* Removing trailing / from several mapping check regexes
So we have check_grep.sh which helpfully checks for a bunch of common map mistakes, including doubled up items. This adjusts them to capture doubled up base types which might be mapped in.
* Commit before pushing next time
* Fixes police hats covering your hair.
Makes police hats a subtype of Warden's hats, so they still are security-level armor, without covering your hair like helmets do.
This was gone unnoticed because the item is very limited in-game.
I also renamed the gravity generator updatepaths because it's been inconsistent with the rest of the updatepaths for a while now.
* renames updatepaths
* Update tools/UpdatePaths/Scripts/69643_police_hat.txt
Co-authored-by: san7890 <the@san7890.com>
* moves the hat to warden's, removes icon state
Turns out the icon state is shared between both hats, so the only real difference is name and description...
Co-authored-by: san7890 <the@san7890.com>
About The Pull Request
bgug fix stuff
APC controller UI has its elements section'ed off. The backend has been redone to make the behaviour of the APC controller a bit less janky. The console should be more stable, and all the soul has been removed from the code and the UI.
before this PR stales out from nobody wanting to review my pr, I should probably outline what exactly changed:
APC controller consoles have had their APC code almost entirely reworked. They no longer have to hold a reference to the person using the controller currently, and APCs themselves no longer hold a reference to the controller, instead to the person directly. A lot of code was moved to APC themselves to make it a lot more stable.
APC controller used to call toggle_breaker without passing args, causing a runtime. Fixed in
Fixes the power flow control console not actually being able to toggle breakers #69343
APC controller UI has had the Window.Content tags moved up to the top component, and a lot has been sectioned off to make the UI more sane.
AmpCheck used to look for a wire on it's turf, or as a fallback look for the Area APC. A check to see if the APC has a terminal did so on a weakref, causing a runtime and preventing the program from ever finding a valid APC in it's area, making it show nothing. This has been fixed. On the other hand, the power monitor console did not store the ground wire or APC terminal as a weakref, this has been updated. As a fallback, if there are still no APCs in the powernet, the UI will show a dimmer popup.
There was a "secret" power monitor variation in code so PDAs could not access monitors in hidden places. With the removal of PDAs, this control console is useless.
Why It's Good For The Game
Tiny bit of (much needed) polish on some useful tools in the engineering department.
Changelog
cl
fix: Fixed runtime when using AmpCheck without connecting the console with a wire.
fix: Fixed a few runtimes that could occur when using APC controller consoles.
qol: Sucked soul out of APC controller code and UI.
del: Removed "secret" power monitor console.
/cl
We now correctly calculate the offset into the DME file by comparing
total lines in vs lines stored.
Note this will fail if you ever skip lines in the middle of the file
We also show the expected line instead
Pre-sort smoothing_groups and canSmoothWith
Without any ruins, these sorts were taking more than 0.6s, and the bulk of the runtime cost of sortTim during init time.
This only happens on init and they are never changed apart from that, so pre-sorts everything and adds a unit test (in the form of #ifdef UNIT_TESTS, because you can't initial a list) to ensure that they are proper.
Keep visibilityChanged() to mapload only for turf/Initialize
Saves about 0.4s worst case scenario (e.g. with no ruins). Very expensive code (175k loop iterations) for 0 side effects.
Space areas now have the fullbright overlay, not the space turfs
Saves about 0.8s worst case scenario. Seems to work fine with starlight.
Remove is_station_level check for window spawners assigning RCD memory.
Saves about 0.3s worst case scenario. The logic for this isn't consistent since neither walls nor floors check this (for performance), plus some minor micro-opts to spawners.
Optimize is_station_level
Doubles in speed, used heavily in /turf/open/floor and in other initialization procs. Bit hard to tell exactly how much is saved, though.
This PR was originally just going to be a re-factor of brig doors to be based on status displays, as a big chunk of their code was duplicating the exact same appearance, but then I realized "Cell 1" would have marqueed for being 6 characters and ended up doing the second half of the status display overhaul I meant to do a while back.
So firstly:
Yes, brig doors are now subtypes of status displays.
The main improvement out of that refactor, other than a lot of code trimming, is that the on-screen timer updates its readout as you set it, which looks nice.
Also handled various states in a more consistent way in some edge cases.
