I'm going on vacation soon so I thought I might as well bring this game mode back up to at least a minimally functional state before I go.
A lot of features (Gang membership visibility, conversion pens, weapons, deconversion methods) have been stripped out for now. I gave gang bosses uplinks in the meantime.
It's basically rev vs rev right now, but the victory conditions with the recallers are still there. I'll work on adding more stuff after I return from my vacation.
Replacing some fo mob in viewers() show_message() with visible message().
Simplifying some message code in a couple places, fixing typos and span classes.
Monkeys can still be revs, so they should be able to be loyalty implanted. This would also fall in line with the other implants, which have no race restriction.
Fixes#637
Hopefully nothing went wrong but you never know.
Conflicts:
code/FEA/FEA_fire.dm
code/controllers/supply_shuttle.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/machinery/autolathe.dm
code/game/machinery/drying_rack.dm
code/modules/hydroponics/hydroponics.dm
code/modules/projectiles/projectile/magic.dm
code/modules/reagents/Chemistry-Recipes.dm
code/modules/reagents/reagent_dispenser.dm
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.
New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.
ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
The freedom implant is now shrugs only, and the emp implant can now not be shrugs.
The freedom implant now has an assured 4 uses instead of rand 1 to 5 because... why?
Adds an explosive implant to the bundle, and labels it since there's a good chance the traitor would rather use it on someone else instead of themselves.
No F U C K S given.
- EMP-Flashlight now has one charge less but recharges (slower than lasers/energy crossbows do)
- EMP-Flashlight description no longer reveals the nature of the device
- EMP implant now has two uses
- EMP kit now contains two grenades
- EMP and adrenaline implants now inform the user how many charges they contain to begin with (freedom doesn't because it's intentionally random)
- Fixes EMP flashlight sometimes going down to -1 charges.
All the logging i have found in the code was changed to use the
proc(maybe i missed something)
Killed all runtimes found so far
Proc now handles all the checks, no need to add checks in the body of
object
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color
Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()
Map changes are due to pipe instances being changed from color to pipe_color
Signed-off-by: Mloc-Argent <colmohici@gmail.com>