-Mauler primary weapon replaced with the machine gun. I would prefer to replace this with a single-shot heavy cannon at some point in the future.
-Adds Gygax as a light exosuit option.
-Map edit, adds the nuke op TC consoles and updates the ops staging area.
Also moves around security clothing items. For example HoS clothing was all in clothing/under/jobs/security, now every piece is in their respective category (under, suits, head). This doesn't change item paths.
Spelling fix in icons/mob/suit.dmi
Field generators, that are active, will now shock you; they did before but it was because of the containment field near it.
Changed the type path of the field generator and containment field:
/obj/machinery/field_generator -> /obj/machinery/field/generator
/obj/machinery/containment_field -> /obj/machinery/field/containment
Changed the map to have the new type paths.
The containment field will now shock you when it is created.
The containment field layer is a little above objects, so objects going through are under the field icon.
Cleaned up a bit of the code.
mind.dm - Added a known words list to the mind datum
cult.dm
-**REDUCED RECOMMENDED_ENEMIES BACK DOWN TO 3** - this was one of those band aide fixes we tried ages ago, I really don't feel cult needs more than 3 starting cultists now. Power of three and all that.
-Cultists get a message when grant_runeword gives them the last rune word
-Remove_cultist nullifies the new cult_words mind list on deconversion (Coming Soon™)
runes.dm
-Convert will now try up to three times to give the converter a new word (in testing this seems plenty to get most of the words)
-Sacrifice is now guarenteed to give a new word if the normal checks are passed for a word to be given
-Sacrificing the sacrifice target will reward the sacrificer with up to three words, previously they got fuck all.
-Upped the probablity for words to be given
--Live humans will always give a word
--Dead humans has been increased from 40 to 60
--Monkeys have been increased from 20 to 30
* By converting the unix timestamp of the git log, I was able to get the date of the revision.
* It uses the new unix2date, which figures out the date, since you can't convert unix time to byond time through byond.
Adds a cap for flame_range in global.dm
Added a flame_range for syndibombs, syndieminibombs, Wizard's fireball, fuel tank explosions, and meteors.
Adds firesuit level temperature protection to the wizard hardsuit for safety from your own fireballs setting you ablaze
Adds ExtinguishMob() for Ethereal Jaunt to make wizards a little less vulnerable to fire
A blob tile will light up when it is being pulsed by a core/node, adds crucial visual feedback when placing resources/factories.
New shortcuts for the blob. Expand = CTRL Click - Rally = Middle Mouse Click - Create Shield = Alt Click
Blobs can now talk to each other and ghosts can hear them. Thanks to /vg/ for this code.
Removed the unnecessary AI quarantine code.
Formated the blob code to use the standard.
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>
Adds a pair of Galoshes to the Janicart crate
This alternative allows new spawning Janitors to get their noslips, allows HoP assigned Janitors to get their no slips, and maintains the ability for thieving greyshirts to steal the janitors yellow boots, and gives cargo something else to order.
The reason I chucked in a free pair of galoshes into the janicart crate instead of making a new crate is because I see that crate as the new janitor's starter pack, and its also to incentivise that the crate is meant to be ordered for new janitors and not power gaming assholes (although they probably will still do it -meh).
The reason for this change is because the HoP can increase the number of Janitors on station (which is a good thing for them to do because one janitor can't keep the station clean), however the new janitors are at a disadvantage because they can never get a pair of no slip galoshes and Aran made it so only water can clean stuff via mopping, not even space cleaner works.
Fixes#646, #579, #863
Completely redoes the click code. Moves all click related code into code/_onclick for reference. Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related. Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.
Completely removes dummy objects and adds atom.Adjacent(user). This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square. A turf helper, ClickCross(), was added to facilitate this.
Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs. Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click. A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.
This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished. I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click. It is to be suggested that you could do more with this proc when ghost interactions are enabled.
This update also adds support for double clicking. It is currently only used for ghosts and AIs, because the original (first) click still registers normally. For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it. In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc. Default mobs ignore double clicks as normal.
-- NOTE --
There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY. Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.
Using either of these flags as intended would significantly affect the timing of the game. In particular, USEDELAY is currently applied to guns and about everything else that acts at range. I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it. I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.
NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.