``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
- Mostly under-the-hood changes.
- Emagged APCs may now have their panel removed with screwdriver, so you can access wires
- Emagged APCs no longer rely on locked var, instead they check for emagged var as mwerezak suggested.
- Corrects APC behavior when hacked by malfunctioning AI.
- It should now be possible to hack the APC to unlock it even when it is hacked by the AI. Normal IDs still don't work on hacked APCs.
- A little side-fix, removal of malfunctioning AI's hack of an APC should now work correctly.
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.
Affects the Brig, Virology, Xenobiology or all three.
Adds warning messages to Engineering request consoles and AI.
Prevents doors from bolting open if unpowered
Reduces light overload frequency.
- Fixes APC runtime. I am an idiot. I know.
- Fixes potentional power issue with AI powersupply object, caused by AI having more than one powersupply. This sometimes caused AI to use 100kW instead of 50kW
- Fixes#9543
- Removes ugly floodlight/proc/updateicon() and replaces it with proper floodlight/update_icon() which is standard on all objects/items. Does the same refactor for power cells and adjusts the proc call in relevant files (hence the amount of 1-line changes in various files)
- Makes floodlights properly use CELLRATE. Their load is 200 watts. Cell adjusted accordingly, it starts with 1k cell, which is enough for ~40 minutes (roughly)
- Floodlights with almost discharged cell (less than 10%) ocassionally "flicker", dimming for few seconds. This serves as indicator that the power cell is running low.
- Floodlight luminosity adjusted. They now shine slightly more, espicially closer to the floodlight.
- Fixes#9536
- Area now has APC variable, instead of list. APC construction, etc. should have checks to allow one APC per area only, so situations with multi-APC areas are unlikely, unless adminbus occurs. Either way, with or without this commit, one of the APCs would be unoperational (no load)
- get_apc() no longer uses very laggy locate() in contents of area. In situations where get_apc() is called repeately this brings massive increase in performance (from 0.120 to 0.000, depending on area size and amount of things in contents of that area) as it now only returns the apc variable.
Now instead calls the proper round-end proc when finishing the round, allowing admins to interrupt restart if desired.
None of the current end game variants currently use over/underlays, they are now content with coloring space.
On endgame start, the entire world is now updated in a spawn() instead, reducing crippling lag.
Adds support to designate APCs are critical, these are not drained during world end events.
Fixes a couple of potential runtime errors if no escape points have bee mapped in.
People in wheelchairs and mechas can now enter the world end rift.
Cult walls no longer cultify over and over, indefinitely.
Moved some organ code around, added icons and limbs for IPC, added IPC limb manufacturer.
Reimplementing checks in place of IS_SYNTHETIC.
Rebalancing EMP a bit for IPC.