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[MIRROR] Clockwork fixes, gamemode map load refactor, eminence refactoring#589
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[MIRROR] Clockwork fixes, gamemode map load refactor, eminence refactoring#589ghost wants to merge 1 commit into
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Original PR: BeeStation/BeeStation-Hornet#4612
About The Pull Request
Fixes BeeStation/BeeStation-Hornet#4333 causing Reebe to not load correctly.
Fixes an issue with BeeStation/BeeStation-Hornet#4132 causing small clockwork items to become massive and function as weapons.
Fixes a runtime with clockwork cameras that cause the button update to runtime.
Raises the probability of clockcult to 2. (Previously it was ~1 month between each clockcult game. Now its should be a bit more frequent)
Also clockie weapons are stronger when fighting near the ark.
Sword and spear are no longer two-handed weapons because it was confusing.
The eminence is no longer just an observer that can chat with the cult and is a controlling force of the round.
When an APC is cogged, the eminence gains a charge much like how clockwork slabs gain charges.
The eminence can use these charges to use their powers which will affect the round.
New free abilities:
The eminence can mark locations with the markers: really, avoid, reinforce and repair.Unique Abilities:
Why It's Good For The Game
Slight refactoring to maploading to make it actually work, makes clockcult playable again which is pretty cool.
Changelog
🆑
refactor: Refactors gamemode loading to select and setup maps for gamemodes 30 seconds before roundstart.
fix: Reebe loading
fix: Items being too big on clockcult
fix: Clockcult camera runtime
balance: Clockwork weapons are stronger when fighting near the ark.
config: Raises clockcult probability to 2
refactor: sword and spear are no longer two-handed weapons.
/:cl: