Also cleans up attackby while we're at it.
Conflicts:
code/game/dna/dna_modifier.dm
code/game/machinery/computer/arcade.dm
code/game/supplyshuttle.dm
code/modules/mining/mine_items.dm
code/modules/reagents/Chemistry-Machinery.dm
code/modules/research/research_shuttle.dm
code/modules/research/server.dm
Cleaned up and reordered symptoms.
Removed unneeded whitespace.
Made some of the symptoms less cruel.
Fixed non-working symptoms because of missing multiplier
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/modules/mob/living/living.dm
Conflicts:
code/__HELPERS/mobs.dm
code/datums/mind.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/ai/ai.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/__HELPERS/mobs.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
We no longer run auto_use_power() on every machine every tick.
We now have a global list of areas, and areas that have an APC in them (all_areas and active_areas) no more looping through world bullshit.
A bunch of snowflakey as fuck machines won't use_power() in their process, you get two options, active and idle, use them!
This means a lot of machines won't double dip on power as well so power usage for the station has dropped about 20%
Because everything is snowflakey as fuck we're going to have some machines that don't force an update on their power usage. Fuck them.
We should catch them with the root obj/machine/proc's forcing updates.
Conflicts:
code/modules/mob/mob.dm
code/modules/power/apc.dm
Hair styles that aren't designed to have color shifts will no longer be affected.
Balding virus symptom now only applies to humans.
Signed-off-by: Mloc <colmohici@gmail.com>
Browser UI properly updates on click and on process()
Dishincubator now properly removes radiation (again)
Signed-off-by: Mloc-Argent <colmohici@gmail.com>