* Port
* Why the fuck did I think fixing merge conflicts with the web editor was a good idea. The 2 minute before sleep commit
* Remove from subsystem on destroy
* Woops
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
🆑 Robustin
add: The Prototype Emitter, will function like an ordinary emitter while also charging a secondary power supply that will allow a buckled user to manually fire the emitter. Returning to automatic fire will have the emitter continue to fire at the last target struck by manual fire.
/🆑
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.
The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.
🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
* Partial sparks boilerplate reduction
- Lots of obects are making `/datum/effect_system/spark_spread`, setting
them up, firing them, and then not qdeling them afterwards.
- Makes a `do_sparks` global proc that takes the same arguments as `set_up`
and then calls `start` and then `qdel`
- Switches a bunch of things to use this proc
- Makes emitters keep their own spark_spread datum around, since they
spark so damn much.
- Also makes some things use timers and ports some things to Initialize.
* Compilation