* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.
- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.
* More merge conflict fixes and adding the new files I forgot to add.
* of course I forgot birdstation
* More typos and stuff I forgot to undo.
* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)
* Fixing more conflicts with remie's multihands PR.
* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().
* Derp, forgot to remove debug message.
* Added a simple bar-theme escape shuttle
Features include a very tough Bardrone, with laws to be a good
bartender, bathroom, a quality lounge for the heads, and a small
gambling table.
* Changed drone's health to 3000
Bardrone is now strong, to cope from stray gunfire.
* Replaces banned variables with alternates
Step_[xy] is bad, mkay?
* Added STV5, the cramped transport shuttle
Well, looks like Centcom only had this ship ready for evacuation. I hope
you're friendly with your coworkers!
* Removed shuttle area from empty space on STV5
* Added cult shuttle
Looks like this automated shuttle may have wandered into the darkness
between the stars on route to the station. Let's not think too hard
about where all the bodies came from.
* Include the Narnar Shuttle
* Meat ferry added
Very basic, could probably use some love from a map wizard.
* Moved shuttle files to shuttles/ directory
* MAPS MOVED AND RENAMED
* Hyperfractal Gigashuttle
"I dunno, this seems kinda needlessly complicated."
"This shuttle has very a very high safety record, according to Centcom
Officer Cadet Yins."
"Are you sure?"
"Yes, it has a safety record of N-A-N, which is apparently larger than
100%."
* I REGRET ADDING THESE
* Into templates you go
* Changed floors
* Hugbox supermatter, for map making
* Shuttles KINDA delete themselves
* Hats in hats in hats in hats in hats
* Use the hugbox supermatter in the shuttle
* Include the new verbs
* Include our new verbs
* Fixed runtime when deleting emergency shuttle
* Added to verb list
* Fixes more runtimes with deleting the shuttle
* Shuttle Destroy verb now functions
* Moved them out of the shuttles/ folder
* We'll need these docks later
* shuttle_import landmark datum made
* Changes z2 to TGM format and adds shuttle_import landmark
* SHUTTLE IMPORT VERB
Is this it? Are we there?
* Some compile fixes
* Emergency bar map updated
* Updated cramped shuttle
* Updated narnar shuttle
* Supermatter shuttle updated
* Meat ferry updated
* Debugging information included
* Debug code, QDEL hints
* Minor updates to collection of maps
* May as well use the snowflake drone code
PICK YOUR OWN BARKEEPING HAT.
* The Lighthouse
*static*... part of a much larger vessel, possibly military in origin.
The weapon markings aren't anything we've seen ... *static* ... by
almost never the same person twice, possible use of unknown storage ...
*static* ... seeing ERT officers onboard, but no missions are on file
for ... *static* ... *static* ... *annoying jingle* ... only at The
LIGHTHOUSE! Fulfilling needs you didn't even know you had. We've got
EVERYTHING, and something else!
* Made supermatter hallucination too powerful
* Added force argument for docking testing
* Added emergency backup shuttle
Hopefully it will never be seen or used. But means that provided it's
there and untouched, even with the accidental deletion of a shuttle,
round will still be able to end as normal.
* Added templates for existing shuttles
* Backup shuttle used if emergency shuttle deleted
* Added backup shuttle transit space
Don't know why transit spaces aren't dynamically generated, to be
honest.
* Hyperfractal Gigashuttle improved
More radiation lockers, chairs which makes it "safer".
* Added Shuttle Under Construction
The documentation hasn't been finished yet for this shuttle. Break glass
in case of emergency.
* Added warnings for shuttle interaction
ARE YOU SURE YOU WANT TO DELETE THE EMERGENCY SHUTTLE?
I mean, I really don't know what will happen, and it's probably
nothing good.
* Snappop(tm)!
Hey kids and grownups! Are you bored of DULL and TEDIOUS shuttle
journeys after you're evacuating for probably BORING reasons. Well then
order the Snappop today! We've got fun activities for everyone, an all
access cockpit, and no boring security brig! Boo! Play dress up with
your friends! Collect all the bedsheets before your neighbour does so!
Check if the AI is watching you with our patent pending "Peeping Tom AI
Multitool Detector" or PEEEEEETUR for short. Have a fun ride!
* Fixed horrific experiment icon, added gambling spawner
* Candle changes
Infinite candles start fires but don't run out.
Infinite candles don't make messages when created.
* Shuttle can dock if already docked
* Fixing bugs with shuttle import
Also, some minor bugs with hugbox supermatter still consuming
gas moles and slowly depressurising the area.
* Admin notice, unload bad template
* Fixes problems with some shuttles
* Warning message if roundstart dock failed
* Compiles.
* Inform admins of shuttle problems
* Names for shuttles, minor tweaks
* Moved shuttle templates to shuttles/
* Version numbers are lame
* Shuttle datums
* Shuttle manipulator barebones
It doesn't do anything at the moment.
* Added shuttle manipulator to Z2
It still doesn't do anything yet, but it looks pretty.
* Use GetAllContents(), don't delete ghosts
* Fixes bug where nothing would actually load
* Cancel button on Destroy Shuttle
* Fixed birdboat shuttle overwriting bar shuttle
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
- shotgun/automatic/ will pump itself automatically on firing
- combat shotgun capacity nerfed to 6 rounds
- replaced all instances of the old path with the new one
Replaces the varedited white gloves in the maint loot spawner list with
a subtype of insulated gloves, with the siemens coefficient changed to 1
and a different desc.
Fixes the washing machine being able to change boxing gloves, ninja gloves and botany gloves to look like simple colored gloves. Creating a /gloves/color category for all gloves whose color can be changed.
Fixing some absolute pathing.