Floating is used by float() to keep track of whether you're doing the no
gravity bouncing animation. Now the guardian is always gonna be set to
bounce up and down, unless it's buckled or something. (Can you even
buckle guardians?)
The solution isn't great, but it's the only one I've found that works properly. For those keeping track yes this is a bit redundant in some situations, but just dundant enough for others. Blame the mass of procs that have to fire in a very specific order on the mob, dna, species, and client level to create a functional spessman for this one.
* Drones spawn with undroppable chameleon helmets
With a random apperance, for SURPRISES.
* Given drones regenerate_icons() proc
This legacy proc is still used by chameleon items, so drones
get one as well.
* Added drone chameleonmasks that can be toggled
Toggle your custom headgear between hat or mask, be the talk of the town.
* RIP default drone camogear
* Moved drone camoheadgear toggle to the item itself
Now we don't need to worry about clogging up the verbs.
* Added drone camo headgear icons
Thanks Nienhaus so much for spriting these.
* Drone camogear now has customised toggle button
As a side effect of this change, I've made a way of overriding the
normal icon behaviour for item related action datums. If you set
an icon state, it'll behave like a regular action datum, and use
that icon.
* Removed unneeded proc call
* Added 'random' icon to actions.dmi
I borrowed the 'slots1' icon from icons/obj/economy.dmi
* Button to randomise drone camogear apperance
That's THREE GUI BUTTONS for the price of one.
* Made "snowflake" drones; start with drone camogear
* Snowflake drone shell dispensers
(Obviously.)
removes all counter/blocking related code and the related sound effect
makes krav maga use action buttons instead of verbs
renamed quick choke to lung punch
reduced stun time on leg sweep
removed head elbow, removed the help button (obsoleted by tooltips)
* Step one, aquire voices for skeletons
* Moved sounds to their own folder
* Added samples of up to ten phomemes long for papyrus
* Added samples of up to ten sans phomemes
* Add skeleton talking
Skeletons now produce audible sound effects representing their distinctive
speech.
* Skeletons now respect punctuation in their chatter
Except for semi-colons, due to HTML escapes of the ' character.
* Lowered volume of skeleton phomemes
* Use Dunc's regex for parsing messages
* Added sans and papyrus toy sprites
Spriting is hard. But I think I managed to crush the images down to fit
in our 32x32 box.
* Generic talking action figures
Talking action figures like the owl figure and the griffin figure are
now generic, and have a pool of messages to pick from. This allows us to
make our TOTALLY ORIGINAL skeleton toys.
* Added the toys to the prize list
No point making these if you can't get them.
* Moved skeleton vocalising code into toys
* Fixes runtimes and bugs with skeleton talk
Remaking the regex each time makes sure it gives output everytime,
and we've also put a check that the item in the list is actually
a number before calling max() that was causing a runtime previously.
* Restored original form of skeleton span picking
Remie's was better.
* More messages for skeleton toys
I think that's probably enough to satisfy me.
* Changed for loop to new style