Removes a version of atom/movable/Move() that was in mob_movement.dm.
New proc called newtonian_move() that's called as a result of things like shooting a gun or spraying a fire extinguisher and as part of atom/movable/Move().
It pushes src if it's not under gravity and gives the object a chance to stop itself.
As a result, inertial_drift() is kill.
Moved Process_Spacemove() out to atom/movable. It does the same thing, it's called whenever a drift is attempted and stops the drift if it returns 1. Default check is to look for nearby lattices to make dragging shit around the station less annoying. Mobs still call it in Client/Move()
The mob version of Process_Spacemove() will shove non-anchored nearby objects out of the way if you try to move like that. For example if you're free-floating in space next to a closet and try to move right, the closet will drift off to the left.
Mechs call their occupant's version of Process_Spacemove() so mining with a mech isn't retarded. The pussy wagon does the same thing and thus no longer works like a jetpack. Will it be making a comeback?!?! (no)
Any move will attempt to keep dragging your pulled object, not just ones initiated by the client. Should make space wind a little less annoying. Was needed to make drifting not break your drags.
Mechs drift correctly without any special snowflake crap.
Spaceslipping is gone because fuck that shit
Space movement is now slow instead of fast. Having a jetpack helps go faster but even that's slower than current. Hopefully means nuke ops can see each other as they move to the station instead of losing sight of each other instantly. Having your hands full makes spacemovement even slower.
You can drift in office chairs and drag mobs in beds or the bed itself. Currently drifting diagonally while in an office chair is bugged and I need help to solve it. It winds up in cardinal movement instead of a diagonal one.
Changes up the jetpacking effects system to cause fewer errant ion trails but it's still awful code. In hindsight I shouldn't have bothered but here we go.
Replaces for(mob in oviewers) show_message() with visible_message() when possible.
Fixes the absolute pathing in Ninja code.
Fixes facehugger attack messages being bold red for third party (only the first leap message will stay bold red for third party, for better visibility)
Standardizes vomiting message
Fixes mech occupant not receiving any attack messages when the mech is attacked.
* added a protection to prevent division by 0 when all hacked apcs are destroyed
* added a midnight rollover check for the MC (fixes#4905)
* toggling breakers won't add/remove a hacked APC from the AI apcs pool anymore
- Emergency shuttle call/recall announcements will say when a tracing attempt has been successful, as well as explicitly telling players how to view them
- Clarified language further on how emergency shuttle tracing is done
- Increased tracing success rate from 60% to 70%
- Removed a lot of duplicated code by moving all the priority_announce() calls to incall()
This commit removes lights from the process list, about 500 of them on the current map.
The purpose of this is to reduce lag from the master controller ticker.