- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.
🆑 coiax
rscadd: Wizards have been experimenting with summoning the slightly less
lethal "laughter demon". Please be aware that these demons appear to be
as dangerous as their slaughter cousins. But adorable, nonetheless.
/🆑
By popular demand.
Cheaper than a slaughter demon because it's not going to kill the crew,
it might even end up healing a bunch of people.
- Changes the name to "mysterious old shard"
- No other changes.
This is mostly so if the chaplain soulstone is nerfed later it'll be
already possible to do so without nerfing all other universal
soulstones.
* Robust Cult changes
* just cache the turf ffs
* if you see something say nothing and drink to forget
* if you see something, say nothing and drink to forget
* messagefix
* if you see something say nothing, and drink to forget
* if you see something say nothing and drink to forget
* if you see something say nothing and drink to forget
* if you see something say nothing, and drink to forget
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
Fixes blind AI (lack of power) staying blind if transfered to a mech or a card.
Fixes magboots action button icon not updating when toggling the boots on.
Fixes Area teleport spells not having a cancel button when choosing the destination area.
Fixes spell action button not being removed when the spell is refunded.
Fixes revenant spell action button icons not being updated when the revenant is inhibited by a null rod.
Pumping successfully now returns half of the blood lost from a missing pump (anymore and I doubt you'd die)
You can no longer spam the pumping (healing made this a requirement)
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.
I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)
This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
Fixes not seeing glasses through the riot helmet.
Fixes gas mask protruding from the abductor helmet.
Fixed radiation hood not hiding your hair, earpiece, mask.
Fixes colored justice hats not having an on-mob icon_stat.
Removed BLOCKHAIR bit from var/flags , moved it to flags_inv and renamed to HIDEHAIR
Added HIDEFACIALHAIR bitflag so certain hat/helmet can show just the beard.
Fixed human/update_inv_glasses not checking if our mask hides our glasses.
Fixed check_obscured_slots() not checking if our masj obscur our glasses.
Fixes some bits of flags_inv having the same value.
Fixes crusader hood and other headgear not hiding your identity when they should.
Fixes drone mask icon not appearing.
- renamed the eye_stat var to eye_damage.
- mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision.
- I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated.
- fixed climbing into mecha not giving you mecha sight.
- simplified and removed copypasta from update_tinttotal() (now update_tint() )