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About the PR
Adds a new kind of remote signaller: the dead man's switch. This switch only sends its remote signal when you drop it, whether intentionally or otherwise. Using it in your hand instead toggles armed / disarmed status.
The dead man's switch has a signal range of 50 meters, the same as the advanced remote signaller. It also has a unique quirk: within a much shorter 1 meter range, devices normally requiring a countdown are triggered instantly!
The dead man's switch is available as a 2TC syndicate uplink item (unavailable to nuke ops).
Why / Balance
Traitors get a lot of different flavors of grenade or explosive, but the way they get used in practice can be kind of similar. A regular signaller or timer would already suffice for just bombing a place, but the dead man's switch opens up some new possibilities for bringing explosives to bear. Especially with custom payloads.
Also, while I doubt that engaging in theatrics will ever be the strictly optimal way to pursue antag objectives, sometimes it's still what's fun. This seems like the sort of item that could support player shenanigans.
I'm estimating the value of this item to be around 2TC. Source: this was once revealed to me in a dream.
Technical details
The dead man's switch behavior is handled by a new Component and associated System. Most of the interactions aren't very complicated: the dead man's switch is essentially just a remote signaller that triggers in response to DroppedEvent instead of UseInHandEvent. Other differences from the base item are that the trigger takes second to arm or disarm, and makes an audible clicking sound when toggled.
The "instantly trigger linked timers in a 1m radius" feature is the subject of the most recent commit, and wasn't quite as straightforward to implement on top of the existing systems. The code queries the device linking system to get the list of entities connected to the dead man's switch, then queries the wireless network system to find the ones within the instant trigger radius, then checks if there's a signal trigger linked to a timer trigger. If all of the above is true, it manually fires the "timer finished" trigger key, then temporarily blocks the timer from starting a redundant countdown (which it otherwise would try to do, since it has just received a signal trigger).
Also, there's a new sprite, based on the existing remote signaller sprite.
Media
deadman.mp4
Requirements
Breaking changes
Changelog
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