* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
* Replaces a bunch of istypes with their proper macros
* i'm not sure doing a 100+ file changed pr on a whim is something you do when bored
especially if you do it by hand because you never actually learned the regex that would let you automate it
* i'm just... gonna do this, because that check was true a lot and it shouldn't matter
* Hidden Smuggler Satchels hidden beneath the station now persist between rounds, though there's no assurances of WHEN they'll appear next and only one will ever appear in the round.
NOTE THAT THIS PULL INTRODUCES A CRITICAL BUG, DO NOT MERGE *JUST* THIS PR, AWAIT THE FOLLOWUP
* Finishes up satchel persistence.
Satchels require at least 20 saved bags before any will start spawning.
the var persistence_replacement can be set to a path to replace a very high risk item with a lower risk look alike. This is currently done with the nuke disk, the wizards spellbook, and the uplink implant
* DESIGNATED.
REMIE.
PULL.
Two mobs can no longer pull the same mob at the same time. Pulling someone break any other pull/grab from other mob on that person.
The grab item is gone entirely.
You can now only grab one mob at a time, instead of two (one for each hand).
Being aggressively grabbed or more now counts as being restrained (like handcuffed). A neck grab or more makes you lie down and prevents you from getting up until the grab is broken.
Fixes movement when moving with a grabbed person.
Fixes movement when moving a pulled person around you diagonally.
Fixes neckgrab moving the victim on your turf even if the turf is dense.
* Adds new items to the mining vendors, also adds tracking implanter since that didn't exist before.
* woops
* Fixes tracking implants for miners, makes medipens not OD you on tricord.
* Actually doesn't OD on tricord now
* Chemical changes.
* Upgraded the jaunter into the wormhole lifebelt
🆑 coiax
rscadd: The Free Golems have developed the jaunter into the wormhole
lifebelt, which automatically teleports the user when they fall in a
chasm or suffer a major medical emergency. Must be worn on the belt to work.
/🆑
Please don't mistake a random teleportation in crit for saving a user's
life, the Supply channel gets a notification, but suit sensors are
required to find them, and there's no guarantee the location picked is
safe (for example, the Toxins Test Site is a valid jaunt destination,
along with in the middle of the slime cages in Xenobiology).
* Adds modification kit.
* Golem ship now has its own /area
And a bluespace beacon.
* 5 tick medijaunt, no radio, golem jaunters + areas
The number of ticks before a medical emergency jaunt happens is now
five. No radio message is produced.
Free Golems now have no restrictions on what they can purchase. Wormhole
jaunters now specifically drop golems near their ship.
* Modkits remove the race restrictions from KAs.
* Buffs buffs buffs
I'd say something, but I'm sure I'd regret it later.
* Advanced lifebelts, golem superiority
* Removes modkit from minervendors, adds modkit to RnD!
* COMPILE DAMN YOU!!
* I made it compile
* Honor to my country, not to you :(
* fuck
* h-haha?
* Kor you know I would never actually ban you
* i could personally care less for HBls adminning style
Fixes gib animation never appearing for carbons.
gib() now has a "no_organs" argument to not spill organs on gib().
gib() also no longer waits for the gib animation to finish before actually qdeling the mob (which was causing the possibility of multi-gibbing animation during cult sacrifice.
Gibself no longer spill organs.
Simple_animal no longer show "X stops moving" when gibbed.
These are the files with just tiny tweaks. Mostly modify an object's attackby so it does "return ..()" instead of "..()".
If there are other things in this commit, the PR's description will explain them.
1. actually adds icons that i forgot to commit to actions.dmi
2. makes leg sweep only do weaken(2) in krav_maga.dm, also adds a /sec subtype of krav maga gloves with a more obvious name
3. makes sec start with the /sec gloves in security.dm
4. makes the krav maga implant a toggle instead of giving you krav maga and deleting itself in implant_krav_maga.dm
5. adds my self to admins.txt
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.