be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
Adds a warning-message when you try to help-intent someone who's on fire.
Makes fire spread from burning people who are lying down take 2 seconds if you stand on top of them. Spreading is immediate if you're covered in flammable stuff.
isbanned() cleaned up, it logs sticky ban matches, and better handles admins being exempt from bans
Adminbans now still work once the admin is demoted.
Admins bypassing a ban because they are an admin is logged and announced to all admins including the one who walked past it.
Admins are now exempt from host bans. (this only applies to host bans for ss13, global host bans (where the 'apply to this game only' checkbox is not checked (defaults to not checked)) do not trigger isbanned() and thus, admins can not bypass them, no matter what we do.)
Added a system to queue a message for a client, to be shown next time they connect, this was needed because isbanned() is called before the client is created, so if you want to send a message to an admin, letting them know they just walked pass a matching ban, you have to do it this way.
Fixes formatting in the mech control console window.
Fixes runtimes when building an AI (mind transfer from mmi to ai was called before the AI's hud_list was set)
Fixes syndicate cyborg not starting with the correct module.
Fixes syndiborg not being able to use their grenade launcher
Fixes runtime with gun process_fire() (some code was reverted by accident)
Fixes a runtime with hostile simple animal's PickTarget().
The final solution of bad taste in midis question
Added special client verb that kills all sounds currently playing for
this client
This is better because toggle midis only pauses them, not actually stops
them
Thanks, Redbook.
Basically, this used to spawn a shitload of instances and then qdel them;
Just so it could check their icon_state and see if it's not null. However,
spawning so many instances is quite intensive. An undocumented feature
(documented in the redbook, a list of undocumented features); You can
directly access a compile-time variable with just it's path by using
initial().