File this under "how did nobody notice this shit for so long?" Currently reflections basically have the projectile pass through you like you're a piece of glass, which ruins one of its most important traitors (protecting people behind you/putting the shooter in danger.
Also energy shields are a meme and literally cannot block anything, instead of sparking a balance debate im just fixing the description so nobody gets duped.
For too many years, Cargonia has been oppressed, depressed, and re-pressed, by the slow and cumbersome movement of the supply shuttle. After hours of begging and pleading around on coderbus, I can present to you the ultimate cargo utility.
This update adds room for a certain level of progression with cargo, allowing for extra money to be spent on extra-fast delivery times. The drop pod itself picks a random, unblocked turf in the cargobay, then crashes down upon it, creating a small explosion and damaging some tiles.
The explosion exists to act as a secondary act of balance: the drop pod is intended to be used for a few VIP deliveries. Ordering in bulk will still require use of the shuttle, unless you are prepared to fix the shit out of an explosion-riddled cargo.
Because of the nature of the mechanic, it is very easy to spend a lot of money very quickly. For this reason, a separate console was created: so that it could be placed in the safety of the Quartermaster's office, away from the sausage fingers of incompetent greyshits and rookie cargotechs.
* Clean up a bunch of undefined arg runtimes
Ensure subtypes have the appropriate arguments, do a bit of code cleanup
and remove some uneeded emote procs that also caused runtimes
* Fix up all calls to canUseTopic, add the dexterity flag
* Runtime with missing force argument in borg unbuckle mob
MoreRobustThanYou's datum forensics but it's a component this time.
Fully refactors forensics, including fingerprints, hidden/admin fingerprints, suit/clothing/whatever fibers, and blood DNA residue to /datum/component/forensics.
Adds support for manually adding fingerprints.
🆑
code: Forensics is now a datum component.
balance: NPC humans will now start leaving fingerprints on things they touch!
/🆑
* move door_assembly types to new door_assembly_types.dm
fixed some stupid airlock varedits
made glass airlocks a subtype of their solid variant
* examine door assembly to see what name is set
move airlock emagged description to examine()
* Refactor radio message broadcasting in a major way
Broacast_Message and everywhere that uses it, including radio talk_into
and the telecomms broadcaster and allinone. Other telecomms machinery
has had dead code excised.
Functionality should be roughly the same as before, but:
- CentCom headsets are only magic when using the CentCom frequency
- Syndicate frequency speech on the station no longer double-talks
- Talking directly into an intercom or radio which also has its
microphone on no longer double-talks.
* Split signal/vocal into subspace and subspace/vocal
* Move the message server and its computer to telecomms folder
* Slightly tidy the message server and computer
* Move subspace receiver logic to a proc on signal/subspace
* Repath the message server under machinery/telecomms
* Largely get PDA messages onto subspace proper
* Actually require the server for PDA messages
* Improve signal/subspace/New() and copy()
* Improve input handling on the message server
* Fix initialization and Z checks of allinones
* Add a constructor for virtualspeaker
* Fix radiation storms initializing a bad virtualspeaker
* Fix runtimes with machines talking into radios
* Finish making the message server a real telecomms machine
* Make CTF radios independent also
* Fix window IDs of message server PDA photos