The timer now also displays the cell's actual name instead of the internal ID on the top line.
Now for status displays:
Long ago, I wanted the marquee to be continuous but the math required knowing the actual measured text width, though without a user that is impossible.
I recently realized the scope of the text usable on status displays (no formatting, or icons) is so narrow, I can cheat it like crazy into a small lookup table and a looping function.
No, this method can't possibly extend to runetext.
So now the marquees loop seemlessly without any gaps! In fact behind the scenes they loop the very first pixel possible, and still done as a one-and-done animate() sequence as before. (click the preview below if you want to see it smoother)
Status displays are now a bit more colorful and have gapless marquee text.
Brig door timers were massively refactored behind the scenes. Door control should still work as before but be mindful.
* Makes condiments their own subtype, fixes geese, prepares for merging
* Fixes geese checking drink type instead of edible foodtype to eat gross food.
* Renames foodtype var on drinks to drink_types to prevent above from happening again because it KEEPS HAPPENING. DRINKS AREN'T FOOD!
* Makes Condiments their own subtype of reagent_containers because they don't make any use of being a subtype of food, at all.
* Starts moving things from food to /food/drink subtype in preparation for merging /food/drink with /drink
* fully removes Food subtype
* /reagent_containers/drinks are now /reagent_containers/cup - This is so it's no longer confused with eachother.
* /food/drinks is now /reagent_containers/cup/drinks, so we can keep their special abilities.
* Fixes a LOT of errors with food, which are STILL checking the reagent_containers, despite ACTUAL food being refactored away from it a long time ago.
This doesn't compile yet, but I do want to make sure my progress is well tracked.
* remove copypaste code, changes soda cans
* Removes most copy paste code between the two drinks, moving most stuff to parent whenever needed.
* Made soda cans their own subtype since they didn't share anything with glass bottles anyways.
* Fixes more problems with food/drinks, especially with geese. Geese really were just broken this whole time and no one said a word...
* Removes a snowflake signal, now that both drink types share a common one.
* Adds everything to the .dme
Currently my goal is to get this all compiling, then remove isGlass var by making glass be all glass ones only.
* Moves all icons into a single drinks dmi
I'm not that great at icon stuff, hopefully I didn't forget/break anything.
* Turns juices into their own subtype
This allows us to let them check for type in molotov, to both get rid of a use of isGlass, and so non-glass non-cartons don't show up as 'carton'.
* fixes compile issues, adds updatepaths
* a better updatepaths
* updates the damn maps now
* properly names the updatepath
* how did that get there
* i suck at handling merge conflicts
* how am i this bad
* code improvement and soda fix
* more fixes
* Don't be a timer
Ports from old food bottles to trans the reagents, rather than add a timer to.
* Merge conflicts and fixes bottle smashing
* Bottle smashing is now consistently functional regardless of how much liquid they have in them, when before it would spill first, then smash on the second hit.
* runs updatepaths again
JohnFulpWillard
Member
JohnFulpWillard commented 23 days ago
About The Pull Request
Merges ordnance data disk and frontier data disk, since the ordnance data disk's description says it is for ordnance-related stuff, yet doesnt have the main app people need to do Ordnance, which I found weird.
I additionally moved the NT Frontier app to the rest of the programs folder, and renamed it Frontier so it is easier to find.
Why It's Good For The Game
This allows the semi-public ordnance data disk (as they are found in vending machines) to actually contain the ordnance app it claims it provides, making it easier for an Atmospherics Technician (or anyone, really) to get the app needed to upload gasses they make, as experiments for their nodes.
This makes it easier for Engineering to do Engineering-related experiments to get Engineering-related tech nodes, much like Medical can by doing Dissection surgeries, while also giving more use to the Frontier's ability to put authors, since now Science and Atmospherics can see eachother completing experiments and maybe even try to outdo the other.
Changelog
cl
balance: Ordnance data disks now have the Frontier app on them, and has entirely replaced Frontier data disks.
/cl
* Removes Goon from Build.js
Hey there,
This folder doesn't exist any more on the repository, so we should probably drop it since it is no longer relevant to the function of this script.
I assume my changing of nearly every line in this file is related to Prettier running on the Javascript.
* Revert "Removes Goon from Build.js"
This reverts commit 1c5ab76fa9bbb1474a6ad615eef1bea27091f323.
