* Makes qdeleted and qdestroying macros
* Makes QDELETED and QDESTROYING uppercase
* Swap qdel checks istype's for != null's
* Fix it
* How was this missed?
* Part1
* IT COMPILES!!!!
* Fuck wait this was missing from that last
* Update handlabeler.dm
* Update handlabeler.dm
* Fixes n shit
* Fix this
* Fixes#23310
* Fucking @RemieRichards was right
* Fixes devil unEquip
* WTF ARE BITFLAGS?
* THERES THE FUCKING PROBLEM
* Fixes
* Fixes some bad addtimers
* Adds INVOKE
* Warning for addtimer
* Working syntax
* Another bad call
* Fixes the addtimer warning
* Add suppress_zero_warning to addtimer
Useful for addtimer that uses vars
* Add INVOKE_AGAIN for when the var is already defined
* Replace addtimer(...,0) with INVOKE((...))
* Much more sensible syntax
* Less overhead, less copypaste
* Rename INVOKE_ASYNC
* Use a macro
* Allman style
* Wait, why make it a datum in the first place?
* Revert the rename
* Rename again, keep line endings
* typo
* More typos
* Untouches Addtimer
* Update callbacks.dm
* Update timer.dm
* Revert allman style
* Revert "Revert allman style"
This reverts commit 47361da15bd04eca138be5f13acdc9dd5ba89331.
* Trying to match that whitespace diff
* Why is this missing?
* I'm not fucking dealing with this!
🆑 XDTM
tweak: Implanting chainsaws is now a prosthetic replacement instead of its own surgery.
add: You can now implant synthetic armblades (from an emagged limb grower) into people's arms to use it at its full potential.
del: Chainsaw removal surgery has been removed as well; you'll have to sever the limb and get a new one.
/🆑
Reason for adding
Makes the surgery code more consistent, without a snowflake surgery for chainsaws. This also gives a legitimate use for synthetic armblades, which were otherwise just a much shittier and harder to get circular saw.
* Adds Romerol (the REAL zombie powder) to uplink
🆑 coiax
add: Syndicate agents have gained access to a highly dangerous
experimental bioterror agent, that causes partial reanimation and
aggression after death.
del: Zombie infections are no longer visible on MediHUD.
/🆑
- Adds a reagent to the uplink that gives anyone who injests it a
dormant zombie organ that will reanimate them as a zombie after they
die.
- Initial price estimate is 20TC because this is some fungal TB level
!fun!.
- Good for traitor chefs.
- Zombies are fun, let's have more of them.
* Fixes runtimes, removes airlock tearing
* aGGression
* Update health?
* Zombies are not TOXINLOVERS that's dumb
* Removes from uplink
* Revert "Removes from uplink"
This reverts commit a0acd313929b0787c2eab0d7f289e305212fa0ed.
* 25 TC
🆑 coiax
del: The Syndicate "Uplink Implant" now has no TC precharged. You can
charge it with the use of physical telecrystals. The price has been
reduced from 14TC to 4TC accordingly. (The uplink implant in the implant
bundle still has 10TC).
/🆑
- Also cleaned up implantuplink.dm.
- Removed "weak" uplink implants, which were only used for persistence
memes.
These changes will make purchasing an uplink implant more common, as you
don't have to commit a large chunk of TC to use it. It's a buff to a
rarely used syndicate item, and synergises with physical telecrystals.
* Fixes instant summons and probably a few other edge cases
* woken in a fog don't sweat it
and reckon none of it had come from you
* echo
* no lesson in magic, just untimely dreams
* slapdash code queen
* 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
* 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