Ready] His Grace Ascension RETURNS at 25 victim requirement (#39722)
* His Grace Ascension RETURNS at 25 victim requirement

* begone conflict thot

* Cyberboi
2018-08-18 14:06:30 -04:00
nicbn 61074ebe7b Ports oracle's janitor cart sprites (#39695)
* Ports oracle's janitor cart sprites

* immashamed
2018-08-18 12:05:14 -04:00
nicbn 62b8c63c9a Port Oracle's dirt sprites (#39699) 2018-08-17 14:57:52 -07:00
kevinz000 3a4a232fac Fix telekenetic toilet cistern item retrieve exploit (#39720) 2018-08-15 22:11:04 -07:00
kevinz000 70d007300f Fix telekenetic grabbing bedsheets through time and space (#39721)
You could use the grab in hand to teleport it to you.
2018-08-15 22:10:12 -07:00
barbedwireqtip 4a33ebcdda Add binoculars to the detective's locker (#39664)
Figured you should be able to obtain these in-game since they're a pretty nifty
feature and it makes the most sense to give them to the detective so he can
~~spy on people~~ "investigate" better.
2018-08-15 12:45:24 -07:00
AnturK b6338a8623 Fix watertank runtime (#39703) 2018-08-15 12:42:42 -07:00
zxaber 3f487a2fef [READY] Adds ability to give airlocks one-way unrestricted access (#39147)
* Code to doors.dm for airlocks with unrestricted sides

* Code to airlock_electronics.dm supporting airlocks with unrestricted sides

* Code to door_assembly.dm supporting airlocks with unrestricted sides

* Adding buttons to airlock electronic gui for unrestricted direction access

* Update airlock_electronics.dm

typos in comments are still typos

* Tgui support for arbitrary unrestricted access

* Cleaner way of calling unrestricted_sides()

Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).

* Missed a test variable

* Replaced a block of if statements with get_dir

Re: SpaceManiac

* Simplified XOR operation

Re: SpaceManiac

* Changes order from NESW to NSEW (for get_dir)

Re: SpaceManiac

* Re-built using changes to airlock_electronics.ract

* Added unres overlays, fixes overlay/power actions

Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.

Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.

* Makes overlays respond to power outages

The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.

* Makes the Airlock update overlays when built

Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.

* overlays.dmi -- removing to replace

I can't just edit the code of an image file, can I?

* new overlay file with the four unres indicators

* Set medical doors to use this feature

Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.

* Revert "Set medical doors to use this feature"

This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.

* Updates medi-doors in maps

let's try this again...

* Did this tgui.js get overwritten?

juggling too many testing build folders is hard

* reverting momentarily

* Re-adding tgui.js changes

* pushing tgui.css too

Didn't realize this file also got changed by the script

* rebuilt the tgui.js file

* repushing the unchanged tgui.js again

I hope I'm not email-spamming people with this

* .css too

* Re-applying tgui.js changes

* added mapping helpers

little green arrows that set unres settings on airlocks and then poof

* removal of comments

unneeded code

* Adding helpers to all maps

Removed the var edit, as well

* Changed airlock.dm to use defines

Also removed an unneeded "src" from four lines.

* New .js and .css file to fix RPD issue

Boy I love tgui

* Removing define defines

Didn't know these were coded elsewhere. Neat.

* Mapmerged again, as requested

* Clean up maps
2018-08-14 22:13:55 +02:00
AnturK b575ec2b9f Make secure crate less prone to explosions when poked (#39680)
This seems unintended. Also fixes damage after deletion runtime.
2018-08-14 12:51:43 -07:00
kevinz000 433bd7f830 Add atmos link override variables to hand teleporters and portal guns (#39641)
Portals have supported atmospherics linking for a long time, just that it
defaults to off. This would allow admins to let the two things that uses basic
portals (not wormholes) enable it for portals they create.
2018-08-12 13:46:39 -07:00
Patrick Chieppe 2c8248575a Logging system refactor and improvement (#39521)
* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()
2018-08-12 21:41:09 +02:00
81Denton d7ec70e002 Add more wiki books/manuals (#39651)
I added /wiki manuals for the following:

  - Tcomms
  - Atmos
  - Circuitry
  - Toxins
  - Medicine/Medbay
  - Surgery
  - DIY grenades
  - Food

Should give new players an easier time since they won't have to tab out to a
browser and search the wiki.
2018-08-12 12:39:09 -07:00
Time-Green c542d8cf95 Boards now show their required components on examine (#39640)
Why: QoL, so you don't have to look it up or build the machine first and go
back for parts
2018-08-11 12:24:10 -07:00
Tad Hardesty 8e08ef3a14 Allow spiders to pull their victims through webs (#39633)
* Allow spiders to pull their victims through webs

* Might as well
2018-08-10 22:24:35 -04:00
Jordie 0d7ef3ed65 Key instead of ckey for user facing logs and ui (#39009)
* converts to using key instead of ckey for user facing logs and ui

* more key_name for airlock wires

* futureproofing check for if key changes

* --onlyckeymatch script argument and fail/success counter

* fix
2018-08-11 02:15:50 +10:00
kevinz000 ded0d28f8e Allows admins to make pneumatic cannons fire nonitems (#39611)
* Update pneumaticCannon.dm

* Update pneumaticCannon.dm
2018-08-09 17:05:34 -04:00
ShizCalev 600586c72b Fixes var set lists on maps (#39615) 2018-08-09 17:04:25 -04:00
kevinz000 5f4b418eaa Movespeed Modification System (#39181)
In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.
2018-08-09 16:55:15 -04:00
CitrusGender d5beea1f05 Ports Binoculars from /vg/: 2 Electric boogaloo (#39544)
[[webedits]]
2018-08-08 22:12:18 -04:00
Mark9013100 7d71f4b158 Adds mini-extinguishers to autolathe (#39599) 2018-08-08 21:03:30 +03:00
81Denton 05fb1c7b7f Adds five new cargo packs (#39569)
* Adds four new cargo packs

* god dang it bobby

* adds wrapping paper crate

* reduces carpet crate price, since it's a bunch of useless carpet

* adjusts festive crate price to 1000 bucks
2018-08-08 20:58:40 +03:00
kevinz000 48ece11504 Felinid/catpeople are now their own human subspecies (#39513)
* Catpeople are nyow a species

* Fixes a runtime

* Fixes the issues with being forced ears when you chose none

* Neko --> Felinid

* P2

* Update

* Working this time I promise
2018-08-08 20:56:46 +03:00
Tad Hardesty 723c8e5227 Fix even more weird syntax (#39594) 2018-08-08 12:47:24 -04:00
cyclowns efe3f1e9de [READY] Fusion: Prepare to Die Edition (and more) (#39499)
tweak: Fusion has been reworked to be a whole lot deadlier!

tweak: You can now use analyzers on gas mixtures holders (canisters, pipes, turfs, etc) that have undergone fusion to see the power of the fusion reaction that occurred.

balance: Several gases' fusion power and fusion's gas creation has been reworked to make its tier system more linear and less cheese-able.


Fusion, even after my rework, is still kinda lackluster in the 'risk <-> reward' department. It's pretty easy to bypass the consequences of fusion as it stands right now, so I wanted to change that. I think you can suspend your disbelief enough for the new effects. Also, there are a couple balance changes to fusion that I'll outline more below that I noticed happening and theorized could happen, so I tackled those here as well.

More specific reasoning for every change:

    Addition of nuclear particles/tesla zap

As said before, I thought fusion should be more dangerous. As to why these specifically, I chose the addition of nuclear particles because I felt like it was at least decently thematically appropriate, and had a lot of potential to look visually interesting. The sprite is pretty much just a downscaled gumball with some added fluff. They all have random colors that are chosen when created, and fire out from the fusion holder's turf in random angles and with a 1 decisecond delay. I chose tesla zaps because.. well, they're pretty cool, felt reasonable enough (an extremely powerful release of energy goes well with fusion) and they mix up the damage types caused by fusion (brute from explosion, burn from zap, tox from radiation/particles). I added TESLA_FUSION_FLAGS because the tesla zaps defaultly just ended up exploding whatever they came out of (canisters usually) and ruined the whole thing.

