Commit Graph

4902 Commits

Author SHA1 Message Date
reverie collection
4cd4805a01 Atmos crab pet: Tropico! (#22773)
* tropico mob fully functional, adjusted base crab mob

* FINALLY YES I GOT THE MAPS COMMITTED

* origin fix hopefully

* removed ghost role

* undid map changes, pulled from current master

* tropico is no longer communist
2023-12-25 00:39:20 -07:00
metalgearsloth
9a40cf81f5 Add sprite movement states (#22940)
* Add sprite movement states

Did it for borgs for reference for future implementations.

* Fix

* Fix prediction issue

* review
2023-12-24 23:34:21 -08:00
Nemanja
00813171c1 Automatic holiday sprites (#22929) 2023-12-24 23:52:43 -07:00
deltanedas
2d213b8ab0 give plasma half of co2 air alarm threshold (#22938)
Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-24 23:51:32 -07:00
deltanedas
52532e4075 exterminator midround minor antag (#19946)
* terminator locale

* terminate objective

* terminator components and shared system

* terminator roles rules and system

* terminator events

* skeleton recolour

* terminator and endoskeleton

* ghost role spawn

* damage modifier sets

* :trollface:

* :trollface:

* add antag prototype

* ghost role locale

* skynet

* :trollface:

* :trollface:

* :trollface:

* add endoskeleton body prototype

* :trollface:

* :trollface:

* smite locale

* implement terminate smite

* :trollface:

* :trollface:

* implement PopupBehavior

* endoskeleton transform popup

* move stuff from shared to server since nothing actually used it

* recolour everything

* update parts

* :trollface:

* :trollface:

* ok fire was using the damage set, back to 1.0

* tweak

* :trollface:

* :trollface:

* simplemob ops

* 1 rule per pro

* :trollface:

* :trollface:

* update some sprites

* structural damage

* :trollface:

* :trollface:

* Revert "update some sprites"

This reverts commit 459196c6a8942c5412885d5fe2f1a83a48408ddc.

* offbrand, add die objective to maybe remove fear of murderbone

* add shut down objective to the list

* fix ghost role

* fix control mob

* :trollface:

* :trollface:

* please

* naming

* code changes for GenericAntag terminator

* yml changes for GenericAntag terminator

* :trollface:

* moved kill objective override to an objective component

* use kill objective override

* fix

* oh

* locale changes

* change burn to heat for skin melting gib

* change some endoskeleton stuff

* pro

* i already did this dementia ops

* objective

* fix

* pro

* swap out full sprite

* update parts

* forgor

* fix mind transfer

* type

* endoskeleton has 500 mass

* evil

* fishops

* warops

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-24 20:16:56 -07:00
lzk
2b25e00453 Make some items goodlooking in inventory (rotate) (#22935)
comit
2023-12-24 18:30:58 -07:00
Sirionaut
28310a131c Janibelt whitelist fix and update (#21058)
* Update belts.yml

added LightReplacer and JanicartKeys tags to the Jani belt

* removed LightReplacer from whitelist but added Plunger

adding LightReplacer to the Whitelist doesn't get rid of the error msg.

Now it just adds Plunger & JanicartKeys (both tags already exist)

* added spray to botany belt and syringe to med belt

* fixed things, i hope

* added self tag to LightReplacer

* added LightReplacer to the taglist

* lightreplacer tag does exist now
2023-12-24 17:02:54 -08:00
I.K
1f0f34632b fix fireaxe rotation (#22930)
* Update fireaxe.yml

* i am so dumb
2023-12-24 17:51:38 -05:00
Emisse
9d37dde714 remove max item size from storage implant (#22928) 2023-12-24 16:16:25 -05:00
deltanedas
8b781ed84e nukie medic chest rig explosion res buff (#22923)
leave my beaker alone

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-24 13:58:22 -07:00
Nairod
a1210ca691 Central Command Access, Doors, and Locked Vendor (#22924)
* CentComm Acess and Doors

