Fixes human species grabs not checking for adjacency before grabbing
when using the ctrl click hotkey.
Moves the code into the click code and not down in the martial arts code
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
This PR ports pockets (from Animus Green) and adds them to some clothing.
Shoes that support storing items now use pockets system.
Some hats have 1 small pocket.
Detective's hat spawns with a flask in it.
Clown's mask has a single tiny top-secret pocket. Honk!
This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.
The grab item is gone entirely.
You can now only grab one mob at a time, instead of two (one for each hand).
Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.
Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
Moves everything on a 15+ layer to a plane. So now you get screen catcher (-99, was already on a plane), lighting (15), effects that ignore lighting (16), fullscreen UI effects (18), screen objects used to build the UI (19), actual equipment in the UI slots (20), and everything else (0).
Also created a file to contain plane and layer defines for hopeful eventual use.
Hopefully this doesn't change anything now but does enable some nifty new features in the future.
Check that a turf exists when attempting to click it
This can happen if someone manages to click off the edge of the Z-level
The following runtime has occured 48 time(s).
runtime error: Cannot execute null.Click().
proc name: Click (/obj/screen/click_catcher/Click)
source file: click.dm,345
usr: Drone (758) (/mob/living/simple_animal/drone)
src: (/obj/screen/click_catcher)
Fixes seraph smoke not working.
buff energy relay so it's closet to the old effect
Fixes 6812 (mmi in mech cant use equipment) somehow.
Moved check to prevent drilling inventory to mecha/click_action so that it also happens with an AI occupant.
Fixes 9562 (verbs sometimes aren't given to the pilot) by removing the verbs
Upon destroy() we delete cabin_air: Fixes 8110
Changed armor booster availability back to all mechs.
Fixes repair droid overlay not updating when turned off after repair done
Fixes heavy plasma cutter not being attachable to anything.