Commit Graph

1095 Commits

Author SHA1 Message Date
Ghilker
c93bfeeb06 Remove sleep() from hydroponics.dm (#57344)
remove sleep() from a couple of hydroponic procs, use addtimer and callbacks instead, closes #56435
2021-03-03 13:36:51 -05:00
carshalash
bda7ffadd2 Small plant tweaks, addition of chemicals to under utilized plants (#57302) 2021-03-02 15:38:56 -08:00
ArcaneMusic
f2e2603297 Adds a new type of botany experiment that tests plants. (#57166)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-25 15:35:01 -08:00
TemporalOroboros
e4079c87b8 update_appearance (#55468)
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
2021-02-19 12:06:18 -03:00
LemonInTheDark
5c22a0cfc1 Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too.
2021-02-16 09:18:46 -05:00
tralezab
e09101cb4b Pirates are split into three different ghastly crews! (#56264)
Co-authored-by: DeAndre <robustness13@hotmail.com>
Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com>
Co-authored-by: tgstation-server <tgstation-server@tgstation13.org>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-02-14 16:55:37 -08:00
Mothblocks
0f435d5dff Remove hideous inline tab indentation, and bans it in contributing guidelines (#56912)
Done using this command sed -Ei 's/(\s*\S+)\s*\t+/\1 /g' code/**/*.dm

We have countless examples in the codebase with this style gone wrong, and defines and such being on hideously different levels of indentation. Fixing this to keep the alignment involves tainting the blames of code your PR doesn't need to be touching at all. And ultimately, it's hideous.

There are some files that this sed makes uglier. I can fix these when they are pointed out, but I believe this is ultimately for the greater good of readability. I'm more concerned with if any strings relied on this.

Hi codeowners!

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2021-02-14 16:53:29 -08:00
Elli-Skala
8988d6b984 lowers the size of torches, and lets them be made with leafy mushrooms (#56877) 2021-02-13 21:31:23 -08:00
MrMelbert
4f7a73c3e0 Moves the plant analyzer chem mode to right click + lets you read out a tray's chemical contents (#56836) 2021-02-13 00:35:29 -08:00
Mothblocks
cb35cba7d5 Syringe toggle has been replaced with left-click to inject, right-click to draw. You can also now change transfer amount. (#56865) 2021-02-13 04:24:42 -03:00
MrMelbert
6a924330c3 Refactors plant traits to use signals + autodocs a lot of plant gene stuff and better vars all over (#56841)
Refactors plant traits to use signals instead of looped proc-calls copy-pasted on both types of plant.

Comments / autodocs a lot of the plant genes and their procs.

Renamed a bunch of vars to be more descriptive.
2021-02-13 03:25:59 -03:00
LemonInTheDark
f4160f26db Converts all uses of modifiers to lazy access to avoid memes in future (#56846) 2021-02-12 15:25:31 -08:00
Mothblocks
a1046d8e37 Refactor can_inject, and introduce try_inject (#56816)
Splits can_inject into can_inject and try_inject. The latter can perform side effects, while the former cannot. Moved the show_error bool parameter to a flag that try_inject checks.

Changes the signature to can_inject(mob/user, target_zone, injection_flags). This was previously redefined in several places, making it impossible to use named parameters. This refactor now allows named parameters to be used, and thus avoiding the ugliness of TRUE, FALSE, FALSE in parameters.
2021-02-11 15:45:18 -03:00
Sparkezel
e634ff2da9 Increase hatchet throw range to 7 and allows them to embed (#56705)
I think it would be fun if you could throw hatchets and get them
embedded in your victims, I was surprised that it wasn't a thing in the
first place.

