* Allows more mobs to use advanced camera consoles
Lessend mob type restrictions on advanced camera consoles, specifically
affecting drones and cyborgs.
* Remove borg adjacency check + Restrict AI
- Uncomments to AI restriction
- Removed adjacency requirement for borgs.
* Adds the mech tesla cannon
* makes it not stun
* fixes a dumb
* fixes another dumb
* makes it not blow fucking doors up instantly
* corrects an oversight
* Revert "corrects an oversight"
This reverts commit 73c713a3649deee6945f005f3c14ec926c9559f2.
* Overlay queuing
* Fix SS flags
* Don't copy on assignment
* Flags processing
* Fix icon_smoothing
* MSO's helper proc
* Legacy detection
* Make it work
* Fixes shitcode
* Fix the flag
* |= -> +=
* OK, how did I fuck that up?
* shitcode
* Conditional assoc queue while initializing
* Cleanup everything
* Orange meme
* This isn't perfect, but its the best byond will give us.
* forgot about dir
* oh ya
* This was litterally the last thing i did last night before heading to bed
You can tell can't you?
* Fixes various shit
* Let's not ever pause
* Fix the flag
* Cleaned up some missing shit. Added image dummys
* Remove the one usage of FPRINT
* Jesus get rid of this
* ZAP!
* YOU DID NOT SEE THAT
* YOU DI NOT SEE THAT 2
* object orientated pr
* gdi
* protection
* object orientated pr v2
* REEEE
* blacklists
* Update magicarp.dm
So, this really changes the way the rocket pods work now. So now they're proper projectiles, which means they keep going until they hit something, then they go boom. Downside of this, the sprite looks really silly now, as rockets spin about like a discoball in flight. I have no idea how to fix that. When they hit a non living target, they explode with 0 1 2, if it hits a living target, it explodes with 0 0 2. and the projectile now does 30 brute damage as well, meaning direct hits on mobs do 60 brute damage, plus a 50% chance to knock out and 7% chance to sever a limb. Should actually buff that considering you can only fire a rocket once every 2 seconds it seems like. But, this is good for now.
🆑 vcordie
tweak: The SRM-8 Rocket Pods have been loaded with new explosives designed to do maximum damage to terrain. These explosives are less effective on people, however.
/🆑
* Adds AI control beacons for exosuits
* Diagnostic HUD entry + Design Fix
- Adds Diagnostic HUD entries for mecha beacons. (Green for normal, Blue
for AI)
- Fixes AI beacon research designs to havep roper requirements
* Sanity checks for mech hijacking
* Refactors atom/Initialize
Captialized for compiling correctness and to be more inline with Destroy
Will now be called from atom/New if the world initialization loop in SSobj has already run. Should always call the base.
Now comes with the `roundstart` parameter indicating whether or not it was called by SSobj or atom/New
Other fixes/tweaks:
- Renamed a proc called Initialize in abduction consoles to Setup
- Removed /obj/item/device/radio/headset/headset_sec/department: Broken and referenced literally nowhere in the code
- Removed a spawn from the Initialize of turbine_computer which made literally zero sense
- Generalized the proc which fixes RND servers with no id set
Reasoning: It's better to check roundstart per function than to have to duplicate code in New and Initialize. Think of it as a safer New for atoms. If we move enough stuff to it, initial map load performance will increase due to less New calls
* Fixed a thing
* Actually, fuck the police
* >Expecting a merge without errors
* >Not calling ..() in New
* Sanic
* Fix the headset bug
* Makes sure the map loaders dew it right
* Fixes ruins being initialized twice
* Rename roundstart -> mapload
* Revert "Rename roundstart -> mapload"
This reverts commit 667c327fd2ccfa3ce4f4db52eac03f9e8b0f6812.
* Remove unrelated change
* A more direct solution to map loads
* And now we shouldnt need this warning
* Add the new var to SSobj recovery
* Revert "Revert "Rename roundstart -> mapload""
This reverts commit dee07dbd5e4696554ac43aae5b91cce743b9b9e0.
