Fixes lag from plants processing forever instead of obeying the subsystem's tick interval. Also fixes a glitch where plants didn't continue to grow if not mature.
Fixes#3451.
PLAGIARIZED AND REBASE VERSION OF #3409 BECAUSE FUCK GIT
The old Lawgiver code didn't work as intended, with different modes using different charge values and having different recoil. This PR fixes that code, so the lawgiver is now somewhat balanced (No more HE spam yay). Current ammo amounts, from full charge, are:
Stun and Singleshot = 40
Burst = 13ish, just shoots 3 Singleshot in a row
AP = 15
Hotshot and Pellets = 8
Highex = 5 (Original charge cost placed it at 6.6 recurring, brought it down to 5)
Edge case where the turf you click is the outside station area, and it has to crawl that fucking massive area.
Also makes the loop generally more efficient.
Fixes medical residents spawning at the odin at round start
Fixes medical residents being unable to get medical huds via loadout
Fixes#3370
Fixes mechas not using the paint kit skins when destroyed
changes:
Changed a lot of string building to use lists & Join() - this should reduce the number of strings generated at runtime.
Fixed a bug where the incidents menu was not populated.
Changed color boxes to use CSS & divs instead of one-cell tables.
Fixes some errors in Vaurca organ definitions causing them to get more organs than seems to have originally been intended.
changes:
Vaurca now have two hearts ("left heart" and "right heart") instead of three ("left heart", "heart", and "second heart").
Vaurca now have only one set of lungs.
changes:
No-occlude lights such as those used by Sunlight are now always queued, eliminating a chance for them to be processed by the instant lighting system (causing lag).
Makes /proc/gotwallitem use typecaches & a compile-time checked list of types instead of a list of strings. Probably faster, not that it really matters here.
-fixes #3226
-fixes zipties boxes
-fixes the mounted pulse module using the wrong gun
-fixes ballistic guns icons showing as empty when the round starts
-tweaks the uplink vest to include the matching helmet
Fixes hatches & maint overlays not properly being cleared during the door open animation.
Thanks go to TheGreatJorge for figuring out why this was happening.
-fixes being unable to slit people's throat
-fixes the sprite of make's custom item being wrong
-fixes the infestation event using the incinerator area, something that don't seems to exist anymore, it is replaced with the waste disposal now
Bunch of fixes and balance tweaks to the devour system. Notable changes are that xenomorphs can eat people again and that human-types no longer take ridiculous amounts of damage from devour.
changes:
Devour type checks now actually operate on species for human-types and are all-around hopefully more sane.
Replaced an obsolete define with a boolean.
Fixed xenomorphs being unable to swallow human-types.
Rebalanced digestion damage to not kill human-types in one tick.
Digestion now deals fire+brute instead of cloneloss (bite still deals cloneloss as I didn't touch its damage function)
Misc code tweaks.
Adds a shared cooldown to Mice squeaking, soft squeaking, and squealing. no more will we have to endure squeak spam
Tweaks mouse-traps to do 8-14 halloss damage instead of brute. They still do brute, but only 1-3. this'll make giant mouse-trap piles in maint less of a meme.
-fixes #3218
-fixes #3213
Fixes a messed up table at telescience
Fixes a wrong cable at engineering
Fixes a broken uplink item
Fixes a wrong named camera
Changes the location of the heister and merc shuttles in the under station z level to be near the engine pipe area
changes:
Lifts no longer automatically generate lights if they're set to not clear the shaft.
Mapped in lifts now have mapped in small lights, only in the lift cabin.