* Central Command Access Windoor
2023-12-24 13:49:23 -07:00
Ubaser
dd2f8deee9 Increase cigarette count in cig packs (#22919)
add
2023-12-24 15:01:17 -05:00
lapatison
beb1a4c4a4 Janitor equipment slot locale, vehicle slot (Keys) locale (#22859)
* stuff

* fixes

* vehicle locale
2023-12-24 11:35:40 -08:00
Hmeister-fake
bd398a6a9a Adds sound to Smoke Grenades (#22866)
* New smoke grenade sound

Very new to PR's and stuff, sorry

* Adds sound to smoke grenades and tear gas grenades on trigger

* Update attributions.yml

Deltanadas asked for it

* Update grenades.yml

* Change sound to an unlicenced sound

* Update attributions.yml
2023-12-24 10:20:08 -05:00
Ed
144af233c4 New Thief minor antagonist (#21520)
* start working

* add right-click thief antagins
some architecture restruct

* add meh thief greeting audio

* add thief subgamemode to Traitors gamemode

* add late join thief (not tested yet)
add briefing

* add pacifism

* add Steal tasks to thief

* fix crash thief+traitor on person

* add new condition: collection steal

* add tracking of succes collection objective

* add stamp collection target
remove some boring steal target
add check pulling entity to collection target

* finalize first 2 group objective

* start merging stealing objective systems

* merging

* finish merging. Now traitor steal objective work better

* we don't check the items of pullable sentient entity

* clear naming, enable thief signle item objective start

* objective pack add

* finish with steal item objectives

* convert string to ProtoId<>

* some clean up

* add thieves to revolution game mode

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>

* update pacifism: fix crashing, monkey-thief without pacified

* adaptive animal briefing, cleaning locales

* add structure steal objectives

* remove RCD target

* add thiefs to manifest, but bug with traitor duplications

* add escape objective

* add chat briefing

* setup animal objective group system

* add animal steal objectives

* add animal objectives notroleconditions

* add morty

* now thief mode has a chance of not launching Now there are a random number of thieves per round from 1 to 3

* 6 hours of trying to fix duplicate tasks. Failure

* added thief pinpointer (buggy)

* start thief backpack UI work

* revert pinpointer for scope reason

* UI continue work

* add thief starter kits content

* remove ERP kit :trollface:

* finally! giving starting items to thief. Now it playable, but still need more work

* clean up

* fix

* fox

* add merged items into thief
new Starting Kit (buggy)

* fix YES antag menu

* objection tweaks

* remove hearts objective, working on spawning things from toolbox

* smug

* fixes

* add race specifier objective condition LAMPS

* meh

* fix fix fix

* the alive

* Adding stamps

* Update backpack.ftl

* Revert1

* Revert ftl

* add voice mask to communicator kit

* Update Resources/Locale/en-US/administration/antag.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/game-ticking/game-presets/preset-thief.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/objectives/conditions/steal.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/prototypes/roles/antags.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* Update Resources/Locale/en-US/thief/backpack.ftl

Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>

* update

* fix

* more reusable function, add documentation

* fix doc

* faint fixes

---------

Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Colin-Tel <113523727+Colin-Tel@users.noreply.github.com>
2023-12-24 02:58:28 -07:00
Darkie
a3fbab84e6 ItemToggle system expansion (#22369)
* Fixed EnergySword and variants having incorrect sound on attacking when in their Off state.

* Removed the unused ItemToggle from the serverside and created a new shared ItemToggleComponent and System, now used for the e-blade family of items. Also added e-blade hum and swing sounds. Thanks Sloth for the initial code!

* Changing Stunbaton system to include the itemToggle system.

* Adapted changes that have come up in the meantime.

* Changed damagespecifier to be serializable and autoNetworked in melee weapon components. Fixes a bug that makes it so client-side, damage values are not updated on toggle.