Co-authored-by: Sparkezel <1haslo4@gmail.com>
2021-02-09 09:37:36 +00:00
MrMelbert
9f9ec810fa Adds mouth slot sprites for roses (#56715)
This is a very important feature of roses that was neglected prior.
2021-02-07 20:01:36 +00:00
MrMelbert
0605e0b207 Fixes a runtime with liquid contents gene (#56661) 2021-02-06 16:07:07 -08:00
MrMelbert
9b0c2e771e A Big Hydroponics Update: A Rose by any other name (2 new plants, 4 new traits, new genes, and more!) (#56024) 2021-02-04 18:36:10 -08:00
Qustinnus
707fc287b4 Replaces intents with combat mode (#56601)
About The Pull Request

This PR removes intents and replaces them with a combat mode. An explanation of what this means can be found below
Major changes:

    Disarm and Grab intents have been removed.
    Harm/Help is now combat mode, toggled by F or 4 by default
    The context/verb/popup menu now only works when you do shift+right-click
    Right click is now disarm, both in and out of combat mode.
    Grabbing is now on ctrl-click.
    If you're in combat mode, and are currently grabbing/pulling someone, and ctrl-click somewhere else, it will not release the grab (To prevent misclicks)

Minor interaction changes:

Right click to dissasemble tables, racks, filing cabinets (When holding the right tool to do so)
Left click to stunbaton, right click to harmbaton
Right click to tip cows
Right click to malpractice surgery
Right click to hold people at gunpoint (if youre holding a gun)
Why It's Good For The Game

Intents heavily cripple both the code and the UI design of interactions. While I understand that a lot of people will dislike this PR as they are used to intents, they are one of our weakest links in terms of explaining to players how to do specific things, and require a lot more keypresses to do compared to this.

As an example, martial arts can now be done without having to juggle 1 2 3 and 4 to switch intents quickly.

As some of you who saw the first combat mode PR, the context menu used to be disabled in combat mode. In this version it is instead on shift-right click ensuring that you can always use it in the same way.

In this version, combat mode also no longer prevents you from attacking with items when you would so before, as this was something that was commonly complained about.

The full intention of this shift in control scheme is that right click will become "secondary interaction" for items, which prevents some of the awkward juggling we have now with item modes etcetera.
Changelog

cl Qustinnus
add: Intents have been replaced with a combat mode. For more info find the PR here: #56601
/cl
2021-02-04 16:37:32 +13:00
MrMelbert
6b809575c6 The Seed Extractor now vends into hands if possible (#56508) 2021-01-31 12:51:47 -08:00
MrMelbert
3ff7884d8c Fixes minor logging issue with hydroponics trays (#56381)
Hydroponics trays have a var, lastuser, that it's supposed to use in logging as the last person who modified a tray's reagents
this variable was only set if you transferred reagents to the tray via composting, so it was null 99% of the time.

The var is now set when any reagents are transferred and the logging for spawning spiders now uses this var.

The var is now a weakref, to prevent hydroponics trays from harddels.

"null last modified a tray's contents that spawned spiderlings." Not very helpful to admins, is it.
2021-01-27 16:49:24 -08:00
MrMelbert
7a3f761d92 Fixes for the invasive spreading trait (#56300)
Fixes invasive spreading overtaking same type plants (It was checking for dead plants instead of alive ones)
    Fixes invasive spreading going through glass (It only checked plants one step away, regardless of adjacency)
    Better var names (HY -> spread_tray, H -> our_tray)
    Slight visual feedback when plants are destroyed
    TRUE / FALSE instead of 1 / 0
2021-01-21 22:35:01 +00:00
MrMelbert
17651a03ae Patches gene shears click stack exploit (#56301)
Fixes #55390 by checking the plant's heath again after the input is done and before the gene is removed. I'm not sure if it's the cleanest way to get around stacking inputs to exploit the health, but it works?
2021-01-21 22:34:11 +00:00
TemporalOroboros
976c1fcb8c [READY] Bespoke Datum Mats (#55296)
* Bespoke Material Backend

- Adds support for bespoke materials:
  - Reimplements [/datum/material/var/id]
  - Ports GetIdFromArguments from SSdcs
  - Adds a wrapper define for GetMaterialRef
  - Adds [MATERIAL_INIT_BESPOKE]
  - Adds [/datum/material/proc/Initialize]
- Does not actually add any bespoke materials

