Adds the radioactive microlaser, a device disguised as a health analyzer
used to irradiate people, as a traitor item. It costs 4 telecrystals to
purchase, and is fairly powerful in clever hands.
The strength of the radiation is determined by the 'intensity' setting,
while the delay between the scan and the irradiation kicking in is
determined by the wavelength.
Each scan will cause the microlaser to have a brief cooldown period.
Higher intensity will increase the cooldown, while higher wavelength
will decrease it.
Wavelength is also slightly increased by the intensity as well.
Monkey-lings can use hivechat.
Lings can return to human form even if monkeyed through genetics.
One-line fix for Destroying Angels (..() wasn't being called)
Spelling correction in Destroying Angel description
Instead of the paper being named
paper - 'Security Record'
SR-[num] '[charactername]'
SR-1 'Persh Ullman'
For example
Also title within the record
Security Record
has been changed to
Security Record - (SR-1)
This makes identifying security records without having to rename them and also adds a better paper trail to security records.
* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them
Partially fixes#3761.
* new procs handling : powernets creation/destruction, cable adding/removing, machines adding/removing,
* new cable laying possibility : if you click in the turf you're standing on, you'll try to lay a node cable in the direction you're facing,
* cleaned oversights that could (and would) leaved an empty powernet in the powernets global list
* rewrote the cut_cable and propagate_network procs to correctly updates every connected cables and machines (fix, at last, #1455)
* others fixes and polish...
Fixes issue #119
Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.
* added a check for the midnight rollover of timeofday
* the manual tracking orientation is now synchronized with the sun position update
* now checking if the solar panel/tracker/computer is not already in the solars_list before adding it
* added a message noticing the beginning of a solar panel/tracker deconstruction
* tweaked the manual tracking for better accuracy : the orientation is increased/decrease internally and updated altogether the sun.
* Changed the way the sun was orbiting around the station (or is it the other way around ?), based on real time rather than an inaccurate ticks counter.
* The sun can now be up to twice as fast or slow as standard rotation (1h)
* The sun start with a random angle to the station at round start
* The sun can rotate clockwise or counter-clockwise
Changes to Solars :
* The panels calculate the shortest rotation to get from their position to another.
That also fixed the bug where the panel would backtrack all the way when finished a full rotation (e.g 355° to 1°)
* The exposition to the sun of a panel is now correctly calculated (fixed the bug, where
if the sun was, for example, at 1° and the panel at 359°, no light would arrives to the panel)
* Corrected the timers for the timed rotation.
* Panels made with reinforced glass now have the double of health