* Does it without Prettier
A pretty heavy refactor for pAIs that just spilled into a rework.
Attempts to fully document and organize backend code.
Fixes a large number of bugs left untouched for a decade.
Breaks down the frontend into subcomponents.
Rebalances their software modules.
(should) fix pAI faces get removed if you activate them during alert #68242
About The Pull Request
Resprites various clothing items from the clothesmate with GAGs.
Organizes the clothesmate. Recolorable items on top, in the order of head, mask, neck, glasses, gloves, acc, belt, under, suit, shoes.
Adds a pair of jean shorts.
Tweaks some already GAG'd sprite colors.
Top: OG
Mid: Resprite in the style of the OG
Bottom: Random colors to showcase colorable channels
yoopp
sundress, tango, plaid, slacks(khakis), shorts, jeans, turtleneck skirt. scarf, large scarf, beanie. new jean shorts.
(excuse the inconsistent pantyhoes, hair, and ears i was already done screenshotting before i realized)
Why It's Good For The Game
Expands the amount of in-game customization while also cutting down on current and future sprites at the same time its like magic.
Changelog
cl
imageadd: Various clothing items have been converted using GAGs, making them recolorable. Check it out at your local clothesmate!
/cl
Repaths /area/station/cargo/qm to /area/station/command/heads_quarters/qm.
Seems to have been left behind when QM became a head.
Also updates the icon for the area to be in-line with other command area icons.
Hey there,
I fucked up. I used a comma when I should have used a semicolon. I think I did change it back after a test case but I probably forgot to save, skull emoji. Should be all good now.
Updates the UpdatePaths Readme to have more information
Hey there,
Several people were relying on this to teach them about UpdatePaths, and it missed out on a bunch of needed information (such as the important of including `@OLD` in order to ensure that you do not discard old variables (properties)) when you transfer from an old path to a new path. I added that in, as well as leveraged the capabilities of it being a MD file to get some nicer looking formatting in as well.
* Updates check_grep.sh to have more clarity
Hey there,
One issue with check_grep is that it was very inconsistent in how it handled the error conditions and echos to the end user. Some of them didn't have ERROR:, some of them didn't have two echos to separate them from the actual grep result, etc.
This should add more clarity to all of it by making each error line exit with a RED color, the boilerplate lines with a BLUE color, having an echo in each line to separate, etc. This should be much easier to see for anyone at a glance. This works on my local machine, and I suppose we'll find out how it looks on GitHub.
* Merge Conflict Markers - The Explicit Pathing
Hey there,
This PR corrects an issue I've been having with mapmerge2 these last few months. Basically, what it does is create a base `/obj` that is given the name `---Merge Conflict Marker---`. This is fine and all, but the problem is that the base `/obj` is set to a certain plane. This does mean that sometimes, this VERY IMPORTANT marker is covered up by rocks or other objects. So, this seeks to get rid of that potential flaw, as well as do some other things.
Sometimes, when objects are rendered via GAGS or other code-means, they tend to have the same default Purple/White Sprite that any object without a valid icon_state has. This has caused me some confusion, so I have decided to create a new icon for conflict markers. This icon was designed to be as ugly as possible, while creating as much contrast as possible with the background by incorporating several colors into its design. I hope you find merge conflicts as unpleasant as I do.
I also updated mapmerge2 to have it so you can set the specified path of the object, as well as a small comment on the warnings if you do not heed it. I'm keeping the fact that mapmerge2 adds a name to the object just in case someone else really needs that. I also updated the linters to check for this path as well (even though the name and description should suffice for linting), and it should all be gravy from here.
* Adds further contrast to the DMI.
* Splits the merge conflict marker into a generic /obj
I also added a thing where if it didn't get caught by linters and it showed up on Initalize, it would error to mapping logs, spit out an error in world, and do all sorts of stuff to remind you.
