* Fake Mindshield (With some bad sprites)
- Add FakeMindshield System and Component
- Add FakeMindsheildImplantSystem and Component
- modify ShowMindShieldIconsSystem to check for FakeMindshields
- add all supporting yaml for the Implants, action and uplink
- add loc file stuff
- add unfinished sprites
* Cleanup, add to thief toolbox, remove metagame
- Move Implant sameness check to AFTER the implant DoAfter
to prevent instant identification of Deception Implants
- cleanup the systems and components
- add the fake mindshield to the Thief toolbox
* part 1 of fixing the folder problem
* Make the fakemindshield sprite folder lowercase
* CR - Move ImplantCheck into shared, cleanup
- Moved ImplantCheck and eventsubscription into Shared
- Remove Client/Server extensions of FakeMindshieldImplantSystem and
FakeMindShieldSystem and make shared Sealed
- make OnToggleMindshield Private, use the event!
* CR - Cleanup extra lines, fix some Prototype
- cleaned up extra liens in ImplanterSystem and
SharedFakeMindshieldSystem from when i was developing
- Uplink catalog no longer lists the implant in 2 spots,
only implants now, also uses the On state action icon
- added a comment about why it's reraising the action event
rather than directly interacting with the FakeMindshield Component
* Fake Mindshield CR:
- Added a comment about IsEnabled
- moved OnFakeMindShieldToggle to Entity<> from Uid, Comp
- fixed some formatting in uplink_catalog
* CR - Add a bit more comment
Significantly updates the Engineering guidebook (more explicitly the Atmos section) to have a lot more relevant and useful information.
Right now engineering has been getting update after update with no real change to the relevant guidebook entry. This has lead to a lot of out of date information and bad practices being prevalent in the guidebook, something that pains me to read.
* added pain-numbness component and system
* added numb as a trait that pulls the pain numbness component
* removed new event as mob threshold event as already being fired
* checked for MobThresholdsComponent first before running VerifyThresholds
* refacted force say to using LocalizedDatasetPrototype and added numb messages
* added severity check alert
* added comment for BeforeForceSayEvent
* removed space formatting
* changed Cancelled to CancelUpdate, fixed spacing and added two more damage-force-say-numb
* changed prefix damage-force-say-numb to 5 (whoops)
* contraband system rework to allow restriction by job, not just department
* Fixing detective trenchcoat inheritance
* removing unnecessary using declarations
* trying to fix testing error by re-adding diagnostics using declaration
* removing unecessary dependency, making allowedJobs nullable
* Adding all of slarti's requested changes except for the hacky job icon method fix
* removing accidental whitespace
* choosing to use the non-localized version because we're comparing the string against the AllowedJobs field, and the contraband classes that fill that field are written in english
* removing unneeded using dec, fixing nesting logic problem
* didn't remove the old nesting, doing that now
* using localized job title and localizing the allowed jobs string, removing usages of JobTitle field. Also networked the _jobTitle field instead.
* rewrite some stuff
* fixes
* fix energy pen
---------
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
I noticed that enumerating gases is frequently done in an annoying way with Enum.GetValues. So I made it better. Now GasMixture is IEnumerable<(Gas gas, float moles)> and it just works.
* Initial commit
* Finalizing main changes
* Addressed reviews
* Fixed a few issues
* Switched to using global overrides
* Removed unnecessary references
* Add option to disable bwoink sound.
* Now it's working only with active admin status.
* No bwoink, only "notification sound"
* Moar changes
* Another one
* Fix borg light being stuck on if no cell is inserted
* Fix HandheldLightComponent.Activted becoming out of sync with SharedPointLightComponent.Enabled
* Fix for entities which don't have a handheld light component
* make insert and eject datafields in ItemSlotsComponent.cs nullable, make mime PDA silent
* make it so that you can't fit wirecutters into the slots, among other various things
* Fixed nonsense RegEx
"-" character is a range, caused an error.
No need for "," to repeat so much, it's not a separator.
"\\" - just why?
* Further optimized RegEx structure
Added:
"@" delimiter for consistency
"/" to escape "-" for good and to avoid further problems
* Changed SharedDoorSystem.GetColliding() to allow non-LowImpassible mask entities to stay in the door while it closes
* Update Content.Shared/Doors/Systems/SharedDoorSystem.cs
Clarifies comment of how the mask is used
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
---------
Co-authored-by: Centronias <charlie.t.santos@gmail.com>
* V1 commit
* Remove PDA name and unnecessary pda state
* Adds PDA to Chameleon backpack & thief toolbox
* Change to use AppearanceDataInit
* Add basic PDA state to ensure there's always a sprite before AppearanceData can be applied
* Revert PDA name (this will be changed to another way later)
* Update PDA name updating to new system
* Fix yaml, and fix Agent ID chameleon
* Updated based on review