## Why It's Good For The Game
johnfulpwillard previously edited this to 2.5 seconds because their
delay of .2 seconds was ludicrously low
however at 2.5 seconds they're basically not a threat and will barely
shoot
now they fire every second, which i think is a happy medium between
'insanely slow' and 'insanely fast', so that they are still sizeably
deadly, but not at _nearly the slow firerate of the syndie shotgunner_
with none of the power
## Changelog
🆑
balance: Syndicate simplemob fire-rate raised to one shot per second.
/🆑
## About The Pull Request
Nerfs their firing speed from once every 0.2 seconds to once every 2.5
seconds
## Why It's Good For The Game
1. The mob that is NOT a 'burst' type mob, is firing every 0.2 seconds.
Kinda defeats the point of having them as two separate mobs, so this
aims to fix that.
2. Russian mobs. Turns out that letting them fire their strong-ass gun
every 0.2 seconds was kinda not a good idea. I had assumed making them a
Syndicate mob would be safe, and it technically is, it's just that
Syndicate mob is fucked itself.
## Changelog
🆑
balance: Default Syndicate and Russian gunners now fire every 2.5
seconds instead of every 0.2
/🆑
## About The Pull Request
Turns out that Russian mobs are literally just Syndicate mobs, so I made
them subtypes of Syndicate basic mobs. This means we don't have to
maintain these two different mobs just to do the exact same thing.
I also removed unused subtypes of it so it's not clogging up.
Also this PR is inspired by a CI failure in [Birdshot
here](https://github.com/tgstation/tgstation/actions/runs/4841059293/jobs/8627176442?pr=75042)
## Why It's Good For The Game
I mostly explained in the About section, but this just helps future
maintaining by making these already copy-pastes of eachother, at least a
subtype instead.
## Changelog
🆑
refactor: Russian mobs are now subtypes of Syndicate basic mobs.
/🆑
New regression in init times. Closes
https://github.com/tgstation/dev-cycles-initiative/issues/32. CC @Fikou
- Instead of creating a human and icon for *every* cardboard cutout when
initialized, only creates the one we're actually using. When you're
about to use a crayon, creates all of them.
- Instead of using getFlatIcon, uses appearances directly.
## About The Pull Request
Fixes#72677 and also converted the "Wumborian Fugu" mob to a basic mob
rather than a simple one.
I will be totally honest: I didn't need to do that in order to fix the
bug. I just didn't like looking at the rest of the code in that file.
Also I have some kind of sickness which makes me do this.
This ended up being one of those "see something related and fix it as
well" ones so there's a couple of only tangentially related changes in
here. If you want me to split it up I will but I think this one is
_probably_ fine because the wide-ranging changes are pretty simple ones?
So what this PR does is:
- Refactors simple mob into basic mob.
- Cleans up its really ugly ability to work in a hopefully nicer way.
- A one line fix to the linked issue above.
- Modifies the default cooldown on `basic_melee_attack` and
`attack_obstructions` to be a widely used cooldown rather than a random
value used by no mob that we have.
- Renamed behaviour "try_mob_ability" to "targeted_mob_ability" and
added a new AI behaviour called "use_mob_ability", the difference
between the two being that the former requires a target and the latter
does not. I... don't actually use this because I realised after adding
it that I still want a target for this mob, but someone will need it
eventually.
- Change everywhere that is passing references to abilities to actions
to pass weak references instead.
- Adds an element to handle "spawn this stuff when a related mob dies".
- Found a few places where people were setting `environment_smash ` as
if it did anything (including me) and replaced them with the proper
ai_controller implementation instead, updated the comment to make it
clearer although that won't prevent copy/paste errors.
- Registered to the "movement speed updated" signal to ensure that basic
mobs actually notice that you have applied a movement speed modifier.
## Why It's Good For The Game
Fixes a linked issue.
Refactors some code which made me sad whenever I saw it.
Restores some mob behaviour which nobody noticed was missing, but was.
Fixes some apparently unreliable code I added in a recent PR reliant on
basic mobs using movespeed modifiers.
Adds element we will definitely need again in the future.
## Changelog
🆑
fix: The Fugu Gland can once more be used on Ian, Carp, Giant Spiders,
or other basic mobs.
fix: Syndicate mobs will once again attack windows to try to reach you,
and space ruin spiders won't.
fix: Netherworld-themed mobs will correctly adjust their speed as they
take damage.
refactor: Made the Wumborian Fugu into a basic mob, which should act
largely the same way but may have slightly different speed and reaction
times.
/🆑
## About The Pull Request
#72517 removed Viscerators icon state, thus making them invisible, this
adds the icon state back to them.
Fixes https://github.com/tgstation/tgstation/issues/72839
## Why It's Good For The Game
Viscerators are not supposed to be invisible.
## Changelog
🆑
fix: Viscerators are no longer invisible.
/🆑
## About The Pull Request
revive of #68760
this time a proc, not an element
this time supports cardboard cutouts
this time supports mob corpses

## Why It's Good For The Game
prevents these icons ever being outdated, they'll always look what they
are supposed to, saves spriting work
## Changelog
🆑 Fikou, a hood by Viro
refactor: humanoid mobs and cardboard cutouts automatically generate
their sprites, they no longer will be outdated
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>