* python new line
* forgot to add a tab
* destroy proc holder pt1
- change proc_holder/spell to action/cooldown/spell
- docs all the spell vars, renames some of them
- removes some useless vars
- start with pointed spells, as they're easy
* kill proc_holder pt2
- kill a buncha vars and replace it with flags
- convert a ton over
- general code improvements
* kill proc_holders pt3
- convert a good few more spells
- rename some signals
- handle statpanel
- better docs
* kiill proc_holder pt4:
- restructure the file system of action.dm, separating a good amount of item actions and miscellaneous garbage into files where they belong slightly better. Also splits off item actions, cooldown actions, innate actions, etc. into their own files, overlal making it much better to work with
- converts touch attacks to actions
- converts blood crawl, jaunt subtype
* kills proc_holder pt5
- clears up some icon issues so all the currently converted pages don't have errors
- shapeshift
- some more action cleanup
* kills proc_holder pt5.5:
- some documentation
- reworks feedback to prevent oversight with teleports and stuff
* kills proc_holder pt6:
- converted cult spells
- converted magic missile
- converted mime spells
- chipped away at the errors
- removed some vars which were too general, replaced them with more locally applicable vars. for example "range" which could mean "projectile range" or "aoe radius" or whatever - instead of having a broad net which everyone applies to in a confusing matter, instead lets each spell delegate on their own.
- merged magic/spell and magic/aoe, as the comment intended
- more unified behavior for spell levelling
* kill proc_holders pt 6.5:
- replacing a buncha old proc_holders that have been updated to reduce some errors. sub 900 baby
* kills proc_holder pt 6.75:
- minor fixes
* kills proc_holder pt7:
- cuts down on some errors
- refactors some wiz events
* kills proc_holder pt 7.5:
- malf ranged modules
- some minor errors
* kills proc_holder pt 7.75:
- mor eminor error handling, cleaning up changes
* kill proc_holder pt8:
- refactors spell book
- refactors spell implant
- some more minor error fixing
* kill proc_holder pt 8.5:
- scan ability
* Adds some robust documentation
* kill proc_holder pt9:
- converts some / most mutations over
* kill proc_holder pt10:
- sort out all the granters
- refactor them slightly
- fix some compile errors
* Some set-unset sanity - going to need to test removing Share()
* Removes transfer actions. It doesn't seem to do anything.
- Transfer_actions was called when current = new_character so locially speaking the early return in Grant() should cause it to NOOP. Test this in the future though
* Removes sharing from actions, docs actions better
* Some better documentation for spell and spell components
* Kills proc_holder pt11:
- Finally finishes ALL THE SPELLS IN THE SPELL FOLDER
- Fixes some more errors
* kills proc_holder pt11.5:
- minor error fixing and sanity
* Method of sharing actions. Can be improved in the future, needs testing
* Implements a way to update the stat panel entry for a spell. Also gets rid of VV stuff, as you can update the bigflags directly in VV now.
* Curse of madness bug I put in.
* kills proc_holder pt12:
- sub 500 errors!
- converts cytology mobs
- converts and refactors spiders slightly
- some minor fixing around the place as usual
* kill proc_holder pt13
- Finishes heretic spells
- Sub 300 errors!
- some touch refactoring to account for mansus grasp
* kills proc_holder pt14:
- revenant
- minor bugfixing for heretic stuff
* kills proc_holder pt14.5:
- some missed stuff for revenant + heretic
* kills proc_holder pt15:
- alien abilities
- more minor fixing
- sub 100 errors. The end is nigh
* kill proc_holder pt16? 17:
- Finishes cult spells
- sub 50 errors!
- refactors the way charge works
- renames / moves some signals
* kills proc_holder pt final:
- sdql spells
- no more errors!
* Bugfixes round 1
* Various bugfixing
- documentation done
- give spell works
- can cast spell gives feedback conditionally
- is available takes into account casting ability
* Some accidental reversions + fixes
* Unit tests
* Completely refactors jaunting
- All bloodcrawling is now handled on the action itself instead of across various living procs
- slaughter demons have their own blood crawls
- jaunting dummies don't have side effects on destroy() anymore
* Wizard spell logging and even more refactoring
* Fixes some minor problems with grav gen
* Fixes gravity generator completely obliterating your ears by having several gravity generator soundloops (now there's only 1) by starting soundloop on creation, during parent's Initialize (so it doubled since things like grav gen part (a generator inside the generator??), starts a soundloop too, now the station's gen just starts the loop if it spawns on)
* Fixes offstation gravity generator looking like it's turned on when it isn't, and fixes it having sound when it's off.