* Made the ItemToggleSystem have both a shared and a server component. Ported the Stun Baton and Stun Prod to the new toggleable system. Added a failure to activate noise component.

* Ported the welders to the new item toggle system. Set it so deactivated damage and item size default to the item's regular options.

* Removed unnecessary usings.

* Small modification to the stun prod.

* Made the integration test use the new method to turn the welders on.

* Fixed a few testing issues, applied a few changes requested by Delta.

* Updated Stunbaton code for consistentcy when it comes to calling the itemToggle component.

* Removed a redundant return; as per Delta.
Made examining the stun baton for charge rely on the battery component instead.

* Removed the welder visualizer system, now using the generic one. Removed some unused usings. Removed the welder visuals and layers.
Ported lighters to the new system.
Added zippi (sic) lighters.

* Renamed variables used to make them less generic.

* Simplified the light update code.

* Fixed the unit test to use the itemToggle system for welders now.

* Made the name shorter. I can't tell if the welding damage when interacted with actually does anything though. I can't figure out how to trigger it.

* Fixed some YML issues.

* Added a client side item toggle system just to make the shared code run on local UID's too.

* Fixed some more Yaml.

* Made the Zippi lighter have its own parent item, so it doesnt' conflict with the random pattern on the regular lighter.

* Made the zippi lighter its own in-hand sprites.

* Added a summary for the activated property in itemtoggle component.

* Fixed a typo in the itemToggle Component.

* Fixed a typo.

* Added to the remarks for the ItemToggleComponent.

* Fixed up the lighter yaml to make it use a generic term instead of a toggle layer enum for the random skin.

* Fixed a bug I introduced accidentally with the humming sound.

* Removed 2 unnecessary events from the ItemToggleSystem and component.

* Fixed a bug by only making the server run the item activation code, since the client cannot predict whether or not the activation will be cancelled.

* Cleaned up some names and functions getting called.

* Renamed a couple of variables and removed the explicit datafields from the component. Removed "activated: false" from yml since they're already deactivated by default.

* Added an IsActivated function, used it in the welder and stun baton systems code.
Refactored welder code to remove the WelderToggle event, now using the ItemToggleActivatedEvent instead for eye protection check.

* Fixed a typo. Added some comments.

* Split the ItemToggle into smaller components.
Changed the items that used the toggle system to work with the smaller components.
Made the mirror shield reflect energy shots with a 95% chance.

* Fixed the namespaces for the server components and whatnot.

* Fixed a doubled deactivation sound from using activated wieldable items (like the double Esword).
Fixed wrong yml with the e-dagger.
Fixed the disarm malus code.

* Added the zippo lighter to the detective's trench coat.

* Removed the default hit sound for the double e-sword since it was unnecessary.

* Changed e-sword damage numbers to be in line with the changes made by Emisse.

* Made no damage sounds be autoNetworked, so it changes can be changed on activation/deactivation of items.
Made Welders and Eswords sound like themselves but quieter if they hit for 0 damage, instead of taps.
You can choose what sound to play when a weapon does 0 damage when activated now.
Fixed a bug with swing sounds.

* Typo.

* Fixed a bug where the welder would blind you if you used it while it was off.

* Created a single abstract method called when an item has completed its toggle.

* Update Content.Server/Eye/Blinding/EyeProtection/EyeProtectionSystem.cs

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* Fixed a comment.

* Made most component variables readOnly for ItemToggle. There is no need to be able to change them from within the variable viewer.

* Removed trailing white spaces.

* Made the Use a field instead of a property in the itemToggleActivation/Deactivation attempt events.

* Small fixes.

* Removed ForceToggle, just use the toggle method instead.

* Fixed a bug with item sharpness staying even after getting deactivated, if the item gained sharpness that way (esword).

* Used ProtoId in the welder component.

* Made damage NetSerializable as well.

* Added networking and data fields to a couple of components.

* Made component variables autonetworked. Added some comments.

* Moved the events that modify item components on toggle to events, handled (where possible) in the systems linked to said components.

