Fixes large crate, critter crate, cardboard and metal boxes showing a nonfitting sprite when wrapped. I added two new sprite for those wrapped box-like closet, one for wrapped and one for giftwrapped.
You can now use tabs when writing on paper, by using "[tab]".
Fixes clone damage not being transfered when humanizing/monkeyizing with a dna injector.
Fixes chaplain's camera obscura showing invisible things other than ghosts.
Fixes typo in carbon/examine.dm().
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* Fixed a few bugs with clockwork proselytizers
* condensed
* formatting
* proselytizer.
* i need more sanity checks I think this crashed something
* proper!
* better desc
* sanity! SANITY!
* Added in a neckslot. Moved some tie items over to said neckslot.
* Changng some stuff to fix the new neckslot items.
* no message
* Altered comment to say that the old tie system is being kept as-is due to armbands and such instead of just avoiding conflicts.
* no message
* Changed the number for this.
* Fixed jaws of life not having a category, thus they only would show up when searched.
The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc.
The list has four elements, used for four categories:
ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects).
TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring.
WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc.
FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition.
Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it)
Spray cleaner and soap can now wash paint off mobs, turfs and objects.
* Fixes#20747.
You may now use your ID to unlock the display case.
Fireaxe cabinet and display case may now be repaired with the welder.
* Welder amount.
* Fire axe welder amount.
* Adds comments to the display case
* Captains display case now requires specops access
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
Melee attacks, gun firing, and things being hit by bullets will now still give witnesses a message, but only if they are less than 3 tiles away. The attacker still doesn't get the message for its own attacks.
I added two arguments to visible_message(), one to specify the visibility range, and one to ignore a specific mob that shouldn't get the message.