* Removes /station grav gen subtype, because it was frankly useless.
* Adds some early returns to gravity generator's process, and removes the unused set_state proc, which was replaced with enable() and disable() in the radiation rework.
* Lastly, removes grav gen parts from QDEL_NULL'ing their soundloop twice, since they called parent's Destroy() that did it for them anyways.
* fixes minor typo
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* more grav gen code improvement
This commit is solely focused on code improvement.
* gravity_field and sound_loop was moved from gravity generator to main gravity generator, since they're the only place it was used.
* Added checks for a main part across generator part procs, rather than using ? randomly.
* Autodocs all Gravity generator vars
* Adds better var names in for() loops, makes use of as_anything, and renames parts to generator_parts.
* Adds some better var names in general.
* Adds an UpdatePaths
* fixes infinite del loop
* fix to harddels
* Update gravitygenerator.dm
* merge conflict moment
* fix maps
* fixes merge conflict
* Update gravitygenerator.dm
* updates the updatepath
* Update gravitygenerator.dm
* Update gravitygenerator.dm
* merge conflict
* set_broken()
* Update gravitygenerator.dm
* unregister signal on destroy
* Update gravitygenerator.dm
* middle part
* Update gravitygenerator.dm
* more improvement + moves grav code to grav file
* Update gravitygenerator.dm
* handles map merge conflicts
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* [MDB Ignore] Shifts all (sane) varedited signs to directionals
Hey there,
So we have these cool new sign directionals now, but we still have all of the old pixel-shifted pre-fabrications lying around. So, I added an UpdatePaths (as well as Updated the Paths) to be a bit better at using directionals, because directionals are pretty neato.
This should update every single var_edit that used the proper 32 pixelshift (some of them used 28, and I'm unable to account for that automatically with current tooling) into a proper subtype. Mappers tend to learn by looking at well established maps, so it's always important to ensure that the well-established maps use the most recent tooling (i.e.: bring them up to the surface) and avoid needless excess lines in maps.
* The Commit With All The Maps
OH GOD OH FUCK
* Renames the UpdatePaths
About The Pull Request
Hello once more! As we near summer, I continued to reminisce on several PRs done throughout last year! One of them was the controversial, but rather positive Tilening V1, as done by me and Twaticus a while back (#58932), and felt I could've done a better job with how it was presented.
And thus, thanks to @Fikou encouraging me with a very interesting find of a previous tile resprite attempt, I've successfully done it!
Ladies and Gentlemen, I present to you all, Tilening Version Two!
image
Now this isn't your run of the mill tile resprite. While I did improve the appearance of several tiles I haven't touched last time (including the showroom/freezer tiles now), I decided to do something special that most mappers shall appreciate!
Don't you hate it when of all damaged states, there's only ones for grey tiles when we have white, black, terracotta and a bunch of other materials? Don't you wish they were overlays instead?
Well golly gee do I have good news for you!
image
image
After painstakingly spending at least several hours trying to learn enough code to pull it off, I have successfully made it so most tiles display transparent versions of damage overlays over them! This means mappers can express their creativity that much better! And thanks to how the code is written, its super easy to snowflake certain tile types to make them use unique damaged states (looking at you wooden tiles), so fret not in that aspect.
Credits to:
@WJohn For actually making those damaged overlays! Wouldn't've done the PR if it wasn't for you.
@dragomagol, @RigglePrime and @LemonInTheDark for helping me out in a VC at 10 PM to 12 AM troubleshooting the code to make this improvement work!
Why It's Good For The Game
The shading is done better as compared to last time, making them feel more cubical and less like a pancake when seen from above! This PR also makes it so that we never ever have to touch damaged tiles ever again potentially, saving up some RSC regarding icons.
However, due to how damaged tiles are currently mapped in, rather than overlayed as I envision in the future, it'll require a PR by San to be merged later that should make it safe to remove these icons.
Changelog
cl PositiveEntropy, WJohnston, Dragomagol, LemonInTheDark, Riggle
imageadd: Resprites most variety of tiles into a better shaded version!
code: Damaged floors are now damaged overlays, meaning that most tiles should properly display a damaged state!
/cl
* Reorganizes some of the access and jobs access code for readability.
* Engineers get access to minisat and tcomms, atmos techs get it on skeleton crew.