* Made all the component variables readWrite again.

* Added the component get to the WelderStatus.

* Added a predictable bool to the item toggle component.

* Replaced the Activated/Deactivated events with ToggleDone, with an Activated argument. Used that to simplify some systems.

* Added a reflect update raise event.

* Removed the Zippo changes. To add in a later PR.

* Removed the zippo from meta.json too.

* Small fix.

* Another small fix.

* Fixed the wieldable system thing in ItemToggle.

---------

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2023-12-24 17:11:05 +11:00
chromiumboy
1de682e23f Power monitoring console overhaul (#20927)
* Prototyping whole station wire map

* More prototyping

* Added icons for the different power distributors and toggleable cable displays

* Power cable layouts are now only sent to the client when the power monitor is open

* UI prototyping

* Power monitors can now see the sprites of distant entities, long entity names are truncated

* Updated how network devices are added to the player's PVS

* More feature prototypes

* Added source / load symbols

* Final prototype! Time to actually code it properly...

* Start of code clean up

* Continuing code clean up

* Fixed UI appearance

* Code clean up complete

* Removed unnecessary changes

* Updated how power values are calculated, added UI warnings for power sinks and power net checks

* Updated how power values are calculated again, added support for portable generators

* Removed unnecessary files

* Map beacons start toggled off, console map now works outside the station, fixed substation icon

* Made some of Sloth's requested changes. Power distributors don't blink anymore, unless selected

* Moved a number of static variables in PowerMonitoringHelper to sensible places in the main files. Added a NavMapTrackableComponent so that you can specify how individual entities appear on the navmap

* Updated the colors/positions of HV cables and SMESes to improve contrast

* Fixed SMES color in map legend

* Partially fixed auto-scrolling on device selection, made sublists alphabetical

* Changed how auto-scroll is handled

* Changed the font color of the console warning messages

* Reduced the font size of beacon labels

* Added the station name to the console

* Organized references

* Removed unwanted changes to RobustToolbox

* Fix merge conflict

* Fix merge conflict, maybe

* Fix merge conflict

* Updated outdated reference

* Fixed portable_generator.yml

* Implemented a number of requested changes, move bit masks to a shared component

* Navigate listings via the navmap

* First attempt at improving efficiency

* Second attempt at optimization, entity grouping added for solar panels

* Finished solar panel entity joining

* Finished major revisions, code clean up needed

* Finializing optimizations

* Made requested changes

* Bug fix, removed obsolete code

* Bug fixes

* Bug fixes

* STarted revisions

* Further revisions

* More revision

* Finalizing revisions. Need to make RT PR

* Code tidying

* More code tidying

* Trying to avoid merge conflicts

* Trying to avoid merge conflicts

* Removed use of PVS

* Improving efficiency

* Addressed a bunch of outstanding issues

* Clear old data on console refresh

* UI adjustments

* Made node comparison more robust. More devices can be combined into one entry

* Added missing component 'dirty'
2023-12-24 17:07:41 +11:00
lzk
e6b52cc294 Fix nettle seeds inhand sprite (#22891)
fix
2023-12-23 22:25:50 -07:00
StanTheCarpenter
734da59202 Added Santa's hardsuit and helmet. (#22898)
* Added Santa's hardsuit and helmet.

* Fixed missing files
2023-12-23 22:25:12 -07:00
Velcroboy
dfa71af1f8 Add Chef's Belt (#22868)
* Add Chef's Belt

* Reduce contents in filled belt to just s&p

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
2023-12-23 00:11:30 -07:00
Alzore
a09efd47cd Add a bottle of water to the survival box (#22881)
* BO'OH'O'WA'ER

* smallbottle

* extendedbox
2023-12-22 23:33:20 -07:00
liltenhead
33399db6c2 Vial Drinking (#22886)
vial drink
2023-12-22 23:32:13 -07:00
Moomoobeef
c64c98ec1d New sprites for books on bookshelves in order to look less sad. (#22874)
Changed sprites for books on bookshelves, added one missing sprite
2023-12-23 00:34:19 -05:00
Ed
3f8ad3a13d Anomaly synchronizer buff (#22771)
* Update production.yml

* Update electronics.yml

* Wat

* Update anomaly_sync.yml

* Update anomaly_sync.yml
2023-12-22 23:46:51 -05:00
deltanedas
ffe4569854 jaws cant pry bolted doors (#22860)
* jaws cant pry bolted doors valid jaws can

* no valid jaw

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
2023-12-22 20:22:12 -07:00
Ed
def4e0f60e Doggy Ears (#22832)
* add content

* sprite update

* goodbuy nose
2023-12-22 20:20:08 -07:00
Ed
5a1e317e0f It's time to build a barbershop! (#22565)
* barber!

* 5% change to maintenance
2023-12-22 02:54:00 -07:00
lzk
3389955648 hotfix for party hats (#22852)
lololo
2023-12-22 00:32:11 -07:00
MACMAN2003
0828c32abf Add some clothes to the uniform printer (#22829)
all the clothes (ft. emag)
2023-12-22 00:26:38 -07:00
lzk
279d345e6c PARTY HATS YIPPIE (#22850)
* :party:

* a little trolling
2023-12-22 00:25:20 -07:00
Guilherme Ornel
fb47c4c83b Added ashtrays (#22837)
added
2023-12-21 21:21:01 -07:00
RiceMar1244
c7052f5a6c Adds top surgery scar markings to the character creator (#22806)
* Adds top surgery scar markings to the character creator

* Darkens scars and adds new short and long variants
2023-12-21 21:20:21 -07:00
Ilya246
fcd1a4dde8 adds embedding + throw damage to cybersun pen (#22822)
cyberpen throw damage
2023-12-21 21:20:02 -07:00
Tayrtahn
8ad0d26015 Change range of 10-sided dice (#22833)
* d10s now roll values from 0 to 9

* Changelog for PR #22406 (#22824)

* Remove meta entry for 10 value state

* Gotta delete the 10 face state or the RSI validator complains

* Attempting to fix invalid state causing tests to fail

* Another, better attempt to fix the test

* Once again

* I am an overcomplicating dingbat

---------

Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2023-12-21 19:53:17 -07:00
Guilherme Ornel
456deea19e Makes sabre sheathe use ItemSlots (#22792)
* added item slot

* fixed filled

* localized verbs

* github check was acting up
2023-12-21 14:16:42 -08:00
Boaz1111
4c081aab04 Uranium Ammo (#22406)
* working on depleted uranium shotgun ammo

* added depleted uranium to more ammo

* Last changes and additions

* Forgot something, theoretically resolved the merge conflict too

* Nerfed the DU munitions, renamed em to uranium because it's not really DU

* made the ammo more expensive, also fixing the crash at the same time

* Fixed the last error, theoretically at least

* Revert "Fixed the last error, theoretically at least"

This reverts commit a875d2ac320478e4cb407564d704d915d0ef158b.

* copyright changes, small sprite changes, last references of depleted uranium removed

* Revert "copyright changes, small sprite changes, last references of depleted uranium removed"

This reverts commit 93a12bf20bc72581a0bdc32a3cdc7d887f50de3f.

* Update meta.json

* Update meta.json

* Update lathe.yml

* Update arsenal.yml
2023-12-21 12:07:44 -05:00
Łukasz Mędrek
d6f5ff7865 Fix gas canister random item insertion prediction (#22809)
* Fix gas canister random item insertion prediction

Fix #22652

* Revert Component changes, just rename in prototype
2023-12-21 21:37:34 +11:00
Repo
af76a4a76b Prevent mice from spilling containers. (#22812)
Added component on mouse prototype to prevent spill verb from being added
2023-12-21 03:23:01 -07:00
Emisse
174dcac683 give service borg syringe so they can mix drinks (#22813)
give syringe so they can mix drinks
2023-12-21 03:22:27 -07:00
themias
59c8f23857 Cleanup forensic cleaning (#22715)
* Cleanup forensic cleaning

