- Made plasteel multiplier a variable
- Made shocked grilles shock unprotected RCD users
- Made grilles deconstruct instantly to match wirecutters
- Made RCD unable to deconstruct reinforced floors
- Changed canRwall to canRturf to cover both r walls and floors
- Changed large matter cartridge matter amount to 160 so it can still fit in the RCD
- Added fourth matter cartridge to RCD crate so it once again holds enough cartridges to fully load it
Fixes throw_at() to look nicely for xeno leap by adding the diagonals_first argument.
Removes useless gateway/Crossed and gateway/Bumped().
Changes throw_at() to use diagonal directions.
I replaced the atom variable "throwpass" with the LETPASSTHROW pass_flags
I readded hit_check proc to catch things getting on the thrown thing's tile during its sleep(1) (especially needed for mobs running towards the thing), the only other possibility would've been to add throwing checks in atom/movable/Crossed() (called after every move) and I don't think it'd be worth it.
I added the item var "thrownby" to be able to continue to log the thrower of the item when it hits a mob. It removes the need for a thrower argument in throw_impact() and hitby().
Nerfs the rag, allows it to be made with the biogenerator, adds a few to the chef/bartender's closets, and to the maint loot spawner
Adds the ability to empty out a fire extinguisher... for sabotage
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
- Wardrobe closets are not locked, so it should make it a bit easier to steal disguises
- Unclutters equipment lockers
- Heads still have their one lockers for convenience, but some of the clothes have been removed if they're already in a department's wardrobe