- [ ] TODO: Code docs
- [ ] TODO: Actually adding bespoke materials

* Some has_material procs and cleaning up some spaghetti

- Adds a pair of has_material procs for use in checking whether a given atom has a given material

* Adds meat

- Adds bespoke meat variants
  - Does not make them accessible
- Shuts up the linter

* Implements bespoke meat

- Makes the material container preserve bespoke materials
- Makes the sheetifier accept bespoke materials
- Makes the autolathe accept bespoke materials
- Makes the gibber produce bespoke meats

* Makes butchering produce bespoke meats

This is jank and really needs to be folded into a unified butchering and gibbing system

* Material documentation

- Adds, fixes, and touches up some documentation

* Material container insertion callback

- Changes the proc used to expand the material container's material list ot a proc used to check whether a material fits into a material container
- Instantiating new materials is no longer O(n) relative to the number of autolathes in existence.

* Makes processing meat conserve materials

- Makes bespoke meat carry over into meatballs

* Makes preserving custom materials an option

- Implements the ability to turn preserving custom materials _off_ for processor recipes

* Fixes all bespoke materials of the same type using the same singleton

- We use ids now, not just types.

* Makes the fat sucker produce bespoke meats

- Because consistency is good.

* Fixes autolathes merging bespoke stacks into normal stacks.

* Makes the callback to test materials for holdibility optional

- @Floyd

* GetMaterialRef -> GET_MATERIAL_REF

- We capitalize macros.

* Removes an extraneous callback

- Makes the sheetifier use functionality I didn't notice I implemented a few commits ago.

* Makes mob and species meat null compatible

* Fixes the ore silo

- The ore silo had really snowflake material handling that has been brought in line with the rest.
- The materials should show up in the correct order.

* Fixes minor lathe bugs

- Fixes stack_traces caused when lathes tried to fetch materials using reagent typepaths
- Fixed the selective reagent disposal topic. I have no idea how long this has been broken.

* Various documentation fixes

- Clarified a couple comments
- Removes an extraneous ?. operator
- Fixed mat floor tiles having bugged reagent temperatures

* More fixes

-/datum/material/meat/mob -> /datum/material/meat/mob_meat
- Adds atom typecheck to material containers.

* Fixes old typepaths
2021-01-15 23:39:58 -08:00
coiax
e986d3245c Refactor caltrop component into element (#56020)
Refactors the nearly completely stateless component "caltrop" into an
element. The previous limit on "one message per caltrop per second" has
been changed to "one message (about caltrops) per mob per second".

This avoids a unique component for each shard of glass, and each cactus
in the world, so saves some much needed memory.

