This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Relocates some of the laser tag assessment code into more relevant areas.
Portable turrets are no longer considered fully emagged while in lethal mode. Affects target assessment.
Fixes an issue with turret control windows not refreshing.
E-magging a bot, any bot, now produces adming logs.
Now plays a sound when an ED-209 fires its laser.
ED-209 no longer transform into Beepsky when attacking simple animals
ED-209 can again use its laser.
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().
Replaces magic numbers across the code base with proper constants.
Prepares for the ability to have more than one antag channel in the future.
Corrects a lie.
There is potential for breaking out all the special stuff for laser code but for now I'm happy to simply have a shared codebase.
I imagine pathfinding/patrolling may be sharable with bots in general as well.
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>
Fixed a few bugs in the construction code, before realizing there were a lot more bugs in the move_to_target() code, giving up and disabling it pending rewrite.
I'd say it's a holdover from monkey epidemic but the truth is this is cael code that is being changed, it's been that way for over a year and I still can't rap my head around why these lines were put in.
Allows roboticist to set up cleanbots and if they patrol or not. Requires janitor access to lock them (Captain, HoP, Janitor)
Should probably have a proc that checks you have either of the access listed but for now this fixes this minor problem.