- renamed the eye_stat var to eye_damage.
- mob/on_varedit() added. Manually var editing a mob's eye_blind var properly updates his vision.
- I removed update_vision_overlays(), we now just update the relevant fullscreens instead of all fullscreens whenever one needs to be updated.
- fixed climbing into mecha not giving you mecha sight.
- simplified and removed copypasta from update_tinttotal() (now update_tint() )
Blob mobs now heal for 2.5% of their maxhealth when blob_act()ed, basically whenever they're on the blob
Blob expansion no longer has a chance to fail inversely proportional with the expanding blob's health.
Blobbernauts have slight color differences.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
Blob spores now produce a slightly larger cloud of smoke when dying. Fragile spores and blob zombies produce the current, smaller cloud.
Replicating Foam will try to expand when damaged much more often.
Adds Electromagnetic Web, which does burn damage and EMPs targets, as well as causing a small EMP when dying, but takes more damage; a normal blob that hasn't been near a node or the core for 6~ seconds can be oneshotted by a laser.
Spray tan chem was ineffective on humans because they didn't call the proper update_icon to change the base skin layer.
Races with colors could get to fullblack with careful use of spray tanning
blobbernaut creation costs 30 points, does more damage to the factory
factories regenerate at half rate
reagents tweaked;
lexorin jelly does less brute
energized fibers does slightly more burn
sporing pods does slightly more toxin
replicating foam will try to replicate on all hits
hallucinogenic nectar does slightly more toxin and causes more hallucinations
cryogenic liquid does more burn
synchronous mesh does slightly less damage with one blob but massive damage with more blobs
pressurized slime has a lower chance to emit water when killed and when attacking
Similar balance but now healing is all in the reagent; and code is much simplified
Remove cryo leaking air, it just consumes O2 now. Gasses with a higher
specific_heat can be used to improve efficiency.
Greatly buffs cryo upgrades, in return for slight decrease in un-upgraded
performance due to atmos simulation.
Fix canister relabeling icons (Fixes#14742)
Add wrench sound to portable_atmospherics (consistency with ATMOSPHERICS/components)
Fix blood directly setting oxyloss (now uses adjustOxyLoss, balanced to be ~same as before)
Chem dispensers, heaters, masters/condimasters, the grinder, and the pandemic will now accept any reagent_container with OPENCONTAINER. This generalizes the code.