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rshoe is using it spam us.
I know somebody was talking about trying to do a more proper fix, such as by making it not re-generate these when it's the same, so i'll test merge this until 24 hours or they make such a pr.
* change light update speed
* lower dynamic light max radius vals
* wew i actually improved the code for once
* remove define
* mso's wish is my command
* yeh biatch
* found one
* Adds regenerate_organs proc to carbon and adds it to relevant regeneration code
I simply took the bit from the admin heal and made it into a proc and
added it to the necessary regeneration-related bits of code.
* Adds regenerate organs back to fully heal
For some reason this didn't get included in the previous commit.
* moves regenerate_organs to organ_internal
As suggested. It fits better here, anyways.
* Monkeys are a bit more of a handful
They will aggro, steal, pick up weapons and stuff bodies in disposals
* search using held_items instead of manually
* Only natural monkies should reliably stun
Natural monkies don't try to stun-lock
* Pushes equip_in_one_of_slots to carbon from human
* Removed unused helper.
* Make the trip and stun only against monkeys
The main reason this is here is for the swarm behaivour.
* Just return true for now. It should flee on next life tick.
* remove blocking call from Life
* stuff_mob_in blocks so make it non-blocking
* add check to stop add/remove in same function
Only occours if the monkey attacks someone who isn't in the enemies list.
This only happens during a monkey swarm. Best to check.
* Fix for monkeys ripping stuff off walls.
* Moved shared emote/weaken down into living
Called the new function knockOVer. Monkey and Secbot both have different
control flow before the shared code.
* Stop monkeys fighting over body
* Remove commented out code
* Reduce flee range
* replace spawn with addTimer by moving code into callbacks
* Move magic numbers to defines
Also removed 900 delay in resisting cuffs as its a useless argument
* Refactor. Attacking has a function: monkey_attack
Combined de-aggro into it
* rework monkeyDrop to force drop
Also check for deleted items when snatching items
* Aggresive can be toggled by an admin
Allows for a mass mob of angry monkies
* Tweak aggressive monkeys to attack each other less
Monkey vs Monkey probability is a define
Warning: Once MVM combat breaks out in large mobs, mayhem insues
* Set the monkey back to idle once it attemps to dispose the body
* fix for aggressive monkeys self-harming
* comment wording fix
* changed walk2derpless to a callback and fixed deathgrip
One of these days we will refactor all of this shit to not be a big mess of if else chains so you don't have to remember to edit 5 lines to change the formatting.
* Various Tator Tot Fixes
Fixed missing sprite, some minor punctuation, and potato wedges not
properly processing into fries.
* More grammatical fixes
Removes an extra 'the' and capitalizes one sentence.