    BZ fusion power nerf, nitryl fusion power buff

These go hand in hand. When I first made BZ useful for fusion, I completely forgot (or maybe it just wasn't merged yet, don't remember) that xenobio started with a BZ canister. So, it was super easy to cheese high/super tier fusion by just stealing the canister from xenobio. Thus, I switched BZ's role in fusions progression to nitryl instead, which is harder to make and currently doesn't see much usefulness outside of making it for stimulum.

    Fusion analyzing, addition of analyzer_results to datum/gas_mixture

I quickly realized after my fusion rework that there wasn't any ingame way to really quantify how good a fusion reaction was, which is a mistake on my part. Now, you can analyze the power of a fusion reaction and its tier after it happens. I added analyzer_results, since reaction_results worked in a matter that didn't fit what I wanted (reset completely every react() cycle) and I didn't want to change it. analyzer_results is only ever initialized when it's actually going to be used, which currently is only for fusion.

    Overall fusion code cleanup

Pretty self-explanatory. I moved all the effects (radiation, tesla zap, etc) to one area instead of having it happen separately for every tier. Now the tiers just set variables used for those effects. Apologies if the diff is kinda hard to read.

    Changes to gases created

Low tier is now BZ/CO2, mid tier is nitryl/N2O, high tier is stimulum/pluoxium, and super tier is tritium.
Gas creation numbers are lower across the board, mostly for bz/nitryl/stim.
BZ/nitryl/stim were added in low quantities to the tiers to help with the progression of the various tiers. It didn't really make sense that before, super tier fusion gave stimulum/pluox when the only feasible way to get super tier fusion was using stimulum, and the low tier rewards were straight up useless. Tritium for super tier was chosen because I think it's the gas with the most potential of causing a massive disaster in this scenario.

    Plasma no longer counts towards gases fused

Before this change, I realized that you could just stack as much plasma as humanly possible and a minimum amount of trit to instantly get several thousand moles of BZ and potentially other gases for free. No thank you.

I'm still not 100% satisfied with fusion, so expect more PRs like this in the future.
2018-08-05 22:48:16 +12:00
ShizCalev 402a495b1a Corrects box agent timer not getting properly reset 2018-08-04 01:29:21 -04:00
Militaires 27876f0d0a [s] [HOTFIX] Being bumped into and not just bumping into people makes you visible as agent box (#39514)
* revert when done

* cyberboss

* oh god it's all fucked

* fixes agent box
2018-08-03 13:44:00 -04:00
81Denton 5b37938f6c Lavaland Syndie base tweaks (#39472)
I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:

Chemistry related changes:

* Made the testing chamber airlock heatproof and added scrubbers/vents to
  restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
  Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
  for strange reagent/life reactions. If syndies are clinically bored, they can
  use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
  experiment with more chemicals and gives miners an incentive to come inside.
  Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
  let players build more machinery and beakers for grenades.

Other changes:

* I added a cabinet with syndicate documents to the vault - this is valid for a
  10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
  a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
  gases quickly.
2018-08-02 19:11:34 -07:00
Jordan Brown 45ec7d38af Merge pull request #39481 from AutomaticFrenzy/patch/syntax
Fix some weird syntax
2018-08-02 17:26:58 -04:00
Supermichael777 98a3577f19 Fix the cig reagent bug, remove pointless and buggy RNG (#39334)
The balance in the note is no longer a concern, a 50/50 sacid and facid dipped
cig took almost a minute to knockout and damage stopped when it was removed. It
allowed a severe bug in the chem system.

