Changes:
- Code copied over to hud.dm and commented out, to prep for upstream pull.
- Commented-out, unused code removed.
- CHOMPEdits removed, pending upstream PR.
- Medigun no longer shows 2x the actual ammo loaded.
- Curabitur now fetches the amount of shots correctly, bar 1 extra for some reason.
- Curabitur ammo updates on automatic recharge ticks.
- A ton of projectile get_ammo_count optimization - mostly swaps the massive if/else for for loops. Fixes multiple guns not getting ammo properly, now casings won't register as ammo unless they have a shell in the casing.
- hud_state_empty defined as base on all bullets.
- Corrects energy weapons missing a hud_state_empty.
- Gives Ion weapons a hud_state_empty
All changes have been tested, and bar the Curabitur having an extra shot for ??? reason, which is a base bug I've yet to fix, this is entirely ready for testmerge.
* Fixes#4632.
* 1:27 am coding best coding
* fixes a warning
* Removes the last of the gender macros. Gender is dead.
* gender II: the travis-ing
* linebreaks are dead too.
* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
While I was rooting around in hydroponics code, I saw that a list was being regenerated with UI interaction, so I threw the list into the plant controller.
No proper sprites for the Floral Somatoray's new mode yet, but it uses the gun sprite from mutate mode, and the projectile sprite from yield mode.
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
- Replaces the creation of throwaway items from New() with initial() calls for all chameleon items.
- Unfortunately throwaway items could not be removed when switch appearance, as initial() does not work very will with list vars.
- Makes chameleon item name cache lists global.
- Makes chameleon guns a subtype of energy guns, removes chameleon magazines.
- Moves chameleon.dm to clothing module root
- Items without icon or icon_state are no longer selectable as chameleon appearances.
- Chameleon verbs go in their own panel.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
Removes can_fire() and moves some of it's functionality into
get_next_projectile(), which was renamed to consume_next_projectile() to
indicate the possibility of side-effects.
Also renamed flag var to check_armour