A message about "sliding over" caltrops has been removed, since it's
now intended that you only trigger caltrops if you're not lying down.
2021-01-11 18:50:51 -03:00
Krysonism
6be7633abc Banana & peel resprite. (#56015)
imageadd: Bananas & peels have been resprited.
2021-01-10 01:58:10 -05:00
spessbro
50890b2535 Barrels work with science goggles (#56035)
Barrel have TRANSPARENT flag when open instead of AMOUNT_VISIBLE letting you see the contents with reagent scanners
2021-01-09 13:37:38 -03:00
LemonInTheDark
6d1cb94ffb LINDA Reforged (#55604)
Speeds up gas movement significantly
Documents the intent and finer details of the atmos system (Thanks dunc)
Fixes excited groups constantly rebuilding, this broke 4 years ago
Fixes superconductors just straight up not working
Allows turfs to sleep while inside an excited group
Adds a new subprocess to SSAir to support rebuilding in this state
Most heat based behavior no longer relies on being inside a fire
Adds a new element to support doing this cleanly
Adds a new subprocess to SSAir to support doing this while a turf is asleep
Refactors air_update_turf to allow for finer control
Makes apcs take damage in heat to prevent infinite plasma fire diffs
Cleans up immutable gas mixtures to make them work properly when the mix has gas in it
Planetary turfs no longer create a new copy of themselves each time they process. We instead use a global
immutable mix
Cleans up a typed for loop in reactions
Canisters will take damage from outside heat now
Speeds up excited group dismantle
Increases the superconductor threshold by 200k
Cleans up some roundstart ATs on some ruins
Uses /turf/open/var/excited to track if a turf is actively processing, preventing a |=
Prevents openspace from trying to melt
Tweaks a canister examine line
Makes planetary turfs reset to base when broken down as part of an excited group
Makes it impossible for planetary turfs to rebuild, just like space tiles
Fixes closed turfs not activating their replacement when destroyed by moving closed -> open turf activation to
the adjacent air subsystem. They were activating and then going back to sleep before adjacent air got a chance
to tick.
Fire alarms will trigger when the area gets too cold for humans
2021-01-08 08:14:08 +01:00
MrMelbert
0630119388 Fix chemical grafts (#56000)
Fixes chemical grafts in botany so their seeds actually gain the reagents they offer.

For those who didn't know, Spaceman's Trumpet is the only plant (for now) that allows you you graft it and get a chemical instead of a trait (Polypyrylium Oligomers). Only this graft doesn't work. It shows up in the plant, but on harvest there is none of that chemical inside of it. Now it works.
2021-01-07 18:40:24 -08:00
MrMelbert
3503a646b6 fixes densified (#55967)
Densified Chemicals broke with the food refactor. Food has a max_volume var that it uses to create the reagent container which was overriding the reagents.maximum_volume change. Now it changes the proper var and works again.
2021-01-07 14:33:51 -08:00
tralezab
1fd0485206 [READY] Hark! The Medieval Reality Simulation Dome Emergency Shuttle! (+speech mutation, NOTELEPORT fixes and teambuilder improvements) (#55424)
* HARK! THERE ARE SOME MAIDENS THAT NEED SAVING!

* claymores, chairs

* mapmerge, price increase, no losing the flag, no teleporting in, other small stuff

* oldworld language, medieval mutation, reviews

* see desc for full changelog

huge improvements to how medieval speech feels, CTF now fully lit, json beautified, bugs squashed and more NOTELEPORT exploits also quashed. (I NEED TO UNDO THIS FOR ATOMIZATION)

* removes my fixes? also bugfixes and CTF separation

* dumb json mistake, starting work on reality simulators

* BOWS ARE BROOOOOOOOOOOOOOOOOKEN

* br

* getting closer to working

* well, mostly everything now.

* finally ready

* removes languages stuff as it is buggy and does not work, fixes more bugs, fixes more bugs, fixes more bugs

* conflict fix

* linting

* more lint

* bow buff, speech fix, TON of ctf fixes

* oh fuck year

* NO MORE INSTA DELETING CREW

* whoops

* review handled

* pooosh

* conflict fix
2021-01-05 00:49:53 -08:00
coiax
50253ab08c Fix hydroponics tray examine messages (#55861)
Some oversights when examine procs were changed to return lists of
strings, rather than using `to_chat()`, meant that the examine for
hydroponics was printing some messages in the wrong order.

In addition, examining the tray when close to it was only printing the
`to_chat()` messages, so it has been changed to `examinate`.
2021-01-02 17:15:48 -08:00
Dex
7998b2ca29 Fix onyo (#55650)
Regular onions no longer turn into red onion slices when cut
2020-12-24 01:05:20 -08:00
TemporalOroboros
863977e5fa Makes reagent updates more event based, also makes plasma boil properly. (#54790)
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
2020-12-22 19:20:00 -03:00
ArcaneMusic
1c82c73d83 Adds hydroponics shrubs, allowing botanists to grow hedges. (#55496)
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
2020-12-21 01:14:14 -08:00
Qustinnus
6c771621d6 Some griddle fixes (#55548)
* GriddleFixes

