tgstation/-tg-station — pull request #15 by Sieve (2012-01-23 00:50:01+00:00)
Title: Commit #1.6

Ok, this adds/re-implements/fixes several things, and I've been trying to get this stuff in for a while now.
Everything has been tested and works perfectly, just need someone to add the shit.
Includes:

1. Firefighter-mech being implemented
--Saw that it was in the code, figured I'd make it build-able with how dangerous fires are now
--Constructed just like a normal Ripley except:
Uses a 'Firefighter Chassis' ('Exosuit Equipment', because byond did not like branching construction paths)
Internal armor is 5 plasteel, while external is 10 plasteel (apply twice because of how 5 sheets is forced)
A firesuit of any type must be applied to the chassis as a mech part
Has it's own sprites, pretty much a re-coloring of the Ripley based on the bombsuit (firesuit made it look strange)
Has a higher damage absorption to fire, explosives, and tad to bullets (so much more armor)
50 more health points
Fire resistance is around where a medium-plasma fire would be, but it also takes less damage from the fire
--Added additional instructions to the Ripley Manual
--In the future I will try to make the fire extinguishers more effective, and I will give the firefighter a bonus to it so it will be more effective, but for now I think we should get this in

2. Updated Arcade name list
--Specifically, removed "Rape", "the Faggot", and "Homosexual" and did add some other in their place

3. Corgize transform-proc
--Allows one to easily turn a player into a corgi, as of now the corgis can speak with humans (thought it would be preffered)

4. Added a Death Squad Ripley
--This is entirely for shits n' giggles and badminnery.
--Has it's own sprites (re-colored to look 'intimidating')
--Meant to just be something fun to unleash on the players, especially because they have a 'Safety Clamp' that makes them completely harmless, but makes them act dangerous
--They move extremely quickly, and essentially have infinite battery
--Admin-spawn only, and spawn with the 'Safety Clamp'
--They have an exception allowing them to be put into lockers, solely for the purpose of putting several PC ones in a locker and leaving it somewhere to scare the shit out of the first poor schmuck to open it.

5. Added construction sounds to mech construction.
--Originally, there were only sounds for about 50% of the steps, so I added all of the tool sounds in

6. Fixed the Mech Fabricator runtimes
--It was caused by there not being a defined parts list, so when the update process tried to make a new time coefficient it failed, causing auto-sync to just pop up a runtime and reset, but manual would lock up. Either way, both work fine now and engineering research decreases part built time as intended

Added-Sprites: