Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
Fixes invisible gasmask exploit.
Fixes mineral duplication exploit in protolathe.
You can no longer break a RD Console while a linked machine is busy.
Adds cancel button to admin Send To.
Fixes#12729Fixes#12197Fixes#11741Fixes#11449
Basic premise: Get all mob movement delays calculated in movement_delay() instead of having half of them in Client/Move(). Except for the slowdown from grabbing, which is so shit I can't even. The idea here is to eventually have the AI movements be at the same speed as client-initiated ones.
Let's try this again: Removes TickComp because it's a useless pile of shit that's based on a false idea of how BYOND's ticks and tile-based movement work.
Togglable by a verb in the Admin tab. Only Rev, Cult, Ops and Shadowling
atm because the others don't have huds/have more than one hud and I'm
too lazy to handle it properly here. Also adds a debug verb for huds.
- Fixes odd behavior with emagging airlock and windoor animation.
- Fixes being able to bloodcrawl in oil decal.
- Fixes being deaf after bloodcrawling.
- Fixes wintercoat hood appearing below the mask.
- Fixes being able to attack another mob before the game has started (and other things which used a gamestart check that no longer works).
- Ghosts can no longer become drones before the game has started.
- Removed "bhunger" and "ajourn" mob vars, they are unused.
- Fixes admin-revived morph being invisible.
- Fixes heart attack stacking losebreath very high. Also now losebreath is reset to 0 when the mob dies.
- All mobs no longer have a default strip menu showing two hands.
Changed the warning message when climbing mech with a mob attached to be more general instead of specifically about slimes.
Getting inside a closet or machine now immediately breaks your pull and the pull of your puller.
Using ethereal jaunt now also immediately break your pull.
Fixes being able to get inside a mech sleeper while buckled by buckling mid-insertion.
Fixes mutiple rotate operations from breaking the server, map rotation will properly detect rotation operations as well as update operations and abort.
Fixes max pop being treated as minpop
Adds more feedback to admin verbs.
Adds a config option for the map rotation chance.
Ups default rotation chance from 50% of round length to 75% of round length.
Moves the procs around.
Adds two new admin verbs:
Force map rotation.
Change map.
Reasoning for why it needs to go:
- NTSL allows anyone to lag the server or crash it.
- Doohl being gone, no one is going to maintain or expand NTSL. Very little has been done on it for several years now, certainly not any new functionality besides signalling.
- The only interesting things that can be done with NTSL have already been done and are on the wiki. Which is what 99% of users do, copy a script off the wiki. Not interesting or fun.
- Users who actually do scripting are too limited to actually do much besides little chat scripts that are amusing for maybe 2 minutes before becoming annoying.
Fixes#11647Fixes#10595Fixes#10445
Technically fixes#10032Fixes#5779
Technically fixes#4710Fixes#1974
- Queens are now GIANT.
- Queens are now under the /royal type
- Added Praetorian caste.
- Buffed queen health to 400
- Royals now resist all but the strongest space winds
- Drones now must evolve into Praetorian before becoming queen.
- Queens without a Praetorian may now promote one.
- Royal Xenos now are not stunned by hulks or mechs.
- Hulks no longer push back royals, but still deal more damage.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
The final solution of bad taste in midis question
Added special client verb that kills all sounds currently playing for
this client
This is better because toggle midis only pauses them, not actually stops
them
- 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.
The current code for runes is god-awful. Like, seriously terrible. This PR aims to fix that. Rather than having every rune effect defined in a single attack_hand proc, this PR will separate the runes into subtypes, which supports for more modular runes as well as cleans up the code.
It also separates invocation into a two different procs. The first of these will determine if the rune can be invoked; if that passes, the second will cause the rune's effects. There is also a third proc that will cause effects if the rune fails to invoke.
Research words have been removed, and all runes are now available from the start of the round. This is highly subject to change once some feedback is in from actual cult rounds.
Miscellaneous tweaks:
Blood boil runes now explode when used
Convert runes can now work solo, but take time
Armor runes now only provide the basic armor set
Tomes now do a static 15 burn damage and play a sound
If the Escape objective is rolled, the amount of people that must escape will scale with the round population to a factor of 5 (i.e. 50 players = 10 cultists)