* Line endings
* sleepight pupper
* boop
* boom explosion habbon
* wew ladder.
kor tell me the varname cock tobbagan dont just tell me it exists and you dont poin
* bambi in spess
* more shitfuck
* GOD DAMMIT ITS GONNA BE FUCKING HOT AAA
* commit this dick you fucking tub
* GIGANTIC REFACTOR 2.0
* OH YEAH THE CREAM RISES TO THE TOP
* antur
* aaaaaa
* boat
* wew ladder
* bman
* yaaaaaaaaaaaaaaaaaaawwwwwwwwwwwwwwwwwww
* STEEL CORRIDOR
* 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
* SSthrowing + callbacks!
Throwing is now a subsystem.
It's low priority, but is a ticker subsystem so is ran before most other subsystems.
To allow for shit to run after the throw finishes, throwing now supports a callback.
A callback datum system was created, conversion of addtimer is planned for another PR.
Throwing now has a limit of 2048 turfs (was 600)
Throwing now ticks every world.tick, and properly converts the speed arg from 1ds to what ever tick_lag is.
Throwing now properly accounts for missed ticks.
Throwing no longer uses sleep.
Throwing should no longer lag since it's not filling the sleep queue up
* Smoother tentacles
* Some improvements
* Missed a spot.
* Makes shit quicker.
Inlines the thrownthing.tick() proc.
Raises missed ticks value
Lowers max dist value
Inlines the two sister overrides for /atom/movable/Moved() because that just seemed like a waste
* >PRs open that use procs i'm removing.
* STOP THE PRESSES!
* throw_at now runs the first throw tick() immediately
This will help some with throwing while running.
* Item throwing now imparts the momentum of the user throwing.
(ie, running in the direction you are throwing makes you throw faster, running away from the direction you are throwing makes you throw the item slower)
* Moves throwing momentum from carbon/throw_item to movable/throw_at.
There are other things that cause a mob to "throw" an item, I figured we keep this universal since thrower is already an arg.
* Explosions throw shit faster.
This was stupid, "Hey, lets set the item's throw_speed to 4 so embedding works, but lets make it throw at the base 2 throw speed for no reason."
* Fixes explosion embedding.
This also acts as a nice example of how to override a callback in an override of throw_at properly.
* Modifys the Research Requirements for Piercing Syringes
Engineering 7 Material 5 Combat 3 Makes very little sense. It's not an
engineering problem, its a materials problem. Plus, Sci shouldn't need
to track down a vortex anomaly for piercing syringes. This modifies it
to be Mat 7 (diamond sheet level), Engineering 5, Combat 3.
* Adds iron as one of steelcaps reagents
Purely to piss off kevinz
* Revert "Adds iron as one of steelcaps reagents"
This reverts commit 0a79dafc60facaeef24b57c015fdc059374df810.
* Revert "Modifys the Research Requirements for Piercing Syringes"
This reverts commit e43080359b3372048847e5d397fb3e6743fb89a1.
* Revert "Revert "Modifys the Research Requirements for Piercing Syringes""
This reverts commit 506bcf3de45c28697e8e0644941075821a96237d.
* [WIP] Adds multiple upgrades for Medical cyborgs
🆑 coiax
add: Adds upgrades for the medical cyborg!
add: The Hypospray Expanded Synthesiser that adds chemicals to treat
blindness, deafness, brain damage, genetic corruption and drug abuse.
add: The Hypospray High-Strength Synthesiser, containing stronger
versions of drugs to treat brute, burn, oxyloss and toxic damage.
add: The Piercing Hypospray (also applicable to the Standard and
Peacekeeper borgs) that allows a hypospray to pierce thick clothing and
hardsuits.
add: The Defibrillator, giving the medical cyborg an onboard
defibrillator.
/🆑
- [ ] Price the material cost of the boards appropriately
- [ ] Get the defib upgrade working
* Got the defib working
* Adjusted research and costing levels
* Missed a close paren
* Cyborgs have a reset module wire
🆑 coiax
add: Cyborgs now have a reset module wire, that when pulsed, triggers
the cyborg's reset module hardware.
/🆑
Because they can't touch it themselves for software reasons. Now you can
ask random assistants to reset you in a pinch, or do it on the FRONTIER.
* Upgrade ejection, removed reset board
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.