* Service jobs that used to have morgue access without reason (bartender/botanist/hop) had it moved to skeleton crew.
* RD lost access to Mining, Mining station, and Medbay (holdover from Genetics), but gained Construction access to easily access the AI.
* Roboticist has had their skeleton crew access to ordnance revoked to align with the geneticist's skeleton crew access
* Miners no longer have SHIPPING access (renamed from Mail Sorting)
* The HoS and Paramedics have proper access to the basics in each department again
* Minisats across all maps now require Minisat access to access.
* Secure tech storage now once again requires both Command and Tech storage access again.
All of these versions are very old. I'm specifically updating pygit2 to
a version that works with a non-ancient libgit2 (i.e. one you can find
and install), and bidict so that it will work with Python 3.10 (it's had
a bunch of performance improvements, so mind as well go to the latest
version.)
Adds some checks for structures that are commonly misplaced inside walls. One of the more recent updatepaths also replaced a bunch of posters with windoors in walls so this will help find all those.
I also edited the one that checks for lattices to look for closed turfs, because we really don't want the structures we're looking for to be in any closed turfs anyways.
We don't want to look for all structures like this because things like transit tubes exist.
Adds the greps for firelocks and airlocks so we don't double stack them.
* Greps for double firelocks and airlocks
* Update tools/ci/check_grep.sh
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* Update tools/ci/check_grep.sh
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* fixes two double firelocks on iceboxstation
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
Puts the scripts for Update Paths in a "scripts" subfolder, labels them all according to their associated PR for easy sequential updating on paths, and provides a readme for how to use the tool and how to make the scripts for it.
I don't know what the label would be for this.
* Organizes the Update Paths tools folder and provides a readme
* Clarified adding more than one path update in the readme
* swaps the rtf with a markdown file
* renames the most recent updatepaths and throws it into the folder
So, for the last few days on production, Space Ruin generation has refused to work. Why is this? It's because in #67107 (cfc2330528), we repathed `/area/space` to `/area/misc/space` (lol i should have paid attention to that) without updating everything in code to match. I couldn't seem to get `/area/misc/space` to properly work somehow (this could have also been something I was doing wrong), but I worked it back to just making everything vanilla `/area/space` and all of those unwanted behaviors should be squashed out. Let's get the game working again.
Hey there,
Even though mapmerge2 (through behavior introduced in #39889) should automatically check for "stacked turfs", they still slip through somehow. Not really sure how, but let's make sure that doesn't happen again with the power of grep.
I manually audited all 4,710 instances of airlocks across all maps for upper casing
You'll never guess what I found.
UPDATE: We now have a grep to check for mistitled airlocks, and it's in this PR!
#66754 (8764893593) added an UpdatePath for the pathing changes it brought to signs but forgot to replace a bit when I assume they copypasted from the windoor UpdatePath.
All our exam room signs turned into maintenance signs and our maintenance signs turned into wall windoors one of which was adressed in #67122 (9f5f629656). I lazily tried looking for more wall windoors but didn't find any so this PR focuses mostly on bringing back the exam room signs and fixing the UpdatePath to prevent downstreams from having to deal with more busy work.
About The Pull Request
Because I noticed overtime that I kept using my docker-compose.yml setup for spinning up small servers to try features on or mess around on in general.
I thought I'd polish it a bit and add it into the tools/ directory for others to use as well. Not sure if it will be useful for anyone other than myself but hey! Might as well share this.
Please note, this is my first PR, feel free to give critique where critique is due. Or let me know if this is an absolute dogshit PR, that is welcome too, go wild.
Note: Priority of overrides is as following (1 taking highest priority and the rest is lower priority)
Environment variable overrides
Override files in the gamecfg/ folder
Default configuration found under /config
Why It's Good For The Game
Mainly good for developers or people who want to spin up their own server to try stuff on, I was personally missing something like this in the repository and think others might be able to use it to rapidly spin up their own server in a container using the provided Dockerfile in the main repository.
* Repaths `/obj/item/clothing/mask/animal/rat` to make more sense
It was used as the parent for a lot of other small animal masks simply
because of its flags and a single proc, so i repathed it to
`/obj/item/cltohing/mask/animal/small/...` to make more sense
* adds an updatepaths
* fixes the got damned maps