EVA suit no longer stores toolboxes because those use a volume inventory.
CE's suit no longer holds pickaxes and ore satchels, but can now hold inflatables.
Adjusted get_breath_from_internal() proc to disable rig internals if the helmet is retracted and no suitable mask is in place.
Adjusted the internals button to ignore offline rigs.
Adds a HUD when controlling a simple animal. Allows intents, mostly harm and help if they don't have hands. Disarm and grab if they do. Gives them a generic hud, and adds a var to decide if they have hands or not. Adds a var printed to any client that joins into a mob to explain how to play them, or lore stuff, or whatever you feel like.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
We define the inventory screen objects for hands to be special in that apply overlays to themselves for handcuffed. By putting that logic on the screen object itself, we allow it to be expanded to other cases besides handcuffs in the future without conflict.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Still have: doors, windoors, cameras, windows, grilles, blobs, resisting, alien stuff, mechas, spray bottles.
Setting changeNextMove is now responsibility of the item being attacked.
Adds a config option to eliminate click cooldowns completely. Intended to be used by devs.
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
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().
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>
/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.
Tanks placed in canisters, scanned with PDA or other analysis tool will set the manipulated_by variable to whoever did so.
The idea is that this person is aware what's in the tank and will act accordingly when you press the internals HUD icon.
If the user was the last person to manipulate the tank (or it's not been manipulated) then the user is smart about selecting the proper tank.
If the user was not the last person to manipulate the tank then he is only checking the pressure gauge to see what tank is fullest that matches his species breath_type
If that tank has nasties in it, welp he is going to get a breathful of nasties.
Before: If you had a tank on your back full of nice precious oxygen, and a tank of plasma in your hand and thought "I'll play it safe and turn on internals" and click the internals icon you would start sucking down plasma like you weren't really qualified to handle such things, how do you even get those two mixed up you big dummy! Code was hardcoded junk.
After: A check of what your species prefers to breath, you are an adult, I'm pretty sure you can remember if the tank on your back is oxygen or not, and you will turn on the fullest tank.
Code is now nolonger hardcoded junk, and is expandable by editing a couple of variables instead of hardcoding everything. Double Rainbow, All The Way Across The Sky!
Also coded in a check for "Carbon Dioxide" in the event a downstream server uses a race that breathes that or we move dionaea to breathing it in the future.