Gave Admins a gigashatter proc, which will fracture every single bone in your body. Fear the wrath of the redname.
Admins, you can call this proc by VVing a human mob, going to "call proc", then typing in 'gigashatter', then press finished and OK.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
alert() is a inbuilt byond proc that shows a popup message to the user.
to_chat(alert()) shows the popup message to the user and then prints the result (what button they pressed) into their chat.
title, shame we can't do the same about their players HEY-O -- Fixes#7479
sorry @NonQueueingMatt for kicking over your code but I did what must be done (and I guess this is a better fate than PR reverting)
Decompiler now plays a noise when used to decompile small pests. Cronch.
Also adjusted the decompiler to be used on more pests besides rats and lizards. It now handles simple mobs up to size 3 (which includes tindalos, diyaab, yithian, etc). This will help bots keep things clean.
I've excluded cats specifically (size 2.5) because we really don't need maint drones memeing around sucking up station pets. Dogs (even puppies) are excluded by default due to size.
What happens: You have a melee weapon. You hit someone with it while aiming for the head. There's always a chance to make them go to sleep for a ridicolous length - like 45 seconds.
But they have a helmet on! This is a pretty lame mechanic in that case.
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
-ranged pra robots now leave behind empty casings after firing
-pra robots will now take honorary membership cards in consideration when chosing targets
-adds emp damage to synthetic simple animals
Tweaks:
With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
The scientific gripper can now hold slime steroids.
The chemistry gripper can now hold paper.
Bugfixes:
Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes#4343.
Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes#1288.
Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes#1097.
Cyborgs can now re-lock secured crates. Fixes#4833.
Service borgs can no longer open a portal to infinite grass tiles. Fixes#3814.
Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes#4479. Fixes#6501.
Atomized version of my prior PR. This one only removes fullblock chance from armor.
What this entails is that before this PR all armor, regardless of how strong it is, has a chance to completely block a projectile of any kind. This removes that possibility as it's completely dumb.