* Edited tools.dm: Fixes "screwwy" typo in screwdriver description
* Edited paper.dm: Updates DJ station instruction sheet in light of the removal of the broadcaster and receiver from the DJ station
* Edited lib_items.dm: Fixes typo in "unwrenched" in a bookshelf deconstruction step
* Edited tgstation.2.1.2.dmm: Adds updated DJ station sheet to DJ station, replaces missing disposal pipe underneath HoP office door.
* Edited utility_closets.dm: Fixed oxygen closet description
* Edited DJ station paper to read better
*halloss removed from all updatehealth() procs. I could see no reason for it to be there. Correct me if I'm wrong.
*Updated all updatehealth() procs to use maxHealth instead of magic numbers.
-As requested by errorage, you can now place air/oxygen tanks and fire extinguishers on Ian's back. Additionally, you can also place cardborg suit/helmets on him.
-Cleans up some shoe code and unused sprites from feet/suit .dmis.
-Adds service headsets to barman/botanist closets (chef doesn't get one for now since he doesn't have a closet, all his spare stuff is just placed in a crate)
-Adds a Service headset channel, given to the botanists, barman, and chef. The HoP also gets the service channel on his headset.
Note: The Service Preset Server will have to be added to Telecomms on the map before the channel is usable. I'll put up the map when/if this gets merged.
Mobs can now become bloody again...after 9 months of going unnoticed.
Credits to Mport for this fix <3
Modified code/modules/mob/living/carbon/human/human_defense.dm
Signed-off-by: carnie <elly1989@rocketmail.com>
Vandykes are a tash and chin fungus, old sprite was some weird long handle bar thing.
Added some proper vandyke sprites, renamed old ones to fu manchu and added that as another facial hair style
>update_mutantrace() is no more, it is now part of update_body()
>Moved a lot of stuff into update_base_icon_state(), this will allow making mutantraces modular.
Almost all icon operations are now removed from human overlays (obviously some are still required for recolouring hair and eyes). Any remaining dynamically generated overlay icons are applied individually. This will allow byond to cache them better. This will also eliminate the bug where humans are initially invisible/unclickable when you first encounter them (due to network latency where the icons are being downloaded).
>UpdateDamageIcons() renamed to update_damage_overlays(), so it has the same sort of name as the other procs
>update_icons=true or false arguments removed from human overaly-update procs, no longer required. (i.e. the update_body() update_inv_whatever etc procs do not call update_icons() - see documentation for details)
>mutantrace icon_states moved into human.dmi
>skeletons are now a mutantrace, not a mutation.
>update_icons system should now be even more efficient (thanks partly to aranclanos)
>documentation rewritten
>copypasted code moved into helper procs - super tidy code :3
Other:
>Removed compile error where the core code was reliant on compiling away mission code. >:[
>s_tone renamed to skin_tone
Modified code/modules/mob/living/carbon/human/update_icons.dm
Modified code/__DEFINES.dm
Modified code/datums/datumvars.dm
Modified code/datums/limbs.dm
Modified code/game/dna.dm
Modified code/game/gamemodes/changeling/changeling_powers.dm
Modified code/game/gamemodes/cult/cult_items.dm
Modified code/game/gamemodes/cult/runes.dm
Modified code/game/machinery/doors/airlock.dm
Modified code/game/machinery/portable_turret.dm
Modified code/game/machinery/teleporter.dm
Modified code/game/mecha/combat/combat.dm
Modified code/game/objects/items.dm
Modified code/game/objects/items/stacks/medical.dm
Modified code/game/objects/items/stacks/sheets/glass.dm
Modified code/game/objects/items/weapons/storage/bible.dm
Modified code/modules/assembly/mousetrap.dm
Modified code/modules/hydroponics/hydroitemcode.dm
Modified code/modules/mob/living/carbon/carbon.dm
Modified code/modules/mob/living/carbon/human/death.dm
Modified code/modules/mob/living/carbon/human/human.dm
Modified code/modules/mob/living/carbon/human/human_damage.dm
Modified code/modules/mob/living/carbon/human/human_defines.dm
Modified code/modules/mob/living/living.dm
Modified code/modules/mob/living/simple_animal/friendly/slime.dm
Modified code/modules/mob/mob_grab.dm
Modified code/modules/power/lighting.dm
Modified code/modules/reagents/Chemistry-Reagents.dm
Modified code/unused/_debug.dm
Modified icons/effects/genetics.dmi
Modified icons/mob/human.dmi
Modified maps/RandomZLevels/wildwest.dm
Modified tgstation.dme
Signed-off-by: carnie <elly1989@rocketmail.com>
* Removing items works again
* Item duplication bug for non-accepted items fixed
* Corgi inventory refreshes correctly
* When a corgi rejects a head or body item, it will drop in their square (You put X on Y, but they shake it off!)
* Descriptive texts improved
* Plastic Explosives can be planted on the corgi through the inventory window
>Removed a for(obj/item in world) loop triggered by bloodying items. It now uses a caching system.
>New skin_tones - they are now sprite-based. This is to prepare for expansion of the mutantrace system. Thanks validsalid x
>Removed fat icons from the game - when you are obese you will now just look like a regular human. You will not be immune to being pushed. You will not be immune to choking. You will still overheat and run slower and appear fat upon "examine" verb use.
Modified code/__HELPERS/mobs.dm
Modified code/game/atoms.dm
Modified code/game/dna.dm
Modified code/game/machinery/computer/hologram.dm
Modified code/game/objects/items.dm
Modified code/modules/client/preferences.dm
Modified code/modules/client/preferences_savefile.dm
Modified code/modules/flufftext/Hallucination.dm
Modified code/modules/mob/living/carbon/alien/larva/larva.dm
Modified code/modules/mob/living/carbon/human/human.dm
Modified code/modules/mob/living/carbon/human/human_defines.dm
Modified code/modules/mob/living/carbon/human/life.dm
Modified code/modules/mob/living/carbon/human/update_icons.dm
Modified code/modules/mob/living/carbon/monkey/monkey.dm
Modified code/modules/mob/living/silicon/robot/robot.dm
Modified code/modules/mob/living/simple_animal/constructs.dm
Modified code/modules/mob/living/simple_animal/friendly/corgi.dm
Modified code/modules/mob/living/simple_animal/friendly/farm_animals.dm
Modified code/modules/mob/new_player/preferences_setup.dm
Modified icons/effects/genetics.dmi
Modified icons/mob/human.dmi
Signed-off-by: carnie <elly1989@rocketmail.com>
Redid a portion of how acid damage is applied. People were not being disfigured when sprayed, and contact with acid for some reason had a 15% chance to do ridiculous damage (~30 per spray puff), otherwise it did very little (~6). It should be more consistent now around the ~12 range per spray puff.
Glasses melt too, now.
Fixes that weird issue where people can take 5 laser hits to the face and still run around at 0 health until someone sneezes on them or they stub their toe.