Fixed locker access. Some slight visual changes to turfs as well as a small theatre-ish stage to the open bar/kitchen area. The front desk now has pamphlets to give to arriving guests as a short description of the place they just teleported to.
Also, all hotel staff now spawn in with mindshield implants (vigorous background checks to ensure any subconscious bloodlust urges are contained), as well as the energy shotgun being given a mindshield pin due to complaints about some people bumrushing the hotel for it.
* Fireball Spell Changes
- Changes the fireball spell to be click-to-fire.
- Converted Devil and Wand fireballs as well.
- Moved some code to the /proc_holder level to work across the /alien
and /spell branches.
* Tweaks and Fixes
- Infernal Fireball is now a projectile and has the right explosion
values.
- Removed non-projectile spell versions of fireball, as they are unused
- Fixed fireball not seeking adjacent targets.
- Fixed incorrect bolding slashes.
* Fix
Fixes the fireball sometimes missing.
* Fixes and tweak
- Uses TRUE/FALSE defines instead of 0 and 1 for boolean variables.
- Ranged abilities now remove themselves tries to use an ability in a
disabled state. (Such as being knocked out)
- Define for the click cooldown.
Haven't tested shit, I'll download the zip and try this out in a bit.
Basically we account for tick drifts or byond not firing this proc on time such that we run it quicker if it falls behind.
This also allows for any speed, even when it doesn't round to world.tick_lag, causing it to just alternate rounding such that it avgs to the requested speed.
Something better would be to move all of this to a subsystem, to reduce the amount of sleeps and wakeups, but i don't think there will ever be enough projectiles to justify the effort of doing so.
Tweaks and QoL changes:
Kinetic accelerator now supports seclite attachment.
Miners now have a special heavy duty headset, it differs from regular supply headset only in sprite.
Miner's roundstart crowbar now spawns in box instead of backpack.
Preserved legion core no longer sparks and has a telling desc.
Balance changes:
All cyborgs are now ash-proof. Mining cyborg starts with ash-proof sprite to fit dark mining style. All borgs are superior to humans at their module's job, it makes sense for mining cyborg to come with ash-proof hull by default - after all, mining borgs can't deploy shelters to sit out ash storms.
Ash-proof plating upgrade was replaced with Lavaproof tracks. This upgrade allows mining cyborgs to roam lava safely.
Mining cyborg module now includes a tiny welding tool for basic self-repair. This welding tool holds 4 times less fuel than the one used by engineering cyborgs. It also includes a small fire extinguisher.
Miners start with a box of 3 brute and 1 burn paths instead of a single brute patch. This compensates for recent path nerf that dropped amount of reagents in single path more than in two.
Explorer's belt slot amount is increased by one, while mining belt crafted from sinew still has 5 slots.
Fixes:
Updates miner's corpse and mining wardrobe with new lavaland gear.
Fixes envy's knife path.
Fixes wing potion's misguided racism.
Fixes#18796. Fixes legion's nullspace corpse drop bug and two related runtimes.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
Fixes bug where wabbajack statue's eyes didn't close
Removes indentation and tidies the wabbajack() proc
Corrected an inaccurate comment in mob.dm
Mass Polymorph no longer uses a spawn()
Adds syndicate medical borg, cak to possible forms
Polymorphed drones now have random appearances
GODMODE mobs are now immune to polymorph
Wabbajack altars now ghost their sleepers after 10 seconds,
because they tend to just be abandoned and left there. It's
all a dream to them, if and when they get pulled from the altar.
R&D lathe cost slightly upped
Added new "chaos" mode which randomly tosses shit around ("""randomly""")
NEW INHAND SPRITES ARE IN
FIXED THE BUG THAT LEAD TO INFINITE RECURSION AND CRASHED MC
Blood drips icons are now in blood.dmi instead of drip.dmi (which only had the 5 drip sprites).
Moved projectiles, guns, casings and ammo boxes to be in the right files. Please don't put your gun with its projectile, ammo casing and ammo box all the same file.
I split growing.dmi into 5 smaller files so we don't get close to the 512 icon limit again. Each seed has a var to indicate which icon file to use when planted.
Fixes code for heavy pulse laser projectile to be less awful.
Also fixes#18352.
Slime colour and adulthood are specified in New(), which is a lot better
than having an ugly spawn(0) in the middle of a New(). Slimes also only
update their names when growing or shrinking when it matches their
existing name format.
So if you happen to be a slime called Carl Lagerfield, it won't change
your name if you grow up to adulthood.
In addition non-standard xeno names are preserved while evolving.
And it also applies your old dir to the new xeno, because that looks
slightly better.
This is mostly a pre-setup for my greater-bag-of-holding stuff.
You can't use bluespace crystals/jaunters/hand teleporters to access bluespace-proofed areas. at the moment, this only applies to shuttles and centcomm.
Teleport beacons placed in bluespace proofed rooms can't be teleported to, except via teleporter station hub.
A little concerned because now 'hijack' antags cant use teleprods to fling everyone out of the shuttle while in transit. q_q could easily just make the shuttle non-bluespace proof though.
Note for mappers: This means you can create ruins that can't be teleported into using bspace crystals by setting the area "noteleport" to 1. This can be used to force players to travel through the ruin the way they're intended to. Or to prevent them from gaining access to areas they shouldnt normally be able to. (ie. the wishgranter ruin)
Removes tech levels from some traitor objectives. They had tech levels even before the remake but apparently now that the levels got raised that became a problem. Also some small tweaks to other items to make some early levels easier to get.
- We no longer leave a blood trail if blood_volume is below a certain level which depends on the brute damage received. This way dragging a wounded player does have a bad effect.
- We no longer give humans a second reagents var containing blood, and we don't put exotic blood in the mob's reagents. Now we don't store any blood substance inside the mob, we only have a blood_volume var. When we draw blood with syringe we create the reagent that match the type (blood reagent, or an exotic blood reagent)
- can't draw blood from mob if it's low on blood, so we can't empty a mob of its blood entirely.
- Removed the blood type preference appearing in character setting.
- blood pack automatically show blood type, unless manually labeled.
- removed bloody_hands_mob human var and same name glove var.
- Some animals now have blood (pets, goat, cows)
- hitting and dragging mobs with actual blood in their veins leaves blood on you and a trail on the floor.
- probably other stuff that I'll mention in the PR.