This has no real effect on anything besides the fact that skeletons can use the rarely touched xylophone var.
Adds a pair of usr checks for corgis so events can place things on their head without incuring a runtime (the chrismas event also does this)
Removes the !isanimal and !isrobot checks from robot creation. A fix has been suggested for the pull currently dealing with MMI that will stop the runtimes. https://github.com/tgstation/-tg-station/pull/1529
Keep in mind that if that request is not ultimately pulled the fix will need to be added to this pull to prevent runtimes from the game trying to take DNA from non-carbon based life.
New procs:
* module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
* module_active(module) - Checks whether there is a module active in the slot specified by "module".
* get_selected_module() - Returns the slot number of the currently selected module. Returns 0 if no modules are selected.
* select_module(module) - Selects the module slot specified by "module"
* deselect_module(module) - Deselects the module slot specified by "module"
* toggle_module(module) - Toggles the selection of the module slot specified by "module".
* cycle_modules() - Cycles through the list of selected modules.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
* Fixes the ( shaped cyan wire
* Fixes a luminosity bug with glowshrooms.
* Changes a ridiculous internal loop in intercoms to use the MC.
* Makes intercoms not be bloodied by bloody hands.
* Adds a "NOBLOODY" flag for atoms that don't want to be bloodied.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
*Staff of change now has a 20% chance of turning you into a simple animal (all have been tested to make sure they're properly controllable.
*Staff of change now works on simple animals, adding on_hit doesn't double up damage on simple animals or try to inflict non-brute damage because it's hardcoded to avoid inflicting damage to animals in the generic projectile. Special guns seem to work fine on animals (like the syringe gun for example).
*Mutant races were not updating properly thanks the DNA revamp, so that's been fixed and expanded to include all current races.
*Transfering identity for MMI's in newly created robots has been disabled for animal -> robot because it doesn't work properly for them, robot -> robot also apparently NEVER worked and has likewise been disabled.
Var changes:
* /obj/item/var/color is now item_color
* /obj/machinery/portable_atmospherics/canister/var/color is now canister_color
* /obj/machinery/atmospherics/var/color is now pipe_color
* /mob/living/simple_animal/mouse/var/color is now body_color
* /mob/living/simple_animal/chicken/var/color is now body_color
Proc changes:
* /obj/machinery/door/proc/animate() is now do_animate()
* /obj/machinery/transformer/proc/transform() is now do_transform()
Map changes are due to pipe instances being changed from color to pipe_color
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
* Replaced "fire" with SPAWN_HEAT. You will have to use it in conjunction with SPAWN_TOXINS to spawn fire.
* Added flags for HEAT, COLD, TOXINS, OXYGEN, CO2, NITROGEN, N2O, FUEL and AIR.
Admin heal now calls ExtinguishMob() so it updates luminosity properly
Added some lines to simple mobs to stop them from using the on fire system at the moment (Needs sprites!)
* Stopped the fuel and n20 option, in spawn_air, from runtiming.
* Added toxins as a spawn_air option.
* Removed all use of the fuel option and replaced it with toxins, since fuel does not work with LINDA anymore.
-Hot air is less lethal
-Fire is more lethal
-Catch on fire when entering a hotspot but fire_stacks given dropped to 0.5 each
-You now light up your environment while on fire