Several minor mapping changes, basically accounting to stringing up christmas lights and wreaths. Some chairs and tables were removed to make way for glorious Christmas Tree. May their sacrifices be well remembered.
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var
* code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var
* code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc
* code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var
* fixes whatever to do with chameleon.dm
* camera.dm
* didn't get chameloeon the first time round
* uplink.dm
* code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var
* code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
Some items that were never made due to the lack of sprite/being hard as fuck to sprite/i forgot. Special thanks for TheGreatJorge for being a based spriters and getting those done.
Medizinercorps armband - Karl Jonson - arrow768
Ceremonial Whip - Rook Jameson - hivefleetchicken
Black Labcoat - LiLITH - ladyofravens
Jeweled Tiara - Sayyidah Al-Kateb - alberyk
Also, removing xelnaga's implant, at his request.
I gave IS_SYNTHETIC the same value as it has on our repo, hopefully that lazy fix is okay. I didn't want to search trhough where it's usually first assigned
Fixes a couple of is errors with missing functions.
Added isDrone as macro
restored the various is non macro functions. i don't know how or if they could be macro-ized
Centralises the dview code and defines in one file
Removes the proc version of dview, as it was unused
Fixes three compile errors with offset lighting code
Traps will trigger don't matter if you are walking or running, same with portable flashers.
Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
Basically, missing safety checks. Apparently blood_dna is conditionally defined and filled out. This should stop some surprisingly common runtime errors from life() that we've been seeing.
Bypassed review.
Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right
I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.
Also adds a little text for animals to make it visible on examination if they're wounded
Adjusts some more weights and probabilities on cargo items that affect balance.
Fixes adminordrazine spawning.
Tweaks sprinting values a little more. Iterative design!
Reverts changes done by Nanako to the vehicles, trams, and trolleys; and updates the existing maths to work IAW the updated movement system.
And yes, this is tested and working.
I've implemented compensation for this issue. Whenever world.time overshoots the movedelay, the remainder is subtracted from the next movedelay. This keeps movement speed consistent and actually smooths things out a bit. It doesn't completely solve the problem, but it keeps travel times accurate to within 1 decisecond and prevents it from growing and compounding over long distances.
Blacklists a lot of iconless things and base classes
Fixes a pretty critical infinite loop with cargo spawning that was crashing the server
Moves posters out of the signs spawn and into their own, spawns them properly in the item form.
Removes disease analyser from scanners
Reduces weights on various weapons and traitor items
Some other minor tweaks to weights