* A beer can and a wine can
* fix wrong file locations
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Update drinks_cans.yml
* A beer can and a wine can
* Update drinks_cans.yml
* A beer can and a wine can
* replace sprites
Signed-off-by: c4llv07e <kseandi@gmail.com>
* Update meta.json
* Update meta.json
* Update Resources/Textures/Objects/Consumable/Drinks/wine_can.rsi/meta.json
* Update Resources/Textures/Objects/Consumable/Drinks/beer_can.rsi/meta.json
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Signed-off-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: c4llv07e <kseandi@gmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
* Change emagged laws to append modifiers instead of completely changing them.
* Maybe fix everything not working
* bugfix
* Fix missing secrecy law and allow basic borgs to be emagged correctly
* Localization
* Actual localization
* test
* Test
* Remove dummy debug value
* Fix bad law ordering
* Tweak the secrecy law
* Minor law tweaks
* Remove obsolete argument
* Fix YAML
* Remove wheelchairs
Vehicle code is dogwater and wheelchairs just keeps exposing edgecases. If someone wants it brought it back they can do vehicle refactor.
* Also this one
* Remove vehicles
* goodbye vehicles
* Remove this check
* sasd
* Cronch
* Add sprites back
* jani
* Viability!!!
Removes the uplink headset as suggested, changes around TC prices to make a few things more viable
* Binary 1 TC
Changes the Encryption Binary Key to a simple 1, I don't think I've ever seen it be used before and 1 seems like a proper price for it
* Raise `StationPostInitEvent` broadcast
* Basic variation pass handling
* standardize names + rule entities
* why does it work like that?
* add to defaults
* light break variation pass
* ent spawn entry
* move some stationevent utility functions to gamerule + add one for finding random tile on specified station
* forgot how statistics works
* powered light variation pass is good now
* station tile count function
* public method to ensure all solutions (for procedural use before mapinit)
* move gamerulesystem utility funcs to partial
* ensure all solutions before spilling in puddlesystem. for use when spilling before mapinit
* trash & puddle variation passes!
* oh yeah
* ehh lets live a little
* std
* utility for game rule check based on comp
* entprotoid the trash spawner oops
* generalize trash variation
* use added instead of started for secret rule
* random cleanup
* generic replacement variation system
* Wall rusting variation rule
* account for modifying while enumerating
* use localaabb
* fix test
* minor tweaks
* reinforced wall replacer + puddletweaker
* added signal control to portable generators
* added documentation
* Discard changes to Content.Server/Radio/EntitySystems/HeadsetSystem.cs
* added DeviceNetworkComponent and WirelessNetworkConnectionComponent to generator prototype
* made GeneratorSignalControlComponent nicer
* implemented auto-revving
* added back necessary dependency
* can't send do-after event manually
* repeat now works with auto revving
* fixed
* removed vv
* stopping generating when it is revving now makes it stop revving
* Update Content.Shared/Power/Generator/ActiveGeneratorRevvingComponent.cs
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* used resolve instead of TryComp
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Co-authored-by: Julian Giebel <juliangiebel@live.de>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
* Implement basic font support
Add NotoEmoji font
Add emoji font to default font stacks
* Remove unneded change
* L
* Remove emoji font from default font stacks
* move spider charge target from role
* shorter field names
* remove ninja role comment
* remove unused systems in SpaceNinjaSystem
* GenericAntagObjectivesAddedEvent
* check if warp point is on same map
* remove unnecessary import
* add missing loc when spider charge has no target
* a
* remove spider charge target requirement comp
* inline SpiderChargeTitle
* allow planting charge without objective
* remove map check
* fix role check when planting
* obj.Target
* Fix merge
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Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
* Revert "Make flare gun explode, damage and stun the player when used with the wrong ammo (#22349)"
This reverts commit e301378114.
# Conflicts:
# Content.Shared/Weapons/Ranged/Components/GunComponent.cs
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml
# Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
* Fix revert conflicts
* Update Content.Shared/Weapons/Ranged/Components/GunComponent.cs
People are using these as unhackable and hard-to-tailgate airlocks into sec. They should not be trivial for security officers to move through.
Made LockComponent have configurable lock times to implement this.