* Update the canister code to use replace tank logic
* Update the Portable scrubbers and pumps
* Check if a admin ejected it
* make the tank consistant
* make the tank consistant
* fix false
* Lets see if this fixes it
* Update the canister code to use replace tank logic
* Update the Portable scrubbers and pumps
* Check if a admin ejected it
* Fix Merge conflict
* remove semicolan
1. there was an option for cancel when the input already had a cancel button
2. hitting either of these cancels did nothing, and it continued on with the
transformation
3. there were some 1's and 0's that shoulda been TRUE and FALSE
* Atmos trinary devices improvement
In here: A slightly more compact mixer
* improving filter pipes
adding early returns and stuff
* !var is truthy for negative numbers
* see above
* Update filter.dm
* Update filter.dm
* you voted for the runtimes, you get the runtimes
* Mandatory return
* mandatory returns
A couple things depend on this list being populated to teleport mobs around
towards end game, so removing the spawnpoints just to spread players around at
the very start of the round seems like a pretty blatant oversight.
Aiming to implement the framework oranges has detailed in https://tgstation13.org/phpBB/viewtopic.php?f=10&t=19102
Moves canmove to a bitflag in a new variable called mobility_flags, that will allow finer grain control of what someone can do codewise, for example, letting them move but not stand up, or stand up but not move.
Adds Immobilize()d status effect that freezes movement but does not prevent anything else.
Adds Paralyze()d which is oldstun "You can't do anything at all and knock down).
Stun() will now prevent any item/UI usage and movement (which is similar to before).
Knockdown() will now only knockdown without preventing item usage/movement.
People knocked down will be able to crawl at softcrit-speeds
Refactors some /mob variables and procs to /mob/living.
update_canmove() refactored to update_mobility() and will handle mobility_flags instead of the removed canmove
cl
rscadd: Crawling is now possible if you are down but not stunned. Obviously, you will be slower.
/cl
Refactors are done. I'd rather get this merged faster than try to fine tune stuff like slips. The most obvious gameplay effect this pr has will be crawling, and I believe I made tiny tweaks but I can't find it Anything I missed or weird behavior should be reported.