Throwing a big item at an alien no longer pushes it.
If the item embeds itself in you, it doesn't push you.
Fixes an old argument in item/throw_impact() that I forgot to remove.
Rename the skip argument of hitby() to skipcatch (more explicit).
- TOUCH no longer transfer reagent by default, it's now only used for touch based effect like being flammable when touched by fuel or you and your stuff being acided when touched by acid).
- PATCH does no transfer of its own (but actual patches code do make a transfer) but is used for touch effect that ignore clothes and protection (blob attacks, patches effect going through hardsuits)
- VAPOR does reagent transfer but it takes into account clothing protection
Fixes a typo in humanoid/get_permeability_prot
Fixes acid splashing on objects not destroying it. Fixes acid splashing on turf not destroying objects on the turf.
Changed damp rag smothering code a bit.
Blob Smoke now doesn't do anything.
Fixes throw_at() to look nicely for xeno leap by adding the diagonals_first argument.
Removes useless gateway/Crossed and gateway/Bumped().
Changes throw_at() to use diagonal directions.
I replaced the atom variable "throwpass" with the LETPASSTHROW pass_flags
I readded hit_check proc to catch things getting on the thrown thing's tile during its sleep(1) (especially needed for mobs running towards the thing), the only other possibility would've been to add throwing checks in atom/movable/Crossed() (called after every move) and I don't think it'd be worth it.
I added the item var "thrownby" to be able to continue to log the thrower of the item when it hits a mob. It removes the need for a thrower argument in throw_impact() and hitby().
Moved last_bumped var from movable to living.
Renamed /obj/machinery/field/proc/bump to bump_field() to avoid confusion with Bump(). Same thing with /obj/effect/mine/Bumped() -> triggermine().
Fixes sprite when hunter leaps into a wall. 10428
Removed some commented code here and there.
Remove allow_spin var, throw_at now uses a spin argument for that.
Throwpass atom var is no longer used to check whether thrown stuff can pass stuff (now using CanPass() proc like everything else), the var is still used for some adjacency click check.
A thrown mob hitting another mob now produces a sound; also thrown mob and target one no longer swap places even on help intent.
A thrown mob now is lightly hurt (and weakened) if he hits a wall/mob/dense object. Nerf the damage when thrown mob hit wall.(20 -> 10)
Thrown obj/mob no longer bounces off wall unless it's no grav. Heavy thrown items now push an unanchored obj/mob target.
Fixes losing all momentum when getting out of a thrown closet. 6569
A lot of work on throw_at, throw_impact, and hitby to make the code more OOP. Thrown items no longer collide with border items on the side. 10479
Fixes the killer crusher. 10507
Removed the "feature" to have something log in an atom's vv attack log, but not the file attack log. all attack log items will go to the file as well as vv.
Replaced all hard coded src.name/name for attack log's object argument with an actual object (src) except where it made more sense not to.
All attack logging *should* happen AFTER damage is applied now.
Removed the confusing attack entry for when a changeling stings another changeling.
Tweaked how punch attack logs worked
- Slipping while carrying items in your hand may cause ~accidents~
- 30% chance to attack yourself
- 30% chance to attack the floor
- 30% chance to throw the item towards the direction you're facing
- Throwing reagent containers such as drinks or beakers may spill their contents onto whatever they hit
- Clothes can be set on fire and extinguished
- Any item can technically be set on fire and extinguished now, but only clothes (and paper) actually burn right now
- All of a mob's clothing are burned if the mob is husked by fire
- Clothes will also have a chance of being shredded if you are caught in a bomb blast
- The bigger the explosion, the higher the chance they have of being destroyed
- Outer layer clothing (headgear and exosuits) take the shock first, which absorbs some of the shock for the clothes it covers, according to it's bomb armor
- fixed the fraction argument in reaction(...., INGESTED, fraction) so the proper amounts of each reagent react, not all of it.
