* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
* Cyborg upgrade board tweaks
🆑 coiax
add: Cyborg renaming boards cannot be used if no name has been entered.
del: Cyborg rename and emergency reboot modules are destroyed upon use,
and not stored inside the cyborg to be ejected if modules are reset.
/🆑
Reasons: Because being renamed "default name" isn't fun, and it means
you have to hang around to be renamed AGAIN. And for lore/balance/sanity
reasons, you don't get to get the reboot board back after you used it;
try dying less.
* Naming changes, and transformer tweak
- A new unnamed cyborg will copy the user's prefered cyborg name if
possible, defaulting to the old format if there's no preference.
- A rename board with no setting will apply the cyborg's default name,
if one exists, see above.
- Cyborg transformers (from the traitor AI) will no longer destroy all
items.
* Made behaviour more consistent
* Fix spelling
The offhand was deleted in unwield which can be called by dropped, which
can be called by unequip, which can be called by Destroy
By explicitly using wield as a guard, we avoid this
* makes these checks more flexable
* oh hai mark
* praise jesus
* magicaly a better understanding of how to structure if checks lets me cut 2 lines
* wew
* spellcheck
* i shoudent code drunk
* weeeeew
* llllllaaaaaadddddd
* madcusbad
* i realy should learn desktop git
* wew
* Im just so sorry
* because we can't be having the power of atheism melting clockcult.
* Sky Bulge Commit mk2
WORK THIS TIME.
* Indentation.
* Jordbord's suggestions
Incorporated. The bone spear line was also doubletabbed I was set up!
* FUCKING INDENTATION
* the flan update
they don't exist in world but here have a mob
* we fireflans now
also isliving is in now, just gotta actually map a thing
* the tomb update
it's bigger now
* .gitignore revert
* workpls
* Revert ".gitignore revert"
This reverts commit 1fefd34fc7c0dbc8f1f353a95e53665e03ba75cf.
* workthistime
* Revert "workthistime"
This reverts commit 214509d5abda941c470708431536ccd715334e8e.
* well it's the closest gitignore fix so far
* fix dme change
will need to be loaded for the map part to work though
* gitignorerevert take 43
* jordbord fix mk 2
* includes flan.dm in the .dme
* Curator Items
* Spawns in his bookbag because where else would this stuff go
* Revert "Spawns in his bookbag because where else would this stuff go"
This reverts commit c3a8613b01a8ac99b0d44e7eeb2e69fa8ca5801c.
* [WIP] Adds multiple upgrades for Medical cyborgs
🆑 coiax
add: Adds upgrades for the medical cyborg!
add: The Hypospray Expanded Synthesiser that adds chemicals to treat
blindness, deafness, brain damage, genetic corruption and drug abuse.
add: The Hypospray High-Strength Synthesiser, containing stronger
versions of drugs to treat brute, burn, oxyloss and toxic damage.
add: The Piercing Hypospray (also applicable to the Standard and
Peacekeeper borgs) that allows a hypospray to pierce thick clothing and
hardsuits.
add: The Defibrillator, giving the medical cyborg an onboard
defibrillator.
/🆑
- [ ] Price the material cost of the boards appropriately
- [ ] Get the defib upgrade working
* Got the defib working
* Adjusted research and costing levels
* Missed a close paren
* Cyborgs have a reset module wire
🆑 coiax
add: Cyborgs now have a reset module wire, that when pulsed, triggers
the cyborg's reset module hardware.
/🆑
Because they can't touch it themselves for software reasons. Now you can
ask random assistants to reset you in a pinch, or do it on the FRONTIER.
* Upgrade ejection, removed reset board
* Speeds up world init.
* Armor is now new inited for obj and the first level of subpaths.
* Actions is now lazyinited and deleted with empty.
* Actiontypes is now only inited when actually used and deleted once it pre-fills actions with the action buttons.
* Pipes now prefill their node list(s) in new() using new /list/ (count) syntax to speed up the list initaliztions and remove the init proc.
* Pipes no longer store their item version, instead creating it on the fly when deconned
* Walls no longer store their metal stacks, instead creating it on the fly when deconned.
* obj, walls, floor, plating, item, machinery, structure, pipe, pipenet, atom, and movable no longer have an (init) proc. (along with a few other smaller examples)
* Atmos can pass checking is now a var with the ability to have a proc be call in advance cases.
* (as a side effect, I had to fix a few things that were calling atmosCanPass rather then using the pre-calculated list, this should speed up chemfoam and flame effects greatly)
* Reverts upload limit
(remind me one day to defuck this, it could easily be a config thats not editable by vv to make changes easier)
* Makes apc update icon a bit faster.
APC new is some what high on the profile of world init, still not sure why, but this stood out as a waste of cpu so i fixed it.
* Fixes runtime with atmos backpack water tanks.
* Makes smoothing faster (and fixes turfs smoothing twice at init)
* Makes apcs init faster by replacing some spawns with addtimer
* fix transit turfs.