First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
A ninja now uses proper glasses instead of using its own hack.
Fixed a bug that would override the old ninja-night vision unless one also wore additional glasses in the glasses-inventory slot.
Adds overlays to thermals and mesons as well. Slightly reduces the intensity of the night vision overlay.
Conflicts:
code/game/objects/items/weapons/stunbaton.dm
Made all obj/item/weapons have "swing_hit" as their default hitsound.
Made hitsound not play when the attack misses.
Adds agonyforce var to stun batons, which causes halloss and eye blur.
Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
New turf proc: assume_gas(). Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
more.
Zones now process all fire data and existance in one go, fire objects
only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
structured for the new gas_mixtures.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
AI can now alt+left click turfs in camera view to list and interact with objects in the status tab. For example allows for interacting with emergency shutters beneath grills.
alt-clicking doors now notifies the AI when they are electrified/un-electrified as, unlike most other shortcuts, this doesn't have a visual cue.
When interacting with doors and the AI-control is disabled hacking is now automatically initiated, as if the AI had attempted to open the door 'menu'.
When borgs/AIs try to interact with an emagged door they now receive a feedback message that it's unresponsive.
Parts of implementation done by porting code from tg-station.
/mob/proc/ClickOn() now checks storage levels, not just contents levels,
now allows items to be taken out of internal storage attached to another
item.
Coats now use internal storage for their pocket slots, removed duplicate
storage code.
Moved coat.dm out of it's special folder and into modules/clothing.
You have no HUD when zoomed. None, I'm unable to move every HUD element while zoomed in so you lose it. Consider it part of your concentration while zoomed in.
If you move while zoomed in you automatically zoom out, you lose concentration.
If the rifle isn't in your active hand you can't zoom in.