Science Goggles and the Prototype Hardsuit Helmet may now scan items for
their research potential and machines for their contents.
Examine an item to gain additional data.
- Tech levels
- Materials that can be salvaged from it if recycled
- Reliability rating
- Crit failure, if present.
Examine a machine to learn the components used to build it.
Adds a center_image() proc that centers an image larger or smaller than world.icon_size (32) so that it appears in the center of a human mob, like inhands.
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