Added the check to see what you clicked in the inventory when clicking on pockets and added a message for it. Now it won't just be a line break.
Fixes#4601
pretty much the same effeciencies from human/life()
no need to updatehealth() over and over and over
no need to process environment if everything is normal
etc.
Before: We process a whole lot of bullshit for no real reason most of the time because temperatures are perfect.
Now: We check if our temperatures and environment are within normal bounds and get the hell out of the proc.
Also: Mobs that are long dead or just dead mobs spawned at round start won't process Life(), those 3 clowns don't need Life(), those jerks.
We do a bit of pre-processing to see if we want to do checks on all the organs.
First we don't even do preprocessing unless we have damage of some kind
afterwards we process what is hurt until it gets better or overall we get worse
when we go ahead and check everything else out again.
Can add a safety check in life every 30 ticks or so go ahead and check every organ again but I don't think it's needed.
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/modules/mob/living/living.dm
Had to do a hacky fix. there was no real way around it.
Also, a couple balances with IPCs
And a totally silly death animation (Which has been commented out for now)
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.
Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.
Modes that will no longer autoupdate at all: Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks: APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)
Some other things that I just can't remember right now.
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.
Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.
So yeah, removing the second get_mobs_in_view and replacing it with viewers()
Yes this code has been in since Oct/Nov time frame :(
Before: EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.
After: We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement. Also every 10 ticks while that flag
is set we will check to see if we need to unset it.
Fixes#3676
Before: Toggling would get stuck where it wouldn't toggle the camera until you reset your view.
After: Camera light toggles, you have to toggle off before turning on a new camera light though.
pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.
So, updated it with the newest tnote variable functionality so it can participate.