Intended for high-population servers
Open security officer positions scale with population, between 5 slots at ~40 players to 12 slots at ~96 players
Default coefficient is 8, but may be modified (or disabled) in the config.
Extra lockers will spawn if there aren't enough lockers.
-Added windows to garden and Syndicate base
-Renamed brig lockdown button to something more appropriate
-Added subtle outlines for shuttle docking areas
-Moved the HoP line flasher back to make it harder to steal the flash inside during the initial rush
-Added teleporter beacon to the old AI sat teleporter
-Moved prison newscaster
-Made N2O storage more visible for security
-Removed extraneous light in the execution room
-Added Quarantine to AI upload
-Captain now spawns with a box of spare silver IDs instead of regular ones
-A few minor piping/wiring improvements
Changed IEDs into firebombs to curtail the amount of station damage done whilst keeping IEDs useful and still keeping fuel tank bombs a useful saboteur's tool.
Their fuse time is a bit more variable too, including a 1 in 10 chance of them going off practically straight away (note: this is counter-able by the user wearing a fire-suit, git gud and l2p)
-Build mode logging. A lot of its functions are highly abusable but not logged
-Gravity Catapults no longer spam asay. They will be kept in the game log.
-Logging for Cyborg handcuffs
-Logging for Stripping/equipping
-Logging for decreasing PA power control. Easier as an admin to tell when I should panic without having to watch them like a hawk.
-Logging for disposaling people
-Some code optimizations along the way as well
* Fix icon not updating when turning off baton/stunprod with a total cell charge below the hitcost.
* Baton/stunprod no longer accepts cell with capacity below the hitcost(charge used per stun).
* Removes being able to give one last hit (that doesn't even deduct any charge) when the cell charge gets below the hitcost.
* Adds warning message when baton/stunprod turns off from being out of charge.