I'm not closing that issue report because in theory the underlying bug is still
present and any future ways to apply chems may still have it.
2018-08-01 15:41:55 -07:00
kevinz000 5b5e1ee577 Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames! (#38944)
* Photography Update

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Photos broke, retrying

* Persistence stuff

* I'm almost done I promise!

* Persistence mostly working, compile, etc etc

* Persistence mostly working, compile, etc etc

* Remove something really not needed from the PR

* Prevents duplication

* default to off

* removes check tick

* increase slots in albums to 21

* Allows for singular loading

* Update camera_image_capturing.dm

* Addresses review

* Anturk

* Update camera.dm

* Update misc.dm

* Update datum.dm

* Update camera.dm
2018-08-01 14:52:41 +02:00
oranges c5ac66a2ec Merge pull request #39466 from AutomaticFrenzy/patch/his-grace
Fix wonky blood overlays on awakened His Grace
2018-08-01 09:37:14 +12:00
Militaires 59023c4022 [READY] Agent Stealth Box / Stealth Manual (#39302)
This is a traitor item that allows you to deploy inside box that promptly turns invisible. If the box collides with a living being or vice versa, it will be temporarily revealed, pushing against the box will continue revealing it.

While the box is revealed, clicking on it will open the box as well as destroy it, clicking the action button while the box is deployed also destroys the box. Finally, you can't open airlocks while inside the box, that means you must exit the box > open > wait until cooldown > enter box if you're not a smart agent and wait for someone to open the door before sneaking behind them.

The box can be recognized as of syndicate nature due to a red label on its side.
2018-08-01 09:34:51 +12:00
81Denton d9fca34298 Fix sparks cooling air (#39476)
Turns out I forgot that the game uses Kelvin oops
New temp is 300°K which is roughly 27°C

I'm still in favor of removing hotspot_expose for sparks altogether, but that's
out of scope for this PR.

this is why I drink
2018-07-31 14:29:30 -07:00
Tad Hardesty 2552190fbf Fix some weird syntax 2018-07-31 01:24:31 -07:00
WJohn c67a698c7e Meta whiteship redesign (#39438)
Redesigned the white ship for metastation, this one's a salvage/cargo vessel!
The salvage pod is currently missing, however, as it doesn't work right now.
I'll add it further down the line. This ship is also filled with a few syndies
protecting it, one of them is ranged, the others are unarmed melee.
2018-07-29 22:37:59 -07:00
Tad Hardesty 0e43ed3adf Fix wonky blood overlays on awakened His Grace 2018-07-29 21:57:26 -07:00
81Denton ffc0a2dedd Improve supply remote desc (#39429)
The QM's door remote was lacking a description that hints at vault access.
2018-07-29 19:38:53 -07:00
bgobandit 8f71d71f1e Fix more spelling/grammar (#39450)
self explanatory
2018-07-29 16:19:42 -07:00
81Denton cbcf41a6ed Increases handheld T-ray scanner range (#39427)
Right now, handheld T-ray scanners barely see any use since they have the same
range as T-ray glasses but still take up a pocket/hand slot. Increasing their
scan range will hopefully make them a viable alternative.

New T-ray ranges:
Engineering scanner glasses: 1
T-ray glasses: 2
T-ray scanners: 3
2018-07-29 11:18:59 -07:00
Grandmother of 50 9e4df6aa78 Adds PENLITE holobarriers (#39344)
Adds a simple way to quarantine individuals but doesn't make it roundstart, as it has potential to make 2 antags have a very difficult time: Bad virologists and (mainly) sentient diseases. Uses a sliver of silver because of this.

It uses the exact same proc as the MEDHUD, so it CAN be countered by buffing stealth. Virologists can also activate the free-access so long as they do it while not infected with anything bad.

That said, it has a build delay and is relatively easy to destroy. Think of it as a more obvious visual for people without huds to know "hey, I should probably avoid everyone else until I get better" and not necessarily an actual barrier device.

sprites edited by me if you like them, by someone else if you don't!
2018-07-29 13:40:47 +12:00