* 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
* 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.
* Allows syringes and droppers to show their reagents when examined.
* rearranges my logic
* replaces SEMIOPENCONTAINER with TRANSPARENT
* Silly spelling error fix.
* Moves the defines from flags to container_type to avoid issues with conflicting flags
* changes it back to obj/item/O
* Moves the OPENCONTAINER and TRANSPARENT defines to the reagents.dm
* Fixes missing materials upon retrieval
Fixes attempts to retrieve materials resulting in missing stacks if
there is more than one full stack of a material in the machine.
* Alternative Fix
This is what actually needed fixing. M.amount would always equal 0, so
round would always result in 0, thus sheet remainders would never get
outputted. This resolves that.
Delivery chute's initial mode was set to PRESSURE_OFF, but would
immediately get reset to PRESSURE_ON afterwards because of trunk_check.
This change should cause trunk_check to respect the initial mode
setting.