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merging update 1 #1
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Merge Conflict
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Merge pull request #36 from ZomgPonies/master
Revert "FIX?!"
Jetpack harness syndi
Merge From Master
- Gave the nukeops leader the ability to choose the name of their team. - Gave the Bulldog an in-hand icon identical to the c20r until we can figure out how to add left hand right hand icons without breaking everything. - Added a helmet for the Syndicates, identical to the helmet they already had with a special icon. - Replaced the SWAT helmet they had in their lockers with the new Syndi helmets.
Adds EngiCart
Nukeops Update
- All weapons now have a 'no_embed' var. If this var is set to 1 (It is 0 by default) the item will bypass checks to embed into people during melee combat and when thrown. This is intended to be used for items such as the esword, where it is physically impossible for it to be embedded into someone, as opposed to something like the telebaton, where it's simply improbably that would get embedded into anyone. - All energy-based melee weapons have no_embed set to 1. - All energy-based melee weapons now have a more appropriate hitsound when active. See: blade1.ogg
Forgot to reset the M1911P's weight and slot flags, since it's a child of the pulse rifle. My bad.
- Adds the ability to construct Syndicate Medbots, which were previously in the code but unable to be constructed. These bots will only heal Syndicate Nukeops, and can only be made from the medikit box that Nukeops can purchase. - Fixed recharging in energy crossbows and laser tag guns, they were recharging 10x slower than they were meant to.
- Armory red-only access revoked, as per Fox and Mel's request. - General map fixes.
ESword Changes
Ai pda reagents etc
Adds Mortician, vomit mask fix, fix for missing images for various jobs
Removes debugging from force-say.
Makes NT Representative/Recruiter Karma locked again, SyndiBorg modtype fix
Lasers are now projectiles instead of instant beams. Fire delay removed, damages adjusted accordingly.
The Mortician's labcoat can now be (un)buttoned
Projectile Laser Update
Adds Deathsquad cyborgs. The only reason these really exist is because I was bored, but hey! They come equipped with the latest in adminboos gear, including a fully functional pulse rifle and esword, and a cell that has 50,000 energy! What could go wrong?
Now requires specops access. I'm a goof.
Deathsquad Cyborgs
Conflicts: icons/obj/weapons.dmi maps/cyberiad.dmm
Bug fixes, implements new copying/faxing system from Bay
Merge From Master
WonderPsycho
commented
Dec 17, 2017
@@ -8,3 +8,9 @@ | |||
#ignore any files in config/, except those in subdirectories. | |||
/config/* | |||
!/config/*/* | |||
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#ignore other, specific files and folers | |||
data/ |
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new stuff
WonderPsycho
commented
Dec 17, 2017
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great keep it up thanks me why i am doing this to myself
@@ -8,3 +8,9 @@ | |||
#ignore any files in config/, except those in subdirectories. | |||
/config/* | |||
!/config/*/* | |||
|
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heres some stuff you might like