Adds ability to attack mobs by clicking their tile.
When someone clicks a tile with a weapon while off help intent, and if a mob is occupying that tile, the mob will be attacked as if they were clicked directly.
If more than one mob is on a tile, one is chosen randomly.
You cannot hit yourself by clicking your own tile.
Weapons with cleaving abilities will attempt a cleave on the tile clicked on, making it very easy to hit (simple) mobs with those weapons if near you.
Other changes.
Cleave proc can accept any atom now and not just a mob.
Also cleans up weapons deciding how they can cleave somewhat.
* Fixes wallet-HUD interaction issues.
* Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap.
* Fixes an indentation error.
Adds ability to have many different 'versions' of a PoI, yet only having one show up per round.
An example on how to do this is provided with Radio Free Sif (aka DJOutpost).
Just make sure all the different versions have the same 'template_group' value.
* adds an e-reader full of news to the loadout
* Political Almanac -> Pocket Newscaster
* new news channel containing lore-compliant news that's not bad
Port from Bay
- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites
We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.
-Seems the years old conversion to turn old limb names and tags and such to BP constants was never finished.
-This also fixes warning spammy diona organ tags.
This line had no real use at all that I could find. It may even have contributed to various issues.
Before this line was added, all basic humanoid species have had their appearances constructed onto an actually existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant species specific icon_states would never have had any proper fallback either.
No negative effects whatsoever detected in testing runs. Maybe slight framerate increase, but that was likely unrelated/placebo lmao