Destroy can cause the parent ball you're orbiting to also be destroyed,
which calls stop orbit on your ball, which then caused you to get
destroyed again, this fixes that while still guarding against the case
the original !loc qdel code was added for - see pr #15486
* Traitor discounted item system! Every uplink will have three random items on sale for between 25% and 75% off (strongly weighted towards smaller deals). All these items are single purchase only.
* Whoops, accidentally used a feature not in the travis build of dream maker.
* Featuring Remie from code optimization
Aflap is now a child of flap, each having a wing opening/closing timer, also improved the code there a bit.
Adds a stat_allowed var(all emotes are default to CONSCIOUS).
* Wizards can now buy magic guardians for 2 points
* a touch of wizard handling
god damn it spell magic men
* i swear i removed that
* asshole thaumaturge
* this is a good time to not mindswap you idiot, you fool
* Fixed being able to hold twohanded-required items in one hand
Fixed dualsabers changing their weight_class and hitsound when unsuccessfully wielded
* Fixed ctf flags being unpickupable
* Trimmed down map_merge function to be simpler and straightforward, no
more recycling keys;
New function get_key, looks up a dict key by abusing python;
New function key_int_value, converts a base 52 key to a base 10 integer
value;
Map helper functions are no longer dependent on global values;
Reorganized map_helpers.py;
* Added Map Conflict Fixer Helper;
Changed parse_map function to accept a map's raw text instead of a file
path;
Tweaked some map merger code;
* Map Conflict Fixer readme.md entry
completed readme.md
more
Removed debug code
* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
I coded the ghost_role template, and yet I failed to code a new event
correctly.
I have fixed my mistakes, the sentience event no longer produces admin
complaints about bugs.
> you can make 100 weeds spawn 100% every update
no wonder this was broken.
🆑 Cobby
:bugfix: Fixed Kudzu
:bugfix: Fixes an issue where you can never get below 2 production without disks.
/🆑
This changes weedrate to cap at 10 [meaning at most 10 weeds can spawn at a SINGLE time]
changes weedchance to cap at 67% [meaning at most there's a 2/3 chance `weed_rate` weeds will spawn]
also changes production to 1, since the minimum has always been 1.
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
* Throttles botcall's call bot command
It will now make the ai wait until the bot's astar operation has finished before it can send another call bot command (to any bot).
There is a secondary time out of 90 seconds in case the astar operation just never returns, this is mainly a failsafe, the longest astar operation i've seen is 47 seconds.
* Update ai.dm