Semi-rewrites how surgery failure works. Using an improper surface will call the surgery step's fail proc instead of just doing a melee attack.
Adds 'surgery odds' var to objs, which determines effectiveness. The numbers for operating tables/roller beds/tables remain unchanged from the previous version, however doing it this way makes it cleaner to add new surfaces in the future.
Adds a proc to get a surgery surface.
Also makes burn repair on FBPs more efficent, so that one scorched robot does not take literally all of robotic's wires.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.
The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.
They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
So you can customize your character with tattoos or fur colors for Taj or whatever. I'll let Anewbe work out what he wants to whitelist other than what I did already.
The icons are sliced up with the HumanScissors program I wrote, so they are per-organ. So, lop off a limb, put it on someone else, they have the tattoos and whatnot. It's part of DNA so it comes with when cloning.
They are defined in the normal sprite_accessories file and the icons are all in markings.dm in the format of "markingname-organtag" so if you have a marking that spans both arms and torso you need "thatone-torso", "thatone-l_arm", "thatone-r_arm" icon states.
* Compound icon generator proc
Why didn't this exist before? Am I missing something? I need manipulatable icons of existing atoms including their overlays. Is there some easier way to get them than this...?
* Polaris Portion of AI Upgrade
Why didn't this exist before? Am I missing something? I need manipulatable icons of existing atoms including their overlays. Is there some easier way to get them than this...?
Somewhere on the station, a gas canister is faulty and ruptures, releasing its contents (no explosion).
* Added as an event_manger event. This version is nice on low severity and picks a canister with nobody nearby.
* Also added as a gamemaster event.
* Added helper method to check area occupancy.
Somewhere on the station, a gas canister is faulty and ruptures, releasing its contents (no explosion).
* Added as an event_manger event. This version is nice on low severity and picks a canister with nobody nearby.
* Also added as a gamemaster event.
* Added helper method to check area occupancy.
* That if statement wasn't heping anyone as it was.
* Strangely however, even an `if(using_map)` doesn't help, as using_map is in some crazy BYOND limbo state at that point in world init. but checking istype() succeeds in figuring out its not real.
* That if statement wasn't heping anyone as it was.
* Strangely however, even an `if(using_map)` doesn't help, as using_map is in some crazy BYOND limbo state at that point in world init. but checking istype() succeeds in figuring out its not real.
Also just general AI QOL things.
AIs have a "Hardlight Noms" verb in the Vore tab. When their hologram is on top of a person, they can pick this, and will homf them. Takes 5 seconds, neither of you can move or it cancels. Holograms with someone inside become almost opaque and purple. They also have different examine text.
A hologram with someone inside cannot move through glass/tables/etc. Pressing "Hardlight Noms" again will give the option of dumping the prey out. Derezzing the hologram will also do this. Also because the hologram can be 'blocked' by things now when full, moving the hologram off the screen will derez it and dump the prey too.
AIs can examine mobs now to get flavortext and OOC notes. Shift-click only. This is for annoying technical reasons. Sorry to those that like to right-click and click examine.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
Make mind records get removed when you cryo.
Added resleeving manual.
Commit virgo-7 because mapmerge constantly says it has changes. BeyondCompare says there aren't any. Probably some formatting change but it'll probably do it for everyone until I do it.
Move where backup implants are (put them in resleeving room)
Only Posibrains are indigestible. MMIs are. Squishy brainmeat!
Unrelated icon change to station announcements by admins.
A few more choices for those that prefer these. Basically the backpack-cloth-rustle noise, and a choice for no sound. Useful for those that have "taur back" or whatever bellies.
# Conflicts:
# html/changelogs/.all_changelog.yml
# icons/mob/hud.dmi
# maps/polaris-1.dmm
Fake conflicts from a merge error previously. No real conflicts.
global_lists_vr.dm - Removes generic 'suit' which included basically any outerwear, and the invisible magical storage/internal
storage/internal.dm - Don't name the storage inside suits the same as the suit. It causes weird name-alignment problems where if you delete the suit it might just delete the internal storage, or the other way around.
Dreaming.dm - Added some vorish stuff I made up.
belly_vr.dm - Fixes for digesting items and how that works, and how to prevent them from showing up on the HUD. Also fixes IDs falling onto the floor (among other things).
living_vr.dm - Just in case, adds null-entry cleanup to belly cleanup proc.
bellymodes_vr.dm - Removes previous null-item hotfix.
vorepanel_vr.dm - Adds zero-width space to make items in belly wrap and not look horrible.
skim.dmf - Adds Y hotkey for whisper, and 6 hotkey for subtle.
Closes#455Closes#443Closes#239