* based

* make bacon burn properly
2020-12-18 13:26:15 -08:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
TiviPlus
de7994c0f7 Init sanity unit test (#55147)
https://github.com/tgstation/TerraGov-Marine-Corps/pull/5326
Stemming from 
https://github.com/ParadiseSS13/Paradise/pull/14770

Basically it just checks for bad initialize calls
2020-11-30 17:15:11 -05:00
TiviPlus
0eaab0bc54 Grep for space indentation (#54850)
#54604 atomizing
Since a lot of the space indents are in lists ill atomize those later
2020-11-30 12:48:40 -05:00
Ryll Ryll
1b9777df1f Changes grenade proc names to be more clear (#55181)
Grenades have, for the longest time, used the proc name preprime() to refer to arming a timed grenade so that it will boom in a few seconds, and prime() to refer to the grenade actually going boom (or releasing foam or anything else grenades do when they go off). This was very confusing, so now these two procs are called arm_grenade() and detonate().
2020-11-28 07:44:28 -03:00
Qustinnus
41157f5d6b Moves grown food to newfood (#55040)
Moves grown food to newfood
Gives trash element support for callbacks for item creation override
2020-11-23 14:00:23 -08:00
ArcaneMusic
961fdeaaea Typo fix and bug fix (#55075)
Replica pods were calling CanUse as opposed to canUseTopic when harvesting seeds, and since CanUse hinges on the machinery being usable and powered, it was preventing the harvesting of replica pods when depowered as expected. The only thing that should be needed for harvesting trays should pretty exclusively be the standard level of adjacency.
also corrects a line of spelling.

Fixes a bug, corrects some grammar. Makes the world a better place.
2020-11-22 09:50:57 -08:00
Qustinnus
b713fa1bc3 moves misc food to newfood code (#54788)
misc food is now using newfood code
2020-11-18 12:20:47 -08:00
ArcaneMusic
5338ad1696 Re-assesses 99% of vending prices through Arconomics to match player resources and round-length. (#54715)
* The Re-pricening

* Rewritten and adjusted for paycheck defines.

* I made the map changes finally.

* And the refills too.

* "OH YEAH REPLACING IT ALL WITH DEFINES AND SCALING IT THE EXCEL DOCUMENT WILL BE EASY, ARCANE!!!"

* And the premium ones too.

* Accidently spoiled a future pr due to dme bleedover
2020-11-13 16:17:22 -05:00
Jared-Fogle
477d97647e Move death(), gib(), and dust() from /mob to /mob/living (#54810)
These have no reason to exist on /mob, where they noop for any nonliving.
2020-11-08 10:32:04 -05:00
Rohesie
c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
TheObserver-sys
a5e6db8f99 Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
2020-10-25 00:29:00 -03:00
Rohesie
29ec525147 Implements timed_action_flags for do_after-like procs (#54409)
Originally I wanted to fix an issue where the `get_up()` `do_after()` would ignore the callback checks, because it was `uninterruptible`, so that made me refactor these procs to allow for higher granularity on checks and standardize behavior a bit more.
There's more work to be done for them, but one thing at a time.

* Removes the `uninterruptible` check in favor of the more granular `timed_action_flags`
* Cleans code on the `do_atom`, `do_after_mob`, `do_mob` and `do_after` procs to standardize them a little better.
2020-10-19 17:06:49 -04:00
ZeWaka
9629feed35 Converts A && A.B into A?.B (#54342)
Implements the ?. operator, replacing code like A && A.B with A?.B

BYOND Ref:
When reading A?.B, it's equivalent to A && A.B except that A is only evaluated once, even if it's a complex expression like a proc call.
2020-10-13 16:43:53 -03:00
spookydonut
cfd08435d5 Fix incorrect Initialize arguments again (#54123)
Fixes #54013 because loc is not the second arg
2020-10-01 21:49:20 -07:00