- Thrown items play throwhitsound on impact. If no throwhitsound is defined, they play hitsound instead. If that isn't defined, they play genhit.ogg. The latter fixes \#2508. The volume of the sound is dependant on the item's throwforce and/or weight class.
- Adds 15 throwforce to the fireaxe, which previously had only 1.
Blob spores that pass over the dead will now couple with the corpses to create blob zombies that are stronger and more resiliant than the spore alone. Should the blob zombie fall the original corpse is recovered and just as cloneable as it was before infection. These are simple animals not under the control of anyone.
Blob zombies will occur automatically if a blob finds a corpse under it and it's not already a zombie. Blob zombies have a base 80 health (normal blobs have 40) and gain additional health if the host body is wearing armor. They don't however actually gain the normal benefits of wearing the armor.
Blob zombies attack for 10 to 15 damage per strike, as opposed to the paltry 2 to 4 a hostless spore does.
Why this is good for the overmind:
The overmind cannot directly command the creation of zombies but can rally spores to a corpse's location to largely assure it will happen by itself. Blob zombies still follow rally spore commands and still count towards a factory blobs spore limit. As previously shown they're far more robust than spores and also deny the crew the ability to clone the victim until the zombie is defeated.
Why this is good for the crew:
Remember when the warden kamakazied the blob at the start of the round only to be engulfed and killed with the entire armory in his backpack? You can get those guns back now, because the warden's corpse will soon be moving to a very recoverable location! This also promotes not letting people die pointlessly to the blob or at least dragging corpses away from the blob (and hopefully to genetics) so they can't be infected.
If throwhitsound isn't defined, a thrown item calls the hitsound
instead. If that isn't defined, no sound is played.
Circular saw now calls pierce.ogg as its throwhitsound instead of its
hitsound.
Added get_inactive_modules and get_usable_modules procs to use while looping through the cyborg's modules.
The cyborg's storage screen will now shrink if there is an empty row.
Added a new on_emag proc for modules, which is called when the module is emagged. Miner borgs use it to replace their borg drill for a diamond one.
Fixes a runtime where there is no client to update the hud.
Fixes a bug where if you emag a cyborg with no module and when they choose a miner they do not receive their diamond drill.
When you touch an item, to spread the blood, it would take the "bloody_hands" to 0; which is checked if true while you wash your hands. I limited it to only go down to 1, so it will still be true unless you wash your hands.
Fixed an issue where blood_DNA was being cleared before the blood_hands variable was being set to 0. Now you can properly hide your bloody hands with gloves and when you take them off the hands will still be bloody.
Removed an unused variable.
Set the bloody_hands_mob to null where it was appropriate.
The amount of blood you can transfer to other items, when you touch them, will be a little random for variety.
Revive() will now heal your hallos damage.
Conflicts:
code/game/objects/items/weapons/shields.dm
code/modules/events/ninja.dm
code/modules/mob/living/carbon/human/update_icons.dm
No more cloakers, no more cloak_stacks. Also removed that silly "I'll make an icon and then make an image of that icon" bullshit.
Changed water to a grey very transparent colour, so real. This also means when you water down reagents you can see them becoming very transparent, extra real!
Changed the plasma reagent's colour to look a little better.
Changed the icon of the reagent filling overlays so that they didn't mess up the colours so much.
Added a new "invisible powder" reagent which you can get by grinding the mime's crayon, this powder has no colour and has no alpha.