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Gives Sleeper Agents Listening Outpost Access #14992
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Created discussion thread: https://forum.ss13.co/showthread.php?tid=21546 |
Co-authored-by: Mister-Moriarty <88833499+Mister-Moriarty@users.noreply.github.com>
Co-authored-by: Mister-Moriarty <88833499+Mister-Moriarty@users.noreply.github.com>
As of this, it adds the fingerpad discussed in the forums into the code but not on any map. It also currently has the implant still in it for as the fingerpads get added to maps, should I take it out entirely? Another thing is the fingerpad code currently is running with a suggestion about other syndicate rolls being able to use this, I can remove this before the map PRs if wanted. |
Its probably better if you put fingerpads on all listening posts and remove implants entirely |
I agree completely, I'm just not sure if I should have implants in to start and have map PRs for the handpads for merge conflict purposes. Then remove implants once those are in or just remove them from this first PR entirely. |
You can just add them all in this PR and fully remove implants from it, i dont see the issues |
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Please disregard that, review request was due to a accidental close and reopen |
I've messed up this branch bigtime, I'll redo the PR |
About the PR
Gives sleepers a implant with listening post access on sleeper roll.
Why's this needed?
Adds Listening Post Access to sleepers. This gives them the ability to get access to some traitor items, without adding the antag power of a full uplink to them.
Changelog