- slight optimization of datum/reagents/reaction()
- small optimization /datum/reagent/proc/reaction_mob
- the smoke's reagents no longer do direct transfer upon crossed()/move() but uses "reagents.reaction( mob, TOUCH)" only.
- fixes no ingesting smoke if it's in the dark.
- removed block gas smoke effect flag from clown mask and other non "actual" gas mask.
- refactor how protection against touched chems being absorbed is done. get_permeability_protection() to get that protection. No more
simple RNG get touched or not, now the amount that touches you depends on your protection and the volume in question.
- changes acid_act to take volume into account.
- chem_smoke now uses process() just like foam, we remove the reaction from crossed() and Move(), it's only done in process() now.
- optimization of effect/smoke, OOP! And now all smoke effects use objprocessing instead of shitty sleep/spawn
- removed mob var/coughedtime.
- add a volume check to item/acid_act(), there's a threshold to be able to melt and then a probability to melt (acidpwr&volume).
- greatly lowered the amount of reagent in the smoke from dead blobspore (so the volume isn't enough for melting)
- human/acid_act(): damage to limbs depends on acidpwr&volume.
- fixes metalfoam not working.
- smoke powder: only one start() call.
- Amound of smoke objects depends on amount of smoke recipe created.
- Adds an argument to add_reagent() to block automatic call of handle_reaction()
- When using reagents/proc/trans_to(), reactions are now only handled after every reagent is transfered and not before.
- Amount of smoke objects depends on amount of smoke reagent created.
- radius of foam reaction depends on amount of foam reagent created.
- The amount of other reagents inside the smoke/foam decides the life expectancy of the effect.
- The amount of reagents in each small smoke cloud/foam cell depends on the amount of other reagents in the initial reaction but also
how much smoke/foam was created (more smoke means dilution of the reagents).
- smoke/foam's reagent reaction on mob decreases the life expectancy of the effect (to avoid reagent duplication)
- The amount of reagent reacting with atoms is less if the life expectancy is high.(to avoid reagent duplication)
- The amount of movement from the smoke now depends on the number of smoke clouds created.
- removing some useless code in chem_grenade/prime().
- When calling human/acid_act(), item acid melting chance lowers after each each successful melt in the list, some of the acid is
"used" to melt that item so the next items have a lower chance to melt (to make melting every clothing harder).
- remove the banned reagent list from sprays, not needed anymore now that acid is nerfed.
- chem_grenade reaction, if there's no reagent left after reaction (smoke/foam/etc, reagents cleared) you don't get the steam effect
and immediate reaction with all atoms around the grenade explosion. (Fixes foam cleaner grenade deleting bloodstains around it as soon
as the grenade explodes, even if the foam hasn't reached the tile yet).
- melted storage items now drop their content instead of deleting everything.
-Adjusts pressure resistance, which determines how easily things can get pushed around by atmos.
-Most items (handheld stuff) are less resistant, while most larger items (mobs, structures, machinery) are more resistant.
-Removes the cooldown on air pushing stuff, which should make it feel more 'responsive', as opposed to the current push->pause->push->pause effect it does now.
-MAGBOOTS/NOSLIPS NOW PREVENT SPACEWIND PUSHING! !!!
-Adds a little wooshy breeze sound to when you would get pushed
In addition to keeping golem feet safe as always golems are now immune to object embeding. As a mitagating nerf and logical extension, golems can no longer be injected with chems either.
Fixes runtime when putting beaker in autolathe.
Fixes spray can empty message appearing when placing it on a table.
Fixes experimentor manual not having a title.
Fixes runtime with engine goggles updating nearby objects visibility.
Fixes runtime when looking at picture from the AI camera.
Updating the 'can_be_placed_into' list for items so their afterattack don't do anything when placing them in experimentor, autolathe, destructive analyzer.
Fixes soap starting to clean the table when placed on it.
Fixes drinking glasses having capitalized names.