A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Moves spell HUD so it doesn't cover instability warning.
Makes Instability radiate out towards other humans at sufficently high amounts. People radiating instability will glow purple light. It is adviced to keep your distance or you will get instability as well.
Mark can no longer be cast on the admin z-level.
Adds Gambit, a spell which will randomly give you (almost) any spell that exists.
Shield now causes a bit of instability when blocking.
Recall will bring anyone who is grabbed along for the ride when cast.
Disposable Teleporters now function correctly.
Instability decays faster.
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Refactors and cleans up item_attack.dm and related mob attack code
Conflicts:
code/_onclick/item_attack.dm
code/game/objects/items.dm
code/modules/mob/living/bot/bot.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/living_defense.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Manually ports https://github.com/Baystation12/Baystation12/pull/12614 's fix to not make examining trigger the autofire.
The toggle to shoot if the target talks on the radio defaults to off.
The aim intent icon now updates when clicked.
``/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.