* Refactors disabilities into lists, allowing for independent disability sources
* defines
* Xhuiiiiissss
* living
* did that
* adjusted for traumas
* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.
* makes antur happy
I had some time free, and noticed how awful the reagent grinder code was - it used huge static lists containing types and their associated reagents from grinding.
This is now split into two new vars on /obj/item - var/list/grind_results and var/list/juice_results, as well as two new helper procs, on_grind() and on_juice() to allow those to change based on conditions like plant potency. Such checks and the like have been moved to that. If any of these procs return -1, the operation is canceled.
I also fixed some of the recipes that didn't work. The reagent IDs for them didn't exist, leading me to believe that they weren't tested. I corrected that! (I've tested every single recipe in this PR, with the exception of a few juicing-related ones.)
Tick contention is when the mc, sleep()/spawns(), and byond internal processing fight each other for game tick time. Usually in an unproductive way that wastes cpu cycles and reduces the effective amount of game tick to go around.
Tweaked the anti-tick contention heuristics of the MC a touch.
Fixed an incorrect operator in the mc's anti-tick contention heuristics causing it to apply in times of no lag rather then times of lag.
The mc's anti-tick contention heuristics now plays better with the high pop processing mode.
We no longer reserve the tail end of a tick for the mc to have if the mc doesn't plan to run next tick because of high pop mode or anti-tick contention heuristics.
stoplag() can now be given an initial delay allowing it to act like a smarter sleep (in that it sleeps for longer if the server is overwhelmed.
All short sleeps that only existed for performance reason and had no game play, visual/audio, or balance reasons behind their timing were converted to stoplag().
* Adds hostile environiment suits
* NOBODY SAW THIS
* the CURSE
* c
* No more stun removal
* fix
* a
* in the chest
* back
* Fixes
* duh
* fucking helmets fucking secbots fucking past coders
* yeah
* REEEEE
* revert to here
* this better work
* cyberboss
* Update effects.dm
* check for charges
* B U L K
* spraycans
* READY
* the if, man
* why the fuck did it convert to spaces
* Fix it
* New squeaky datum and plushies
new plush subtype
clown shoes, bike horns, and mice slightly changed to use the datum
* narsie and ratvar plushes
* fixes duplicate obj/item/attack_self()
and other misc requested changes
* moves the sounds into initialize
* The future of archaeology
* pirate pad transfer is godawful
* pp transfer, part deus
* Revert "pp transfer, part deus"
This reverts commit f6e48f71f59f834f0b9e02a2ab2bb1bc1bda1b6a.
* hmmm!
* Edits How This Works
* Dig Check
* you can no longer chaindig + MrPerson req
* All MrPersons
* I need to squash soon [tm]
* replaces define
* fixes #literally everything
* forgot why i set it to highlander
* Review
* Removes How2 and Fixes Travis
How2 was outdated so idgaf
* Review 2, Cyberboss Boogaloo
had to move SSblackbox now that W is a more localized var.
* archdrop list is null now
* It won't let me edit that space sorry
* GOTCHA
* yes i used the web editor, no i am not sorry
* cyber
* ..()
* Belt overlay tweaks, tool overlays
* Belt overlays now have their own file
* work on porting to the new screwy looks
* Work on screwdrivers
* Fixes screwdrivers
* really SCREWED that one up!
* First test change, only damage
* take out unused var
* null check
* First test change, only damage
* take out unused var
* null check
* Fixes some wizard stuns (#28693)
* First test change, only damage
* take out unused var
* null check
* review changes
* Hate git
* Vending machines are more dangerous when throwing items
🆑 coiax
add: Various vending machines, when shooting their inventory at nearby
people, will "demonstrate their products features". This means that if a
cigarette vending machine throws a lighter at you, it will be on.
Vending machines also choose random products when throwing, rather than
the first availible one.
/🆑
- Lighters are now flame coloured, and have been minorly refactored
- Secvendors prime flashbangs, and turn on their flashights when
throwing them at people.
- Cigarette vendors light their lighters
- The selection process shuffles the item list before iterating, so it
won't just throw the first thing
* Preprime grenade and set on fire with throwing
* Actually prime grenades when people use them
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
* Upgrading RPG loot items modifies their name accordingly
- the greater crowbar of many tales +2
- use item fortification scroll
- the greater crowbar of many tales +3
- Once the RPG loot event fires, a global is set which means all new
items will have rpg_loot datums attached to them.
Otherwise, everything functions the same. Item fortification scrolls are
only spawned when the event fires.
Using an admin spawned item fortification scroll on a non-rpg looted
item works, it'll grant that item only a RPG datum.
Made a /unlimited upgrade scroll if admins feel like buffing an item.
* Scroll
* Scroll, <i> nix
* Fixes vaporising items, negative quality
* Fixes runtime when upgrading non-rpg item
* Static lists
* Muh spelling