* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.
* Adds some null checks to orbit checks
* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.
* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
* Highlander changes
* Prevents losing your claymore F O R E V E R
* Adds partial bloodthirst sating from attacking
* Reworks bloodthirst
* Forgot to push this
* Adds a disk-capture mechanic
* Changes based on feedback
* Bugfixes
* Makes the pinpointer functional
Significantly reworked bubblegum's attacks, it now has the following attacks;
Attacks through blood, done occasionally and at the end of every charge.
Spray blood if it failed to attack through blood during its normal attack sequence.
Warp through blood if it failed to attack through blood during its normal attack sequence.
Spawn up to 6 slaughterlings, which block enemies but not it.
Charge at a target. May be prefaced by a blood warp or done up to 3 times if below half health.
* Only holy water will clean blood runes
* macro!
* holy no longer required
* i am far too unethical and spite driven half the time
* it appears code done in the middle of the night in the hope that oranges hasn't merged my pr isn't always that good
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).
* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
* Observer huds now only trigger for mobs
getpois can return items that are not mobs, such as the capture the flag
machinery, so we avoid trying to set the hud for these items
* add missing bracket
This means stuff like bubblegum charging at you through rock, colossus throwing blasts through rock, hierophant doing anything if you're behind a wall, etc.
Also fixes targets_from var of hostile animal not being cleared when mob is deleted.
Finally, the automatic forced mob unbuckling when the mob is gibbed is moved to living/Destroy() so that it covers all possible deletions.