* move cleandelay to new component; buff syndiesoap

* updated based on feedback

* remove tag
2023-12-21 01:54:52 -07:00
KittenColony
eac8796fad Gauze Markings 2 - Medical Boogaloo (#22452)
* renamed leg wrap to thigh wrap

* gauze species rework pt. 1

attempt 73

I hate it here please god get me out

* fixing lizard foot wraps part 80

* Attempt 80 to get lizard markings to work

i fucking hate it here

someone help me D:

* attempt 82

im crying please work now

* made gauze eye pads actually tape on

* Handwraps added

* fixed lizard foot wraps (again)

84.

* attempt 83.5

* attempt 84

please work

* added blindfold gauze

* fixed boxerwrap_r

:greenfrog:

* fixed @ubaserB's eye scars

* Revert "fixed @ubaserB's eye scars"

This reverts commit eb364e1e61c03c2b8567fec8c1a5c6c78c9a333c.

* Revert "Revert "fixed @ubaserB's eye scars""

This reverts commit ac1ee343ae2a8adb2569f88b81cc4afc6915f220.
2023-12-21 00:35:47 -07:00
Emisse
a1caf30dd1 borgs know who is crew now (#22802)
borg see job borg see crew
2023-12-21 00:09:53 -07:00
RiceMar1244
5ee01ce900 Resprites energy sword and double energy sword (#22797)
* Removes old inhand visuals from e_sword.rsi and its meta.json

* Adds new visuals with a longer blade for the e sword

* Makes e sword use its new sprites and modifies other energy weapons prototypes to keep using their own inhands

* Makes the toy sword use the old less scary e sword sprites (and gives it BaseItem parent because I thought I broke something when i couldnt pick it up)

* Removes old desword sprites and modifies meta.json

* Temporarily removes esword blade sprites

* Adds back esword sprites after modifying them to flash instead of shimmer

* Adds new desword inhand sprites and modifies meta.json and entity prototype to use them

* Moves desword sprites back to its own folder from inhands_64x after a supposed prefix conflict

* Removes blade inhands

* Adds back blade inhands

* Moves all inhand sprites to their own inhand folders related to the items. Removes inhands_64x folder
2023-12-20 23:32:11 -07:00
CrigCrag
e9516fc43e add Fresium, a chillingly complex chemical to prank your friends with (#22527)
* everything

* tweakeroo

* maintspill

* some balancing and tweaking

* adds ice tags and gives it to ice crust

* fix code because im smart im the smart guy yeah that's me

* yeah

* oops

* do you wanna try that again

* conserve matter

* im rather smart
2023-12-20 22:35:22 -07:00
Guilherme Ornel
3db343f160 Updated (most) medipen sprites (#22789)
* changed sprites

* desaturated a bit
2023-12-20 22:30:58 -07:00
Kara
ad97580727 Rename Miasma to Ammonia (#22791)
* Rename Miasma to Ammonia

* Namespace changes

* Map change????? why
2023-12-20 21:19:50 -07:00
Emisse
2eeaf5efcd Structural Balancing Pass (#22790)
* new structural type

* riveted wall stronk

* balance structural items
2023-12-20 20:03:06 -07:00
Velcroboy
3cf058f9f4 Add coal distribution to progen (#22755)
* Add coal distribution to progen

* Add sprite

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>
2023-12-20 16:46:20 -07:00
Guilherme Ornel
d318e96936 Added CentCom clipboard, folder and added a normal green folder. (#22693)
* added

* pen touch up

* fixed conflict?

* whatever i dont want credits
2023-12-20 16:29:35 -07:00
Guilherme Ornel
62cee0bca5 CentCom Agent Suit (#22700)
* added suit

* added suit

* tweaked monkey suit
2023-12-20 16:29:13 -07:00