Removes the 20 second confirmation between prompts for the normal admin version of end round now.
If admins force end a round escape objectives will be good faith greentexted if the antagonists were still in a position to escape alive.
The survival rate will always be printed at round end now, even if the shuttle makes it to centcom (evac rate will be printed too in that case).
changed the values so the equipment effect stays the same. Remove global_iterator datum.
- fiddled with equip_ready procs of mech tools.
- removed mecha/proc/do_after and /enter_after() procs.
- Renamed mech sleeper occupant var to "patient" to avoid confusion with the occupant of the mech.
- all non instant tool (drill) now show a progbar when drilling etc..
- action cooldown now use do_after_cooldown() (that itself uses do_after) and start_cooldown (for instantaneous actions).
- Removed mecha_equipment's destroy proc, it's now all in Destroy(). No confusion.
- modified mecha_equipment/proc/can_attach() to not check istype(mecha) b/c it can't not be. (so the child only have one istype check.
- Removed diamonddrill/can_attach() , all done at drill level.
- armor booster now only for combat mech, instead of all except honkmech.
- Removed dynhitby, dynbulletdamage, dynattackby, dynusepower(), dyngetcharge(), dynabsorbdamage()
- I split the tools.dm file into smaller ones: work tools, mining tools, other tools.
- I split mecha.dm into mecha.dm, mecha_topic.dm and mecha_defense.dm
- refactored mech weapon ballistic/launcher, new proj_init proc, more OOP.
- Moving consumes energy! Lights consumes energy. Fixes#9425.
- Fixed#7354 xeno not bursting if host is inside a mech.
- Added action buttons to mech. Moved toggle lights, internal tank, eject, view stats from verbs to action buttons, these can now only
be done via these buttons (removed them from the big stats window).
- Removed port connect verbs b/C it's automated now.
- regular hud is no longer hidden when inside a mech (doesn't matter b/c you can't interact with most stuff in it while in a mecha). Fixes issue 10387
- can't walk when shooting projectiles. Makes walking on your projectile a bit harder. Helps against issue 10315 (but doesn't fix it).
- also made into action buttons: the special abilities of certain combat mechs.
- Added thrown alerts for mech charge and integrity.
- Fixes teleporting occupant out not properly removing it from the mech. Fixes issue 10330
- fixes ballistic mech weapons spinning when launched. proc/throw_at() now has a spin argument instead of using var/allow_spin that was added to all atoms just for that.
- added a update_action_buttons() to ai/life() to handle ai mech.
Fixed give spell window hiding most important part of the spell types
Added call proc to varedit so all things you can open in varedit you can
also call procs on
- Patch: Don't update html_interface clients that have been inactive for more than 10 minutes.
- Patch: Attempt to speed up _renderContent some more (in case of multiple clients) by using spawn.
- Patch: Second argument for hiIsValidClient hook: reference to the current html_interface object (used by crew monitoring computer).
- Feature: procqueue singleton. You can use this to put proc executions on a queue. Used by the crew monitoring computer to queue the update "for the next tick" when humans move.
The keyword scanner (thing that adds (?) links to player names in admin helps) has been moved to its own proc.
This has been added to all admin pms.
It has been added to asays as well, with the (FLW) link removed to avoid it being distracting.
Replying to an admin help (but not other forms of admin pms nor admin pm replies) by clicking on the name of the ahelper will now send a message to all admins letting them know you are typing up a reply to it. (this should avoid mutiple people replying to the same ahelp) (It also sends a message if you escape out of the ahelp reply as well)