The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
When an admin clicks cancel on change species, a null species
it set. Check for this in the set_species proc
The following runtime has occured 34 time(s).
runtime error: Cannot create objects of type null.
proc name: set species (/mob/living/carbon/set_species)
source file: dna.dm,180
usr: Phoebe Lotsu (/mob/dead/observer)
src: Swae Lee (/mob/living/carbon/human)
This list was accurate before the cat features were added, but wasn't change when they were. Using random_features() both future proofs against new features in the future and lets lizards have unique appearances when generated from nothing by admins/events. Lizards with proper save_files/prefs will overwrite these random features during creation.
Fixes#14679
Almost everything about this bug initially tested and looked into by @thelongbowman who I'm not sure actually has a github account but whatever!
Fixed lesser form changeling, when humanized via dna injector, the ling no longer keeps its Human Form power.
Simplified the racemut trick in humanize() and monkeyize().
Dna now gets qdel'd, just like reagents, when the mob gets qdel'd.
Some tiny fixes here and there.
Added a changelog.
- Fixed bugs with monkeyize/humanize: 7803 (humanized monkey nobloodtype)
- Fixes 9298 monkeyed ling have troubles humanizing themself (already fixed?)
- Fixes despawning clothes when monkeyizing. 11855
- Replaced check_dna_integrity proc by simpler has_dna proc when required.
- created set_species() proc
- fixed space retrovirus not transfering SE (despite having a domutcheck()). Still need to check if it needs a name = real_name.
- I renamed mecha/var/dna to dna_lock to avoid confusion
- I renamed an armor var in a species proc to armor_block to avoid confusion with species/var/armor.
- I removed many if(dna) checks in lots of files.
- I removed duplicate defense procs between human/proc/X and dna.species/proc/X since dna is now always set.
- Anatomic panacea from changeling removes alien embryo correctly. 6247
- Fixes runtime when trying to put dna-less brain mmi into a dnalocked mech.
- Removed carbon/var/list/features, we now only have dna.features and prefs.features
- Remove hulk mutation from lizards and other species (Fixed 6413); only real humans can acquire hulk. (less work on sprites for each ones, fixes lizard tail not in hulk color)
- Fixes cloning not setting up correctly dna UE and dna.real_name
- I fixed the issue with sucked+cloned ling being unable to absorb
- I fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- I added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
- Fixes cloning not setting up correctly dna UE and dna.real_name
- Fixed the issue with sucked+cloned ling being unable to absorb
- Fixed issue with changeling proc checking if they have the dna already not working.
- Fixed 4095, low health hulk with DAA getting stuck in loop of acquiring/losing hulk.
- Added a second layer for mutations to differientate mutations that go below and above the body layer (Fixes 7858)
- Fixes 10048, the transform to initial appearence button was fucking up the dna.
Fixes NOCLONE and CLUMSY being in both disabilities and mutations. they're now only disabilities.
Fixes minttoxin not gibbing people with the fat disabilities.
Fixes some runtimes, replacing usr by user in some places.
Fixes mutation overlays being removed when updating overlays.
Remove the now unused mob/var/list/mutations and human/var/blood_type
Fixed some formatting in preferences.dm
Random lizard bodies will finally have color!
Pushes features almost all the way to the DNA side of thing, the mob side is only needed during character creation.
Note that changes to the save file will invoke a one time per character runtime for legacy characters as the save file purges mutant_color, this is as far as I can tell harmless, has no effect on the player, and is self correcting.
Fixes monkeys not getting a special role when made with jungle fever because of a runtime
Fixes check_monkey_victory runtiming and always defaulting to "the monkeys won!"
Adds a check for monkey modes that end on station because all the monkeys died and continuous is off (it is by default off)
Fixes a runtime relating to trying to change a monkey's mutantrace (don't do this)
Adds a check to not end the round if all the monkeys died but there are still people waiting to become monkeys because they got bit.
Maybe some other tiny monkey fixes I'm not even sure at this point I wasted a sunday night fixing monkey mode problems
sets every instance of race changes to use hardset_dna instead of directly replacing the datum (needs more testing to be sure I didn't break shit)
removes the invisible man race (aka the generic) and shadowlings from the new green slime mutation toxin while I'm in the area